Racial Advance Schemes for Advanced Herohammer Rolequest Fantasy Battles

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    Dwarf Basic Careers

    ACADEMIC SOCIAL CLASS: Middle

    CAREER:Apprentice Runesmith 

    CAREER ENTRIES:  (Dwarf Only) Artisan; Artisan's Apprentice; Runebearer;Scribe; Student 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE SCHEME

    1 1 1 1 1 1 1 1 1

     SKILLS/TALENTSAK: Runes Evaluate Read/Write Runecraft Trade: Armorer 1-6

    /7+AL: Arcane Dwarvish Trade: Smith Choose 2 Runes w/Inscription Number 10 or less Trade: Weaponsmith

    Animal Care Art Engineer Magical Sense Trade: Carpenter

    Metallurgy Rune Lore Rune: Any Two with an Inscription Number 10 or less

    CAREER EXITS:  Artisan; Engineer; Journeyman Runesmith; Loremaster; Runebearer; Scholar; Scribe;Shieldbreaker 

     TRAPPINGS Leather Jack Mail Shirt Trade Tools: Runesmith Hand Weapon

    Staff Horse and Cart

    ACADEMIC SOCIAL CLASS: Upper

    CAREER: Initiate - Dwarf   CAREER ENTRIES:  Runebearer; Miner; Scribe; Student; Tradesman 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1 1 1

     SKILLS/TALENTSAK: History Public Speaking Initiates of Grimnir

    start with:

    Warrior Born Initiates of

    Grungi start

    with one of the

    following Trade

    skills:

    Trade: Armorer

    AK: Theology Read/Write Trade: Gem Cutter

    Charm SL: Khazalid Initiates of Valaya

    start with:

    Trade: Herbalism Trade: Miner

    CK: Dwarves SL: Any One Trade: SmithHeal Wounds Surgery Trade: Stone Worker

    Petty Magic - Divine Trade: Weaponsmith

    CAREER EXITS:  Apprentice Runesmith; Priest; Miner; Scribe; Tradesman 

     TRAPPINGS Religious Symbol Robes

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    COMMONER SOCIAL CLASS: Working

    CAREER:Engineer's Apprentice

    CAREER ENTRIES: Random Starting Career for Dwarves Only 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1

     SKILLS/TALENTSCarpentry Engineering SS: Dwarven

    Engineer's Guild(Dwarf Only)

    Set Trap Spot Trap

    Drive Cart Read/Write Smithing Metallurgy 50%

    Special: Dwarven Engineer's Apprentices gain a +1 to Mining 

    CAREER EXITS:  Apprentice Alchemist; Artillerist; Artisan (Carpenter or Stonemason); Engineer; Gunner;Sapper; Tunnel Fighter 

     TRAPPINGS Hand Weapon D4 Hammers Pick Tongs

    Hand Axe D6x10 Nails Saw Pliers

    Leather Jack D4 Cold Chisels D6 Iron Spikes Heavy Wire (10 Yards)

    Tool Bag 

     WARRIOR SOCIAL CLASS: Noble

    CAREER: Noble - Dwarf   CAREER ENTRIES:  Dwarf Elder Knight 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1 1

     SKILLS/TALENTSAK: History AK: Genealogy AK: Heraldry Charm Savvy 1-6

    /7+Command CK: Dwarves Etiquette Read/Write Wit

    SL: Khazalid SL: Any One Public Speaking SW: Double-Handed

    CAREER EXITS:  Dwarf Thane; Explorer; Herald; Sergeant; Student; Tradesman 

     TRAPPINGS Good Quality Hand Weapon Noble's Clothing 5d10 GC Jewelry worth 5d10 GC

     WARRIOR, DWARF ONLY SOCIAL CLASS: Military

    CAREER: Pilot - Dwarf   CAREER ENTRIES:  Engineer; Shieldbreaker; Soldier; Student; Tradesman 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1 1 1

     SKILLS/TALENTSAK - Engineer Coolheaded Navigation Marksman 1-6

    /7+

    OM - Gyrocopter 1-6

    /7+Read/Write Scale Sheer Surface Mighty Shot OM - War Balloon

    SL - Guilder SW - Explosive SW - Gunpowder

    CAREER EXITS:  Engineer; Journeyman Pilot, Dwarven; Smuggler 

     TRAPPINGS Firearm w/10 Shots Powder and Ball Hand Weapon 1d10 Bombs

    Tool Box D4 Hammers 10d6 Nails D4 Cold Chisels

    Saw Awl D6 Iron Spikes Tongs

    D3 Pliers D4 Wrenches 10 Yards Heavy Wire Leather Armor and Hood

    Goggles Scarf

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    RANGER SOCIAL CLASS: Military

    CAREER: Runebearer  CAREER ENTRIES:  Runner; Shieldbreaker (Dwarf Only); Tunnel Fighter (DwarfOnly) 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1

