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Skills

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Physical Skills: Ambidexterity to Charioteering-Yoke-Pole
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 chariot’s 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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