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- Ambidexterity (Physical 50) Ambidextrous characters are able to use either
hand with equal coordination and skill. They are neither right-handed
nor left-handed. When fighting in Two-weapon Style, an ambidextrous character has two primary hands, and suffers
a -2 penalty to hit with the weapon of his choice. If the ambidextrous
character spends skill points to specialize in Two-weapon Fighting
Style, he suffers no penalty to attacks with either weapon.
- Athletics (Physical 50) A character with this talent is the physical
epitome of the epic Greek athletes of ancient Athens. Robust and
naturally fit, a character with this skill is capable of heroic
feats of bodily prowess and puissance. He epitomizes the animal
grace of the human form. As a result of his strength and agility,
the character receives a +2/+10% bonus to all checks involving
running, jumping, throwing and climbing. Furthermore, a character
with this skill gains a +20% bonus to his Endurance skill. This skill may only be purchased at first level.
- Charioteering (Physical 1, Dexterity/Balance +2) A character with skill in
Charioteering is able to safely guide a chariot, over any type
of terrain that can normally be negotiated, at a rate one-third
faster than the normal Movement Rate for a chariot driven by a
character without this skill. Note that this skill does not impart
the ability to move a chariot over terrain that it cannot traverse;
even the best charioteer in the world cannot take such a vehicle
into the mountains.
- Charioteering-Chariot Jump (Physical 2, Dexterity/Balance) A character who has a skill
score of at least 90% in Charioteering can learn this skill.
- By using this feat, a character can actually jump a chariot over
a chasm, a stream or a low obstacle such as a fallen tree (or
a fallen comrade). The feat requires a skill check, modified according
to the nature of the obstacle. A chasm or stream imposes a penalty
of -5% per 3 feet of width (round up), while a standing obstacle
imposes a penalty of -5% per foot of height. A prone character
is about one foot high, and a fallen tree can be somewhat higher.
There is a -15% penalty for every character in the chariot apart
from the charioteer. In all cases, the chariot requires a clear
approach distance of at least 30 yards.
- If the skill check is successful, the chariot leaps the obstacle
and lands safely on the other side. If not, it slams full-tilt
into the obstacle, risking damage to the chariot and injury to
the horses and passengers.
- Charioteering-Yoke-Pole (Physical 1, Dexterity/Balance -4) The feat of the yoke-pole
is available to characters who possess a 90% or higher Charioteering skill.
- This feat involves running along the yoke-pole of a chariot while
it is going at full speed a risky business, as failure will
send the character tumbling beneath the horses hooves and the
chariots wheels. It is used solely to impress, and has very few
practical applications although inventive player characters
may find a few.
- The feat requires a skill check. Success gains the character a
+1 bonus on encounter reactions with all who witness the feat,
while failure results in a fall. An individual who falls suffers
2d8 points of damage.
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