     SKILLS/TALENTSDodge Blow Flee! Navigation Fleet Footed 1-6

    /7+

    Very Resilient 1-6

    /7+Orientation Outdoor Survival Rapid Reload Sixth Sense Very Strong

    SS: Scout Swim

    CAREER EXITS: 

    Apprentice Runesmith; Initiate – Dwarf; Rat Catcher; Runner; Shield Breaker; Tomb Robber;

    Tunnel Fighter; Veteran 

     TRAPPINGS Crossbow and 10 Bolts Leather Jerkin Healing Draught Lucky Charm

    RANGER, DWARF ONLY SOCIAL CLASS: Working

    CAREER: Runner CAREER ENTRIES: Runebearer; Shieldbreaker 

     M WS BS S T W I A DEX LD INT CL WP FEL MLADVANCE

     SCHEME

    1 2 1 1 1 1 1 1

     SKILLS/TALENTSFlee! Follow Trail Silent Move  Spot Traps

    Fleet Footed Orientation Sixth Sense Tunnel Rat

    CAREER EXITS: 

    Runebearer; Scout; Shieldbreaker; Tunnel Fighter 

     TRAPPINGS Headband Loose-Fitting Clothes Running Shoes

     WARRIOR SOCIAL CLASS: Military

    CAREER: Shieldbreaker  CAREER ENTRIES:  Kislevite Kossar; Mercenary; Miner; Rat Catcher;Runebearer; Runner; Smuggler; Tomb Robber 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1

     SKILLS/TALENTSDodge Blow Navigation Orientation Scale Sheer Surface Acute Hearing 1-6

    /7+Shadowing Strike Mighty Blow Strike to Injure Strike to Stun Cool Headed

    CAREER EXITS: 

    Pit Fighter; Runebearer; Runner; Sergeant; Smuggler; Tomb Robber; Veteran 

     TRAPPINGS Crossbow w/10 Bolts Mail Coat and Leather Armor Shield Grappling Hook

    10 Yards Rope Water Skin

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    COMMONER SOCIAL CLASS: Military

    CAREER: Shipmaster  CAREER ENTRIES:  Engineer's Apprentice; Marine; Seaman; Tradesman 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1

     SKILLS/TALENTSAK - Engineering Hardy Navigation Operate Machinery: Gun Boat 1-4

    /5-8

    /9+

    Orientation Read/Write Rope Mastery Row War ship

    SL - Guilder SW - Gunpowder SW - Torpedo Swim Nautilus

    CAREER EXITS:  Apprentice Alchemist; Engineer; Gunner; Marine; Shipmaster 

     TRAPPINGS Hand Weapon Tool Box D4 Hammers 10d6 Nails

    D4 Cold Chisels Saw Awl D6 Iron Spikes

    Tongs D3 Pliers D4 Wrenches 10 Yards Heavy Wire

    Bandanna (Gun Boat) Short-Billed Leather Cap (Warship or Nautilus) Leather Armor

    Gun Boat, Warship or Nautilus, with Crew Firearm w/10 Shots Powder and Ball

     WARRIOR SOCIAL CLASS: Pariah

    CAREER:Trollslayer 

    CAREER ENTRIES:  Any dwarf, if his honor demands it, may become a Trollslayer (withGM permission), otherwise this is a Starting Career Only 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 1 4 1 1 1 2

     SKILLS/TALENTSConsume Alcohol Disarm Dodge Blow Street Fighter 1-6

    /7+

    Lightning Reflexes 1-6

    /7+Frenzied Attack Hardy Intimidate Strike Mighty Blow Very Resilient

    Quick Draw SW: Double-Handed

    CAREER EXITS:  Giant Slayer (Must have slain a Troll to exit this career) 

     TRAPPINGS Two-Handed Axe  Poor Quality Spirits Hatred of Trolls Never Wears Armor

     WARRIOR SOCIAL CLASS: Military

    CAREER: Tunnel Fighter(Only dwarves may start as

    Tunnel Fighters) 

    CAREER ENTRIES:  Engineer; Mercenary; Pit Fighter; Prospector (Dwarf Only);Runner; Sapper; Tomb Robber 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1 1

     SKILLS/TALENTSDodge Blow Orientation Scale Sheer Surface Strike Mighty Blow Strike to Injure

    Strike to Stun

    CAREER EXITS:  Sapper (Dwarf Only); Smuggler; Tomb Robber 

     TRAPPINGS Crossbow w/10 Bolts Mail Coat Rope (10 Yards) Water Flask

    Grappling Hook Shield

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    Dwarf Advanced Careers

    Dwaren 

     Alchemist  

    ADVANCED, DWARF ONLY SOCIAL CLASS: Working

    CAREER: Journeyman

    Dwarven Alchemist 

    CAREER ENTRIES:  Apprentice Alchemist 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 1

