Specialist
Specialists gain 10 XP whenever they find a secret thing.
Starting Perks
- Hit Points: Specialists roll
s for their HP. - Weapon Training: A Specialist is trained in the use of the dagger, bow, mace and axe.
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:
- Delicate Tasks
- Climbing
- Moving silently and unseen
- Understanding secret signs
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.
- Salves (heals 1 Ability Score point),
- Stimulants (You can't be surprised for 10 rounds)
Specialist Talents
Pick a Talent to unlock/upgrade with every other level (see Advancement).
Talent |
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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! |