Heroes: Profession
Gladiator
Cost: 900 AP
Requirements: AG 11, ST 11
Special abilities: scripts + languages 20 AP, Kampf: Feint, Mighty Blow
Combat techniques: dodge 4, nets 7 (exotic), axes & maces 7, brawl 7, shields 4, swords 7, staves & spears 7
Talents:
- Body: body control 4, self control 4, carouse 4
- Social: intimidate 4, human nature 4
- Lore: theology 4, warfare 4
- Craft: heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, AG, CN, ST
Recommended advantages: two-handed, ironman, good looking, battle frenzy, high vitality, improved regeneration (life energy), toughness
Recommended disadvantages: bloodlust, low attribute (vanity)
Unsuitable advantages: aptitude for social talents
Unsuitable disadvantages: obesity, slow regeneration (life energy)
Gold Hunter
Cost: 1115 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4
Talents:
- Body: body control 4, climb 7, swim 4, perception 7
- Social: human nature 4, persuade 4
- Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 7
- Lore: geography 7, chronicle 4, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, smithery 4, stone craft 7, seafaring 4
Typical cultures: all
Typical attributes: CR, IN, AG
Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose
Recommended disadvantages: curiosity, greed, theorist, unworldly
Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents
Grave Robber
Cost: 1205 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: body control 7, climb 7, self control 4, perception 4, pickpocket 4, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 4
- Lore: chronicle 7, gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Guard
Cost: 950 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP; Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Guardian
Cost: 950 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP, Kampf: Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4
Talents:
- Body: body control 7, self control 4, perception 4, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Handler
Cost: 770 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 10, human nature 4, persuade 7, willpower 4, hide 4, disguise 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Healer
Cost: 800 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 4, human nature 4, persuade 4
- Nature: bind 4, herb lore 4, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 7, heal poison 7, heal wounds 10
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Herbalist
Cost: 1110 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4
Talents:
- Body: body control 4, climb 7, swim 4, perception 7
- Social: etiquette 4, human nature 4, persuade 4
- Nature: track 4, orientation 7, herb lore 10, animal lore 4, survival 7
- Lore: geography 7, chronicle 4, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, seafaring 4
Typical cultures: all
Typical attributes: CR, IN, AG
Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose
Recommended disadvantages: curiosity, greed, theorist, unworldly
Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents
Historian
Cost: 545 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 7, chronicle 10, theology 7, calculate 4, jurisprudence 4, legend lore 7, arcane lore 4, politics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Hunter
Cost: 1200 AP
Special abilities: languages 15 AP
Combat techniques: brawl 4, daggers 4, bows 7
Talents:
- Body: body control 4, climb 4, ride 4, swim 4, self control 4, perception 7, hide 7
- Nature: track 10, bind 4,orientation 7, herb lore 7, animal lore 7, survival 10
- Lore: theology 4, legend lore 4
- Craft: heal poison 4, heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: all
Typical attributes: CR, IN, DX
Recommended advantages: twilight sight, ironman, direction sense, danger sense, outstanding sense (hearing or sight), sense of direction, toughness
Recommended disadvantages: claustrophobia
Unsuitable advantages: social adaptability
Unsuitable disadvantages: fear of dark, night-blind, agoraphobia
Jailer
Cost: 1085 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP; Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4, whips 4 (exotic)
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: convince 4, intimidate 10, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 7, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Jurist
Cost: 560 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 7, human nature 4, persuade 7, willpower 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 10, legend lore 4, politics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Knife Thrower
Cost: 960 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 10
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Laborer
Cost: 800 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4
Talents:
- Body: body control 4, perception 4, dance 4, carouse 4
- Social: human nature 4
- Nature: track 4, fishing 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: aptitude for nature talents
Recommended disadvantages: superstition, prejudices
Unsuitable advantages: aptitude for lore talents
Unsuitable disadvantages: blind, pathological cleanliness, agoraphobia
Linguist
Cost: 520 AP
Special abilities: scripts + languages 150 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 7, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Loader
Cost: 775 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 7, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: orientation 4, bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Loafer
Cost: 795 AP
Special abilities: scripts + languages 15 AP
Combat techniques: brawl 4, daggers 4, swords 4, bows 4
Talents:
- Body: ride 4, hide 4, perception 4, dance 7, carouse 4