     SKILLS/TALENTSAK: Chemistry AK: Metallurgy Animal Care AL: Arcane Dwarven CK: Any One

    Drive Cart SL: Any One SS: Dwarf Alchemy SS: Dwarf Engineers Trade: Cook

    CAREER EXITS:  Champion Dwarven Alchemist; Engineer; Gunner 

     TRAPPINGS Hand Weapon Travelling Alchemical Kit Horse and Harness Alchemical Laboratory Wagon

    Leather Lab Apron (Partial Armor; +1 T, -1 I)

    ADVANCED, DWARF ONLY SOCIAL CLASS: Merchant

    CAREER: ChampionDwarven Alchemist 

    CAREER ENTRIES:  Journeyman Dwarven Alchemist 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 3 2 2 1 2 1 1

     SKILLS/TALENTSAK: Any One CK: Any One Herb Lore Prepare Poison Scroll Lore

    Speak: Any One SL: Classical Trade - Candle /Soapmaker

    CAREER EXITS: 

    Engineer; Gunner; Master Dwarven Alchemist  TRAPPINGS 

    Hand Weapon Travelling Alchemical Kit Horse and Harness Alchemical Laboratory Wagon

    Leather Lab Apron (Partial Armor; +1 T, -1 I) Good Clothing

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Master DwarvenAlchemist 

    CAREER ENTRIES:  Champion Dwarven Alchemist 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 4 3 3 2 3 2 2

     SKILLS/TALENTSAK: Any One CK: Any One Magic Sense Manufacture Drugs Manufacture Potions *

    Rune Lore SL: Any One Super Numerate Trade - Dyer

    CAREER EXITS:  Engineer; Gunner; Dwarven Alchemist Lord 

     TRAPPINGS Hand Weapon Travelling Alchemical Kit Horse and Harness Alchemical Laboratory Wagon

    Leather Lab Apron (Partial Armor; +1 T, -1 I) Fine Clothing

    * Can only create non-magical potions

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: DwarvenAlchemist Lord 

    CAREER ENTRIES:  Master Dwarven Alchemist 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 4 4 4 3 3 3 3

     SKILLS/TALENTSAK: Any One AL: Arcane Runic CK: Any One Identify Magical Artifact Magical Awareness

    Resistance to Poisons SL: Any One

    CAREER EXITS:  Engineer; Gunner 

     TRAPPINGS Hand Weapon Travelling Alchemical Kit Horse and Harness Alchemical Laboratory Wagon

    Leather Lab Apron (Partial Armor; +1 T, -1 I) Noble Clothing

    Dwarven 

    Knight  

    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Knight, Dwarf   CAREER ENTRIES:  Judicial Champion; Sergeant; Shieldbreaker; Soldier; Thane,Dwarf; Veteran 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 2 2 3 2 1 2 1 1 2 2 1

     SKILLS/TALENTSAK: Strategy Coolheaded Dodge Blow Etiquette AK: Genealogy 1-4

    /5-8

    /-9+

    Intimidate Read/Write SL: Battle SL: Any Two AK: Heraldry

    SW: Double-Handed SW: Flail Strike Mighty Blow AK: Theology

    CAREER EXITS:  Captain; Judicial Champion; Knight-Elder, Dwarf  

     TRAPPINGS Double-Handed Weapon Chain Mail Shield

    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Knight-Elder,Dwarf  

    CAREER ENTRIES:  Knight, Dwarf  

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    4 1 3 3 5 2 2 2 2 2 3 3 2

     SKILLS/TALENTSAK: Strategy AL: Arcane Dwarf Charm AK: History 1-6

    /7+

    AK: Genealogy 1-4

    /5-8

    /-9+

    Command CK: Any Two Dodge Blow AK: Law AK: Heraldry

    Intimidate Lightning Parry Seasoned Traveler SL: Battle AK: Theology

    SS: Templar SL: Any Two Strike to Injure Strike to Stun

    CAREER EXITS:  Champion; Knight Grandmaster, Dwarf; Noble, Dwarf  

     TRAPPINGS Double-Handed Weapon Plate Armor Shield

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: KnightGrandmaster, Dwarf  

    CAREER ENTRIES:  Knight-Elder, Dwarf  

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    4 3 3 3 6 2 2 2 2 2 3 3 2

     SKILLS/TALENTSAK: Strategy AL: Arcane Dwarf Charm AK: History 1-6

    /7+

    AK: Genealogy 1-4

    /5-8

    /-9+

    Command CK: Any Three Dodge Blow AK: Law AK: Heraldry

    Fearless Fleet Footed Intimidate Menacing AK: Theology

    Read /Write Seasoned Traveler SL: Battle SS: Templar SAL: Any Three

    SW: Any Two Strong Minded

    CAREER EXITS:  Champion; Noble, Dwarf  

     TRAPPINGS Magical Double-Handed Weapon Magical Plate Armor Shield

    Dwarf  

    Nobility 

    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Thane  CAREER ENTRIES:  Noble  M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 2 1 5 1 1 1 2 2 2 1 2

