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Human Air Sailor

(pp. 148 - 149, Earthdawn Companion)

Attributes
Dexterity (18): 7/D12
Strength (15): 6/D10
Toughness (13): 6/D10
Perception (13): 6/D10
Willpower (12): 5/D8
Charisma (11): 5/D8

Talents
Circle1st2nd3rd5th7th
Acrobatic Strike*1/82/93/105/127/14
Air Sailing*2/73/84/95/107/12
Avoid Blow*1/82/93/105/127/14
Karma Ritual1/12/23/35/57/7
Melee Weapons2/93/104/115/127/14
Unarmed Combat1/82/93/105/127/14
Durability (6/5)--1/13/35/57/7
Great Leap*--2/93/105/127/14
Maneuver--2/93/105/127/14
Riposte**----3/135/157/17
Wind Catcher*----3/85/107/12
Thread Weaving*------5/117/13
Throwing Weapons------5/127/14
Air Dance*------5/127/14
Second Weapon*------5/127/14
Momentum Attack--------7/14
Taunt--------7/12
Missile Weapons--------7/14
Speak Language**--------7/13

Damage
Circle1st2nd3rd5th7th
Death Rating:3541536577
Wound Threshold:99999
Unconsciousness Rating:2732425262
Recovery Tests:3
Recovery Dice:6/D10

Karma
Circle1st2nd3rd5th7th
Karma Points:1012152027
Karma Dice:D8

Initiative
Dice: D10

Movement
Full: 85
Combat: 42

Combat
Physical Defense: 10
Spell Defense: 7
Social Defense: 7
Armor: 6
Mystic Armor: 1

Weapons/Armor
Hardened Leather Armor
Dagger [Damage: 8/2D6]
Broadsword [Damage: 11/D10 + D8]
Buckler
Short Sword [Damage: 10/D10 + D6]

Notes
Fourth Circle
: The air sailor can spend Karma on Dexterity Tests.
Fifth Circle: Physical Defense + 1
Sixth Circle: Spell Defense + 1
Seventh Circle: The air sailor can spend Karma on Damage Tests made with a weapon.



Adept Statistics List/Archer



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