| WEIGHT ALLOWANCE |
| Light |
33.0 |
Medium |
66.0 |
Heavy |
100.0 |
| FEATS |
| Animal Magnetism, Exotic Weapon Proficiency, Improved Initiative, Martial Weapon Proficiency, Sea Legs, Shield Proficiency |
| SPECIAL ABILITIES |
| Evasion (Ex), Sneak Attack 2d6, Uncanny Dodge (Dex bonus to AC) |
| PROFICIENCIES |
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Bayonet, Blowgun, Club, Crossbow (Hand), 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, Mace, Mace (Heavy), Morningstar, Pick, Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
|
| LANGUAGES |
Common, Literacy
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|
| FEATS |
| NAME |
DESCRIPTION |
| Animal Magnetism |
You exude an undeniable, yet feral, personality that others find both intoxicating and threatening |
| Exotic Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
| Improved Initiative |
The character gets a +4 bonus on initiative checks. |
| Martial Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
| Sea Legs |
Whilst on board a ship, you gain +2 competence bonus to Climb, Concentration, Jump and Use Rope checks. |
| Shield Proficiency |
The character can use a shield and suffer only the standard penalties. |
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