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===AD&D Sesheyan PC Stats=== ::Ability Score Minimum/Maximum: Strength 5/16, Dexterity 6/19, Constitution 3/14, Intelligence 3/16, Wisdom 9/15, Charisma 3/16 ::Ability Score Adjustments: +1 Dexterity, -1 Constitution ::Racial Class Limitations: [[Fighter]] 14, [[Ranger]] 12, [[Druid]] 8, [[Obeah]] 14, [[Thief]] Unlimited, [[Bard]] 6 :::Multiclassing Options: Fighter/Druid, Ranger/Druid, Fighter/Thief :::Racial Thieving Skill Adjustments: Pick Pockets +5%, Open Locks -5%, Find/Remove Traps -10%, Move Silently +5%, Hide in Shadows +10%, Detect Noise +5%, Read Languages -10% ::Natural Armor Class: 10 ::Movement Base: 12, Fly 24 (C) ::Darkvision ::Limited Flight: A sesheyan can only fly without pause for 1 hour, after which they either become exhausted or can con tinue flying by making a Constitution check, at the DM's perogrative. Under the later system, they must make Constitution checks with a cumulative +2 penalty for each subsequent hour spent flying, and after landing they must remain ground-bound for time equal to that spent flying. ::Dark-Adjusted Eyes: Sesheyans suffer a penalty to all actions, including attack rolls, when not in darkness equivalent to twilight or darker. They suffer a -2 penalty in Overcast Day, -3 in brighter light, and -4 against blinding effects and spells such as Continual Light. ::Limited Weapon Proficiencies: Sesheyans may only begin play with the Spear, Quarterstaff, Whip, Knife, Shortbow, Blowgun and Dart proficiencies. ::Limited Nonweapon Proficiencies: Sesheyans cannot begin play with nonweapoin proficiencies that would not be available to a Stone Age jungle tribe society with no talent for arcane magic, such as Agriculture, Mining, Blacksmithing, Forgery or Spellcraft. ::Barterers: A sesheyan starts with 5d4GP worth of equipment instead of money, as their tribes practice a barter-based system rather than using currency.
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