- Social: convince 4, seduce 7, etiquette 7, human nature 7, persuade 4, willpower 4
- Lore: chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, danger sense, resistance to poison, good looking
Recommended disadvantages: arrogance, vanity, stinginess, greed, violent temper, pathological cleanliness, envy, vindictiveness
Unsuitable advantages: aptitude for craft talents, battle frenzy
Unsuitable disadvantages: bloodlust, inaptitude for social talents
Long-distance Merchant
Cost: 920 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: body control 4, perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Nature: track 4, orientation 4, survival 4
- Lore: geography 7, theology 4, calculate 7, jurisprudence 4, legend lore 4, arcane lore 4, astronomy 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Lounger
Cost: 1160 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4, dance 7
- Social: seduce 4, etiquette 7, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Love Servant
Cost: 850 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: body control 4, self control 4, perception 4, dance 4, hide 4, carouse 4
- Social: seduce 7, streetwise 7, human nature 7, persuade 4, disguise 4, willpower 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: trade 4, heal disease 4, heal wounds 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CH, CN
Recommended advantages: pleasant smell, aptitude for social talents, good looking, bardic voice
Recommended disadvantages: vanity, greed, resistance to cold, pathological cleanliness, social adaptability
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, ugliness, claustrophobia, foul smell
Maid or Valet
Cost: 730 AP
Special abilities: scripts + languages 10 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: self control 4, perception 4, hide 4, carouse 4
- Social: etiquette 7, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN
Recommended advantages: aptitude for social talents, social adaptability
Recommended disadvantages: superstition
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, foul smell
Mathematician
Cost: 425 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 4, chronicle 4, theology 4, calculate 10, jurisprudence 4, legend lore 4, gamble 4, mechanics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Mawdli
Cost: 650 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: convince 7, etiquette 4, human nature 4, persuade 4, willpower 4
- Lore: geography 4, chronicle 4, theology 10, calculate 4, jurisprudence 10, legend lore 4, gamble 4, politics 4
- Craft: paint 4
Typical cultures: Novadis only
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Medicus
Cost: 950 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 7, human nature 4, persuade 4
- Nature: bind 4, herb lore 7, animal lore 7
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 10, heal poison 7, heal wounds 10
Typical cultures: not Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers and Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Mercenary
Cost: 700 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Merchant
Cost: 650 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Messenger
Cost: 950 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, ride 10, swim 4, self control 4, perception 7
- Social: etiquette 4, streetwise 4, human nature 4
- Nature: track 4, orientation 7, animal lore 4, survival 4
- Lore: geography 7, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, leather craft 4
Typical cultures: all
Typical attributes: IN, AG, CN
Recommended advantages: aptitude for body and nature talents, ironman, danger sense, resistance to cold, resistance to disease, sense of direction, connection (animals), toughness
Unsuitable disadvantages: fear of horses (for riding messengers), bloodlust, fear of dark, obesity, brittle bone, greed, prone to illness, claustrophobia, inaptitude for body and nature talents
Midwife
Cost: 800 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: human nature 4, persuade 4
- Nature: bind 4, herb lore 7, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 7
- Craft: heal disease 7, heal poison 4, heal wounds 7, heal panic 4
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Miller
Cost: 860 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4
Talents:
- Body: body control 4, perception 4, dance 4, carouse 4
- Social: human nature 4
- Nature: track 4, fishing 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4, mechanics 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: aptitude for nature talents
Recommended disadvantages: superstition, prejudices
Unsuitable advantages: aptitude for lore talents
Unsuitable disadvantages: blind, pathological cleanliness, agoraphobia
Miner
Cost: 730 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4, stone craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Moneychanger
Cost: 710 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 7, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 10, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Mountebank
Cost: 900 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Musician
Cost: 550 AP
Special abilities: languages + scripts 25 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 10, sing 7
- Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
- Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: IN, CH, DX
Recommended advantages: aptitude for craft and lore talents
Recommended disadvantages: arrogance, vanity, megalomania, curiosity
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, color-blind
Numerologist
Cost: 445 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 4, chronicle 4, theology 4, calculate 7, jurisprudence 4, legend lore 7, astronomy 4