     SKILLS/TALENTSAK: Genealogy AK: Heraldry AK: History AK: Strategy SW: Flail 1-6

    /7+AL: Arcane Dwarf Charm Command CK: Any Two SW: Parrying

    Disarm Dodge Blow Evaluate Gossip Master Orator

    Read/Write Schemer SL: Kazhalid SL: Any Two Strike Mighty Blow

    CAREER EXITS: 

    Ambassador; Captain; Dwarf Knight; Dwarf Lord; Explorer; Scholar 

     TRAPPINGS 

    Best Craftsmanship Weapon Noble's Garb 500 GC Jewelry worth 1000 GC

    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Lord  CAREER ENTRIES:  Thane

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 1 3 2 7 2 1 2 2 2 2 2 3

     SKILLS/TALENTSAL: Arcane Dwarf AK: Genealogy AK: Heraldry AK: History AK: Strategy

    Blather Charm Command CK: Any Three Dodge Blow

    Gossip Menacing Quick Draw Read/Write SL: KazhalidSL: Any Three Strike to Stun

    CAREER EXITS:  Ambassador; Captain; Explorer; Engineer's Apprentice; Scholar 

     TRAPPINGS Two Best-Quality Weapons of Choice Jewelry worth 2000 GC Noble's Garb 1000 GC

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    Dwarven 

    Pilot  

    ADVANCED, DWARF ONLY SOCIAL CLASS: Military

    CAREER: JourneymanPilot, Dwarf  

    CAREER ENTRIES:  Pilot, Dwarf  

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 1 3 2 2 1 2 3 1

     SKILLS/TALENTSAK - Engineer Air Lore Coolheaded Marksman 1-6/7+

    Mighty Shot 1-6

    /7+Navigation Read/Write Scale Sheer Surface OM - Gyrocopter OM - War Balloon

    SL - Guilder SW - Explosive SW - Gunpowder SW - Steam Canon Trade: Carpentry

    CAREER EXITS:  Artillerist; Gunner; Engineer; Master Pilot; Sapper 

     TRAPPINGS Firearm w/10 Shots Powder and Ball Hand Weapon 1d10 Bombs

    Tool Box D4 Hammers 10d6 Nails D4 Cold Chisels

    Saw Awl D6 Iron Spikes Tongs

    D3 Pliers D4 Wrenches 10 Yards Heavy Wire Leather Armor and Hood

    Goggles Scarf 1d3 Cigars Telescope (Balloon only)

    Gyrocopter or War Balloon

    ADVANCED, DWARF ONLY SOCIAL CLASS: Military

    CAREER: Master Pilot,Dwarf  

    CAREER ENTRIES:  Journeyman Pilot, Dwarf  

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 1 1 4 2 2 2 2 3 2 1

     SKILLS/TALENTSAK - Engineer AK - Science Air Lore Command Coolheaded

    Marksman Mighty Shot Navigation OM - Gyrocopter OM - War Balloon

    Orientation Rapid Reload Read/Write Scale Sheer Surface SL - Guilder

    SW - Engineer SW - Explosive SW - Gunpowder SW - Steam Canon Trade: Carpentry

    CAREER EXITS:  Artillerist; Explorer; Gunner; Master Engineer; Sapper; Scholar; Smuggler 

     TRAPPINGS Firearm w/10 Shots Powder and Ball Hand Weapon 1d10 Bombs

    Tool Box D4 Hammers 10d6 Nails D4 Cold Chisels

    Saw Awl D6 Iron Spikes Tongs

    D3 Pliers D4 Wrenches 10 Yards Heavy Wire Leather Armor and Hood

    Goggles Scarf 1d3 Cigars Telescope

    Gyrocopter or War Balloon 10 Yards Rope

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    Dwarf  

    Priest  

    ADVANCED SOCIAL CLASS: Upper

    CAREER: Dwarf Priest  CAREER ENTRIES:  Dwarf Initiate 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 1 1 5 1 1 2 2 2 2 2 3

     SKILLS/TALENTS

    AK - History AK - Theology AL - Arcane Dwarf AK - Law 1-6/7+

    Savvy 1-6/7+Cast Spells - Divine Charm Command AK - Runes Wit

    CK - Any Two Divine Lore Gossip Heal Wounds Master Orator

    Perform - Singer Read/Write Resistance to Disease Search SAL - Khazalid

    SAL - Any Two SW - Double-Handed Strike to Injure Trade - Apothecary

    Priests of Grimnir may choose any of the following: SW - Any One Street Fighting Very Strong

