| WEIGHT ALLOWANCE |
| Light |
76.0 |
Medium |
153.0 |
Heavy |
230.0 |
|
| LANGUAGES |
Common, Literacy
|
| PROFICIENCIES |
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kusari-gama, Lance, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Morningstar, Pick, Quarterstaff, Ranseur, Rapier, SIMPLE, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
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| FEATS |
| NAME |
DESCRIPTION |
| Alertness |
The character gets a +2 bonus on all Listen checks and Spot checks. |
| Armor Proficiency (Heavy) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
| Armor Proficiency (Light) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
| Armor Proficiency (Medium) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
| Blind-Fight |
In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. |
| Clagh Leir |
You have the fabled ability of Stone sight. You do not suffer concealment rolls. Further, an invisible attacker gains no bonus to strike you in melee or missile combat. You also suffer no penalty to speed while blind and moving. |
| Combat Reflexes |
When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. |
| Iheim Braddan |
Your Jump distance is as if you have a move of 10' more than your true movement (This can also be added to your normal total move for the round). You have no maximum to your jump and all jumps clear a distance of 1.5 foot intervals as opposed to only one foot. |
| Improved Critical (Sword (Short)) |
When using the weapon the character selected, the character's threat range is doubled. |
| Martial Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
| Power Attack |
On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. |
| Quick Draw |
The character can draw a weapon as a free action instead of as a move-equivalent action. |
| Shield Proficiency |
The character can use a shield and suffer only the standard penalties. |
| Simple Weapon Proficiency |
The character makes attack rolls with simple weapons normally. |
| Taithbein |
You may make an attack of opportunity against a single opponent which has attacked and missed you. You must have won initiative and prepared the Counter as a Readied action versus the opponent in question. If the opponent misses, you may make an attack of opportunity against that opponent. Whatever the opponent missed you by is added to your own attack roll. You may then take a partial action as normal. |
| Two-Weapon Fighting |
The character's penalties for fighting with two weapons are reduced by 2. |
| Weapon Focus (Sword (Short)) |
The character adds +1 to all attack rolls the character makes using the selected weapon. |
| Weapon Specialization (Sword (Short)) |
The character adds +2 to all damage inflicted with the weapon the character has specialized with. |
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