- Craft: mechanics 4, paint 4
Typical cultures: only Aranians, Tulamides, Novadis and Ore Dwarves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Painter
Cost: 495 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 4
- Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
- Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: IN, CH, DX
Recommended advantages: aptitude for craft and lore talents
Recommended disadvantages: arrogance, vanity, megalomania, curiosity
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, color-blind
Palm-Climber
Cost: 760 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 10, self control 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4
Typical cultures: South Aventurians only
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Paramedic
Cost: 830 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4, ride 4
- Social: etiquette 4, human nature 4, persuade 4
- Nature: bind 4, herb lore 4, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 7, heal poison 7, heal wounds 10
Typical cultures: not Ferkinas, Fjarningards, Gjalskerlanders, Moha, Nivese, Trollzackers and Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Partisan
Cost: 920 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4
- Social: convince 4, intimidate 4, streetwise 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Peddler
Cost: 860 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 7, human nature 7, persuade 10, willpower 4
- Nature: orientation 4, survival 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Peraine Priest
Cost: 850 AP
Special abilities: scripts + languages 10 AP
Combat techniques: axes & maces 4, brawl 4
Talents:
- Body: self control 4
- Social: convince 7, etiquette 4, human nature 4, willpower 4
- Nature: herb lore 7
- Lore: theology 7 calculate 4 legend lore 4
- Craft: heal poison 4, heal disease 7, heal wounds 7
Liturgies: 12 blessings of 7, Banish Poison 4, Healing Hands 7
Typical attributes: IN, CH, CN
Recommended advantages: resistance to poison, outstanding attribute (CR, IN or CH), immunity to poison, immunity to disease, resistance to disease, pig stomach, trustworthy
Recommended disadvantages: loyalty to principles (Moral codex of Peraine church), foul smell, liabilities (temple and churh)
Unsuitable advantages: pleasant smell, battle frenzy
Unsuitable disadvantages: bloodlust, prone to poison, prone to illness
Performer
Cost: 930 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4, disguise 7
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Philosopher and Metaphysician
Cost: 665 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: convince 4, etiquette 7, persuade 7, willpower 7
- Lore: geography 4, chronicle 4, theology 10, calculate 4, jurisprudence 4, legend lore 4, arcane lore 4, heal panic 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Pimp
Cost: 1205 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 4, persuade 7, disguise 4, willpower 4, intimidate 7
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Pirate
Cost: 925 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, streetwise 4, persuade 4, intimidate 4
- Nature: bind 7, fishing 4, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Plunger
Cost: 985 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 7, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: animal lore 7, bind 7, fishing 4, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Poet
Cost: 600 AP
Special abilities: languages + scripts 60 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 4
- Social: seduce 4, etiquette 7, human nature 4, persuade 7, willpower 4
- Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: IN, CH, DX
Recommended advantages: aptitude for craft and lore talents
Recommended disadvantages: arrogance, vanity, megalomania, curiosity
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, color-blind
Poisonmixer
Cost: 935 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 4, human nature 4, persuade 4
- Nature: bind 4, herb lore 7, animal lore 7
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: alchemy 7, heal disease 4, heal poison 10, heal wounds 4
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Private Tutor
Cost: 850 AP
Special abilities: scripts + languages 10 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: self control 4, perception 4, hide 4, carouse 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 4
- Lore: geography 7, chronicle 7, theology 4, calculate 4, jurisprudence 4, legend lore 7
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN
Recommended advantages: aptitude for social talents, social adaptability
Recommended disadvantages: superstition
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, foul smell
Prospector
Cost: 1145 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4
Talents:
- Body: body control 4, climb 7, swim 4, perception 7
- Social: etiquette 4, human nature 4, persuade 4
- Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 7
- Lore: geography 7, chronicle 4, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, seafaring 4, smithery 4, stone craft 7
Typical cultures: all
Typical attributes: CR, IN, AG
Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose
Recommended disadvantages: curiosity, greed, theorist, unworldly
Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents
Publicist
Cost: 1125 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: etiquette 4, streetwise 7, human nature 7, persuade 10, disguise 7, willpower 7
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: trade 4, locks 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: danger sense, outstanding sense (hearing or vision), social adaptability, inner clock
Unsuitable advantages: violent temper