    Priests of Grungi may choose any of the following: Evaluate SL - Guilder Very Resilient

    Priests of Valaya may choose any of the following:AK - Any One Hypnotism Intimidate

    Trade - Brewer

    CAREER EXITS:  Apprentice Runemaster; Dwarf High Priest; Explorer; Scholar; Tradesman 

     TRAPPINGS Prayer Book Writing Kit Hand Weapon

    ADVANCED SOCIAL CLASS: Upper

    CAREER: Dwarf HighPriest 

    CAREER ENTRIES:  Dwarf Priest 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 1 2 2 7 1 1 1 3 3 3 3 2 5

     SKILLS/TALENTSAK - Any One CK - Any One Disarm Etiquette Fearless

    Quick Draw

    Priests of Grimnir may choose any of the following: SW - Any One Street Fighting Very StrongPriests of Grungi may choose any of the following: Evaluate SL - Guilder Very Resilient

    Priests of Valaya may choose any of the following:AK - Any One Hypnotism Intimidate

    Trade - Brewer

    CAREER EXITS:  Ambassador; Artisan's Apprentice; Dwarf Loremaster; Dwarf Noble 

     TRAPPINGS Prayer Book Writing Kit Hand Weapon

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    Dwarven 

    Shipmaster 

    ADVANCED; DWARF ONLY SOCIAL CLASS: Military

    CAREER: JourneymanShipmaster 

    CAREER ENTRIES:  Shipmaster 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 1 1 3 2 2 1 1 1 1

     SKILLS/TALENTSAK - Astronomy AK - Engineering Hardy Operate Machinery: Gun Boat 1-4/5-8

    /9+

    Navigation Orientation Read/Write War ship

    River Lore Rope Craft Row Nautilus

    SL - Guilder SW - Gunpowder SW: Torpedo Swim Trade - Shipwright

    CAREER EXITS:  Apprentice Alchemist; Elder Shipmaster; Gunner; Master Engineer; Mate; Navigator 

     TRAPPINGS Hand Weapon Tool Box D4 Hammers 10d6 Nails

    D4 Cold Chisels Saw Awl D6 Iron Spikes

    Tongs D3 Pliers D4 Wrenches 10 Yards Heavy Wire

    Bandanna (Gun Boat) Short-Billed Leather Cap (Warship or Nautilus) Leather Armor

    Gun Boat, Warship or Nautilus, with Crew Firearm w/10 Shots Powder and Ball

    ADVANCED; DWARF ONLY SOCIAL CLASS: Military

    CAREER: Elder Shipmaster  CAREER ENTRIES:  Journeyman Shipmaster 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 2 1 4 2 2 1 2 1 1 1

     SKILLS/TALENTSAK - Astronomy AK - Engineering AK - Science Command Hardy

    Navigation OM - Gun Boat OM - Warship OM - Nautilus Orientation

    Rapid Reload Read/Write River Lore Row SL - Guilder

    SW - Engineer SW - Gunpowder SW: Torpedo Swim Trade - Shipwright

    Very Resilient

    CAREER EXITS:  Artillerist; Explorer; Gunner; Master Engineer; Marine; Navigator; Sea Captain 

     TRAPPINGS Hand Weapon Tool Box D4 Hammers 10d6 Nails

    D4 Cold Chisels Saw Awl D6 Iron Spikes

    Tongs D3 Pliers D4 Wrenches 10 Yards Heavy Wire

    Bandanna (Gun Boat) Short-Billed Leather Cap (Warship or Nautilus) Leather Armor

    Gun Boat, Warship or Nautilus, with Crew Firearm w/10 Shots Powder and Ball

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    Dwarven 

    Slayer 

    ADVANCE, DWARF ONLY SOCIAL CLASS: Pariah

    CAREER: Giant Slayer  CAREER ENTRIES:  Trollslayer 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 2 2 5 2 2 1 3 1

     SKILLS/TALENTS

    CK: Any One Consume Alcohol Disarm Street Fighter 1-6/7+

    Strike Mighty Blow 1-6/7+Dodge Blow Frenzied Attack Hardy Very Resilient Lightning Reflexes

    Intimidate Quick Draw Resistance to Fear Resistance to Poison SL: Battle

    SW: Double-Handed SW: Flail Strike to Injure

    CAREER EXITS:  Dragon Slayer (Must have slain a Giant to exit this career) 

     TRAPPINGS Double-Handed Axe Double-Handed Flail Hatred of Trolls and Giants Never wears armor

    ADVANCED, DWARF ONLY SOCIAL CLASS: Pariah

    CAREER: Dragon Slayer  CAREER ENTRIES:  Giant Slayer 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 3 3 6 3 3 2 3 2

