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COMBAT REFLEXES
Combat reflexes allow your character to respond at the utmost quickness when your opponents allow your character an attack opportunity. Based on your characters mastery of their combat reflexes they will be allowed to make extra attacks in certain situations where opportunity presents itself (DM will notify the player in the situations). Combat reflexes can be self taught for those with martial proficiency, or taught by others to those without it.
›› ( Prerequisites: Dexterity stat of 12 or more. ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Level 1 2 3
AP Needed 250 500
Attacks +1 +2 +3

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CURATIVE PROFICIENCY
Curative Proficiency gauges your characters ability in the art of medicine and health. The ability itself applies a bonus to the success rolls when using curative items or attempting to perform an act that with bestow some sort of curative or helpful physical effect on another character. Like with all proficiency skills the act of just attempting some curative measure will begin the mastery of the ability, however the higher two levels of mastery for this ability cannot be self taught and require a character to have attended some kind of scholarly program (like to become a nurse or a doctor).
›› ( Prerequisites: Intelligence of at least 12. ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Level 1 2 3 4 5
AP Needed 50 100 200 350 500
Bonus +1 +2 +3 +4 +5

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DEFENSIVE STRIKE
A defensive strike is the act of using ones defensive awareness and martial ability to cause an opponent who is attacking your character to use that force on themselves. In combat, when a reflex save on an attack is passed by your character, you can attempt to redirect that attack back at your opponent (who makes a reflex save to determine the success of the defensive strike). If successful the attacking character does damage to his/her self. (melee only)
›› ( Prerequisites: Dexterity stat of 12, Martial Proficiency lvl 3+ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DEFENSIVE THROW
Like the defensive strike ability above, the defensive throw allows your character to redirect the force from an opponents attack, and use it to throw them to the ground. n combat, when a reflex save on an attack is passed by your character, you can attempt to redirect that force and toss your character to the ground. The attacker gets a reflex save to attempt to negate the throw, if the reflex save is failed the defensive throw does 1d4 damage as well as putting that character into a prone position. (melee only)
›› ( Prerequisites: Dexterity stat of 12, Martial Proficiency lvl 1+ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DISARM
A very basic ability that allows your character to attempt to disarm another. A disarming check is made with both players making a d20 roll, the higher roll wins. Disarm is an ability that can be self taught through practice, or can be learned through books or other basic martial training. When a character becomes disarmed you may make a partial round action attempt to pick up the dropped weapon by passing a reflex check, if failed the disarmed player can reclaim their weapon the next round.
›› ( Prerequisites: n/a )

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