Heroes: Profession

Culture [30] Profession [156]

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

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