     SKILLS/TALENTSAmbidextrous CK: Any One Consume Alcohol Cool Headed Disarm

    Dodge Blow Follow Trail Frenzied Attack Hardy Intimidate

    Lightning Reflexes Menacing Outdoor Survival Quick Draw Resistance to Disease

    Resistance to Fear Resistance to Poison Scale Sheer Surface SL: Battle SL: Any Two

    SW: Double-Handed SW: Flail Street Fighter Strike Mighty Blow Strike to Injure

    Very Resilient Wrestling

    CAREER EXITS:  Daemon Slayer (You must slay a Dragon to exit this career) 

     TRAPPINGS 

    Double-Handed Weapon Never wears armor Hatred of Dragons, Trolls and Giants1d3+2 Insanity Points

    ADVANCED, DWARF ONLY SOCIAL CLASS: Pariah

    CAREER: Daemon Slayer  CAREER ENTRIES:  Dragon Slayer 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    4 4 3 8 4 4 3 1 3 3

     SKILLS/TALENTSAmbidextrous CK: Any Two Consume Alcohol Cool Headed Disarm

    Dodge Blow Fearless Follow Trail Frenzied Attack HardyIntimidate Lightning Reflexes Lightning Parry Outdoor Survival Quick Draw

    Resistance to Disease Resistance to Poison Resistance to Terror Scale Sheer Surface SL: Battle

    Shadowing SL: Any Two SW: Double-Handed SW: Flail Street Fighter

    Strike Mighty Blow Strike to Injure Unsettling Very Resilient Wrestling

    CAREER EXITS:  May only exit the career after slaying a Greater Daemon, when the Daemonslayer's honor hasfinally been satisfied. He may then pick up any Starting Career of choice to represent his former occupation. 

     TRAPPINGS Double-Handed Weapon Never wears armor Hatred of Daemons, Dragons, Trolls and Giants

    1d6+4 Insanity Points Ritual Scars

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Working

    CAREER: Lodefinder  CAREER ENTRIES:  Miner; Prospector 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 2 1 1 1 2 2 2

     SKILLS/TALENTSAK: Metallurgy Animal Care Cartography Dowsing Earth Lore

    Orientation Scale Sheer Surface Trade: Carpentry Trade; Stoneworking

    CAREER EXITS: 

    Artisan's Apprentice; Engineer's Apprentice; Sapper; Stoneshaper 

     TRAPPINGS Hand Weapon Pack Pick Shovel

    Mule

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Loremaster  CAREER ENTRIES:  Apprentice Runesmith; Artisan; Dwarf High Priest; Engineer;Guild Master; Master Alchemist; Master Artisan; Master Engineer; Master

    Runesmith; Runescribe; Scholar (Must have completed two of the above) 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE SCHEME

    2 2 1 2 6 4 3 3 4 4 4 2

     SKILLS/TALENTSAK: Art AK: Astronomy AK: Chemistry AK: Cryptography AK: Daemonology

    AK: Engineering AK: Genealogy AK: Heraldry AK: History AK: Law

    AK: Magick AK: Numismatics AK: Runes AK: Science AK: Theology

    AL: Arcane Dwarf AL: Daemonic AL: Magick Charm Command

    CK: Any Five Etiquette Evaluate Gossip Herb Lore

    Identify Magical Artifact Identify Undead Linguistics Magical Awareness Magical Sense

    Master Orator Orientation Palmistry Prepare Poisons Pulic Speaking

    Read/Write Rune Lore Scholarship Scroll Lore Search

    SL: Classical SL: Any Five Spot Traps Super Numerate Trade: Cartographer

    Trade: Herbalist

    CAREER EXITS:  Ambassador; Apprentice Alchemist; Apprentice Runemaster; Apprentice Runesmith;Apprentice Wizard; Artisan; Dwarf High Priest; Guild Master; Explorer; Master Artisan; Master Engineer 

     TRAPPINGS Writing Kit +2 to Ld and Fel w/other Dwarves

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Master Artisan  CAREER ENTRIES:  Artisan of same type 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 4 3 4 2 1 1 1 2

     SKILLS/TALENTSCraftsman Master of Forge

    Choose one of the following trades and sets of trade skills based on

    previous Career:

    Armorer: Metallurgy; Smithing Blacksmith: Smithing

    Brewer: Brewing; Herb Lore; Identify Plants

    Carpenter: Carpentry Gunsmith: Chemistry; Metallurgy; Smithing Jewelsmith: Gem Cutting, Smithing

    Stone Mason: Stoneworking Weaponsmith: Metallurgy; Smithing

    CAREER EXITS: Amorer: Artisan (Blacksmith or Weaponsmith); Engineer; Runescribe

    Blacksmith: Artisan (Armorer or Weaponsmith); Engineer; Runescribe

    Brewer: Random Career Entry

    Carpenter: Artisan (Builder); Engineer

    Gunsmith: Master Artisan (Blacksmith, Weaponsmith); Engineer

    Jewelsmith: Random Career Entry

    Stonemason: Stoneshaper

    Weaponsmith: Artisan (Armorer or Blacksmith); Engineer; Runescribe TRAPPINGS 

    Trade Tools May purchase a Trade skill, or any skill that modifies Construct tests, a second time for a total +20 modifier.

