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=Abilities= ==Skills== *Connect - 0 *Sneak - 0 *Stab - 2 ==Foci== *Impervious Defense **Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Focus don’t stack with armor, though Dexterity or shield modifiers apply. Level 1: You have an innate Armor Class of 15 plus half your character level, rounded up. (AC 17+dex+shield) *Close Combatant **You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing. Level 1: Gain any combat skill as a bonus skill. You can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time, but invoking this benefit disrupts any spellcasting you might do that round due to the need for violently active evasion. *Nullifier **Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Focus cannot be taken by Mages or Partial Mages. Level 1: You and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, you can feel the presence or use of magic within twenty feet of you, though you can’t discern details about it or the specific source. The first failed saving throw against a magical effect you suffer in a day is turned into a success.
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