Specialist

Pasted image 20250314031653.png|right lp|400Specialists are rangers and thieves that zealously adventure simply because they want to whether inspired by greed, honour, or idle curiosity.

XP Based on Class (Optional)

Specialists gain 10 XP whenever they find a secret thing.

Starting Perks


Hunter's Mark

A long life in the wild trains Specialists to survive in natural hostile environments. Choose one type of enemy from the following list: goblinoid, orc, kobolds, gnolls, giants, ogres, wraiths, or other specific species of creatures that prey on animals and travelers. When the Specialist encounters their favoured enemies, roll Easy in actions against them involving:

Turn Undead

Spend an action to banish all Nearby undead by testing WIL and adding the creature's level (HD) to the roll.

Hands of a Healer

Prepare herbal remedies while in the wilderness. Make a WIL Danger Roll. If you fail, you cannot make this remedy again until you successfully Long Rest. Unused remedies expire within an hour.

Specialist Talents

Pick a Talent to unlock/upgrade with every other level (see Advancement).

Talent
Hunter's Mark: Every time this talent is reselected, choose another enemy to mark down, but the Specialist must have already fought this enemy.  A GM may allow the player to choose other types of favoured enemies, such as wolves, birds of prey, moles, slimes, or even dwarves or elves.
Hands of a Healer: Every time you unlock this talent, choose a new remedy you can concoct:
- Restorative (ends one poison or disease)
- Curative (equivalent to a potion of healing)
- Foe-bane (attacks against a creature type you choose are Enhanced)
Ability Score Increase: +2 to Strength, Dexterity or Willpower Score. An Ability cannot exceed 18!