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Master Engineer,Dwarven 

    CAREER ENTRIES:  Artillerist; Bombardier; Engineer; Loremaster; Sapper;Shipmaster; Stoneshaper 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 2 4 2 3 2 3 2 1 1

     SKILLS/TALENTSAK - Engineering AK - Science Acute Hearing Boat Building* ChemistryCoolheaded Craftsman Drive Cart Evaluate Master of Forge

    Mighty Shot OM - Any Two Rapid Reload Read/Write Scale Sheer Surface

    Search SL - Classical SAL - Any One SW - Engineer Stoneworking

    Super Numerate Trade - Any One

    CAREER EXITS:  Artillerist; Artisan; Guild Master; Gunner; Loremaster; Mercenary; Scholar; Sergeant;Stoneshaper 

     TRAPPINGS Hand Weapon Tool Box D4 Hammers 10d6 Nails

    D4 Cold Chisels Saw Awl D6 Iron Spikes

    Tongs D3 Pliers D4 Wrenches 10 Yards Heavy Wire

    Leather Armor Engineer-Built Transportation Device

    * Boat Building is only available to Dwarves who were formerly Shipmasters

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Military

    CAREER: Mountaineer  CAREER ENTRIES:  Herdsman; Hunter; Runner; Trapper 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1

     SKILLS/TALENTSFollow Trail Mountain Climbing Orientation Rope Craft Scale Sheer Surface

    SS: Mountaineer's Silent Move Ski SW: Gunpowder

    CAREER EXITS: 

    Explorer; Mercenary; Scout; Soldier 

     TRAPPINGS Blunderbuss w/10 Shots Powder and Ball Hand Weapon Mail Shirt

    1d6 Iron Spikes 10 Yards Rope Grappling Hook Shield

    Skis

    ADVANCED, DWARF ONLY SOCIAL CLASS: Working

    CAREER: Runescribe  CAREER ENTRIES:  Artisan's Apprentice; Student 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1 1

     SKILLS/TALENTSAL: Arcane Dwarf AL: Magick Read/Write Rune Lore SL: Any One 75%

    CAREER EXITS: 

    Apprentice Alchemist; Apprentice Runesmith; Loremaster; Scholar 

     TRAPPINGS Writing Kit 1d6+4 Sheets Thin Metal Foil

    ADVANCED; DWARF ONLY SOCIAL CLASS: Working

    CAREER: Stoneshaper  CAREER ENTRIES:  Engineer; Loadfinder; Master Artisan (Stoneworker); MasterEngineer 

     M WS BS S T W I A DEX LD INT CL WP FEL MLADVANCE

     SCHEME

    1 1 1 1 4 1 3 2 3 2 2

     SKILLS/TALENTSAK: Chemistry Acute Hearing Art - Sculpting Cartography Dowsing

    Drive Cart Earth Lore Engineer Mining Orientation

    Scale Sheer Surface Stone Sense Trade: Carpentry Trade: Stoneworking

    CAREER EXITS:  Master Engineer 

     TRAPPINGS Hand Weapon Tool Box D4 Hammers 10d6 Nails

    D4 Cold Chisels Pick Sledgehammer D6 Iron Spikes

    Tongs

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    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Templar - Orderof the Stone Wall 

    CAREER ENTRIES:  Captain; Free Lance; Initiate; Judicial Champion; WitchHunter 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 3 1 2 8 3 2 2 2 2 2 2 2

     SKILLS/TALENTSDisarm Dodge Blow Read/Write SL: Battle SS: Templar

    SW: Flail SW: Double-Handed Strike Mighty Blow Strike to Stun

    CAREER EXITS:  - 

     TRAPPINGS Full Plate Armor Horseman's Flail Double-Handed Axe Religious Symbol

    Shield 3d6 GC

    ADVANCED, DWARF ONLY SOCIAL CLASS: Military

    CAREER: Veteran Warrior  CAREER ENTRIES:  Mercenary; Scout; Shieldbreaker; Soldier; Tunnel Fighter 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 2 1 4 2 1 1 1 2 1

     SKILLS/TALENTSDisarm Dodge Blow Gamble Pick one of the following:

    SL: Battle Streetfighter Strike Mighty Blow Hammerer: SW: Double-Handed

    Strike to Injure Strike to Stun Ironbreaker: SW: Double-Handed

    Longbeard: Resistance to Fear; SW: Double-Handed

    Thunderer: SW: Gunpowder

    CAREER EXITS: 

