Editing Bloodshed in Behdastar

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Str 9; Dex 6 (-1); Con 12; Int 9; Wil 8; Ch 12; Ap 8; Luck 14<br>
 
Str 9; Dex 6 (-1); Con 12; Int 9; Wil 8; Ch 12; Ap 8; Luck 14<br>
 
AC 9; RV 0; HP 6/6; Attack +0; Save 14 (+2 vs poison); Forestry 2<br>
 
AC 9; RV 0; HP 6/6; Attack +0; Save 14 (+2 vs poison); Forestry 2<br>
Human Traits:
+
Human Traits: COMBAT TRAINING: Humans may select any one weapon. They are able to wield it without penalty, regardless of any restrictions imposed by their chosen class. EXTRAORDINARY LEARNER: Humans receive a 15% bonus on all experience points they earn. UNCANNY ADAPTABILITY: Humans receive a +2 bonus to all saving throws.<br>
*COMBAT TRAINING: Humans may select any one weapon. They are able to wield it without penalty, regardless of any restrictions imposed by their chosen class.
+
Ranger Traits: WEAPON/ARMOR RESTRICTIONS: They may wield any weapon in combat as well as utilize leather, ring mail, chain mail, small shields and buckler shields to protect themselves. FORESTRY: Rangers are most at home in the wilderness, among the flora and fauna of the world. Their Forestry ability may be used to track both humanoids and animals in natural environments. When in these natural environments, Forestry may also be used to remain both unseen and silent. Finally, when a Ranger encounters a natural wild beast he may utilize this ability in an attempt to sooth and calm such an animal. To use the ability, the referee rolls 1d6. If the number rolled is equal to or below the Ranger’s Forestry ability, he has succeeded. GIANT-SLAYER: When fighting bugbears, giants, goblins, and hobgoblins, a Ranger may add his Base Hit Bonus to his weapon damage in combat. SAVING THROW: A Ranger receives a +2 to bonus to any saving throws made vs. poison. TWO-WEAPON FIGHTING: With the referee’s permission, a Ranger may fight with a one-handed melee weapon in each hand. This grants him a second attack each combat round, with the damage inflicted determined by the weapon wielded.<br>
*EXTRAORDINARY LEARNER: Humans receive a 15% bonus on all experience points they earn.
 
*UNCANNY ADAPTABILITY: Humans receive a +2 bonus to all saving throws.<br>
 
Ranger Traits:
 
*WEAPON/ARMOR RESTRICTIONS: They may wield any weapon in combat as well as utilize leather, ring mail, chain mail, small shields and buckler shields to protect themselves.
 
*FORESTRY: Rangers are most at home in the wilderness, among the flora and fauna of the world. Their Forestry ability may be used to track both humanoids and animals in natural environments. When in these natural environments, Forestry may also be used to remain both unseen and silent. Finally, when a Ranger encounters a natural wild beast he may utilize this ability in an attempt to sooth and calm such an animal. To use the ability, the referee rolls 1d6. If the number rolled is equal to or below the Ranger’s Forestry ability, he has succeeded.
 
*GIANT-SLAYER: When fighting bugbears, giants, goblins, and hobgoblins, a Ranger may add his Base Hit Bonus to his weapon damage in combat.
 
*SAVING THROW: A Ranger receives a +2 to bonus to any saving throws made vs. poison. TWO-WEAPON FIGHTING: With the referee’s permission, a Ranger may fight with a one-handed melee weapon in each hand. This grants him a second attack each combat round, with the damage inflicted determined by the weapon wielded.<br>
 
 
'''Armor & Weapons:'''
 
'''Armor & Weapons:'''
 
*Short Sword 8
 
*Short Sword 8

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