    Artillerist; Captain; Order of the Stone Wall 

     TRAPPINGS Hand Weapon Appropriate Gear for Career: Hammerer: Double-Handed Hammer

    Sleeved Mail Coat Ironbreaker: Double-Handed Axe or Sword and Gromril Armor

    Shield Longbeard: Double-handed Axe or Sword

    Helm Thunderer: Handgun and 10 Shots Powder and Ball

    Ale Mug

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Witch Hunter -Order of the Guardians 

    CAREER ENTRIES:  Assassin; Champion; Priest (any level); Judicial Champion;Templar; Vampire Hunter 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 3 2 2 6 3 2 2 2 1 1 4 2

     SKILLS/TALENTSAK: Magic AK: Necromancy AK: Theology Charm Command

    CK: Empire Cure Disease Gossip Identify Undead Intimidate

    Lightning Parry Lightning Reflexes Marksmanship Menacing Resistance to Disease

    Ride - Horse Sixth Sense SL: Any One SW: Crossbow SW: Entangling

    SW: Throwing Stout Hearted Strike Mighty Blow

    CAREER EXITS:  Captain; Champion; Demagogue; Initiate (or Priest if character was already a Priest); Templar 

     TRAPPINGS Full Plate Armor Hand Weapon Pistol Crossbow and 10 Bolts 10 Yards Rope

    4 Throwing Knives

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    Dwarf Advanced Magic Careers

    Runesmith 

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: Journeyman

    Runesmith 

    CAREER ENTRIES:  Apprentice Ruensmith 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 3 1 1 2 2 3 3 1 2

     SKILLS/TALENTSAK - History AK - Runes AL - Arcane Dwarf CK - Any Two Artistic 1-6

    /7+Dodge Blow Evaluate Gem Cutting Gossip Hardy

    Intimidate Magical Awareness Read/Write Rune - Any Six Rune Litany

    Runecraft SAL - Any Two Trade - Stoneworking Trade - Any One

    CAREER EXITS:  Dwarven Initiate - Grungi; Loremaster; Master Runesmith; Scholar; Shieldbreaker;

     TRAPPINGS 

    Runic Anvil 1 Rune Item or Weapon Staff Trade Tools - Engraver

    ADVANCED, DWARF ONLY SOCIAL CLASS: Upper

    CAREER: MasterRunesmith 

    CAREER ENTRIES:  Journeyman Runesmith 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 2 2 5 2 1 3 3 3 4 4 1 3

     SKILLS/TALENTSAK - Runic History AK - Theology Command Disarm 1-6

    /7+

    SW - Flail 1-6

    /7+CK - Any One Master Rune - Any Two Rune - Any Ten Strike Mighty Blow SW - Double-Handed

    SAL - Any One Trade - Any One

    CAREER EXITS: 

    Runelord; Templar - Order of the Stone Wall 

     TRAPPINGS Runic Anvil 2 Rune Items Staff Trade Tools - Engraver

    ADVANCED, DWARF ONLY SOCIAL CLASS: Noble

    CAREER: Runelord  CAREER ENTRIES:  Master Runesmith 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 2 2 6 3 1 4 3 3 4 4 2 4

     SKILLS/TALENTSAK - Any Four AK - Daemon Lore AL - Arcane Elf AL - Arcane Runic Strike to Injure 1-6

    /7+CK - Any One Master Rune - Any Two Rune - Any Ten SW - Any One Strike to Stun

    SAL - Any One Trade - Any One

    CAREER EXITS: 

    Captain; Guild Master 

     TRAPPINGS Runic Anvil 3 Rune Items Staff Trade Tools - Engraver

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    Elf Basic Careers

    ACADEMIC, ELF ONLY SOCIAL CLASS: Working

    CAREER: Apprentice Mage  CAREER ENTRIES:  Scholar; Scribe; Student 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1 2 2 1 1

     SKILLS/TALENTSAK - Magic AL - Magick Cast Spells - Petty Aethyric Attunement 1-6

    /7+

    Savvy 1-6

    /7+Channeling Magical Sense Petty Magic - Arcane Fast Hands Very Resilient

    Read/Write Search SAL - Any One

    CAREER EXITS:  Journeyman Mage; Scholar; Scribe; Journeyman Wizard 

     TRAPPINGS Staff Printed Book

    ACADEMIC SOCIAL CLASS: Middle

    CAREER: ApprenticeWood Elf Mage (Wood Elf

    Only) 

    CAREER ENTRIES:  Starter Career Only 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1

     SKILLS/TALENTSAL: Magick Cast Petty Magic Follow Trail Identify Plants SL: Malla-room-na-lárin

    Sing Silent Move

    CAREER EXITS:  Journeyman Wizard; Wood Elf Journeyman Spellsinger; Woodsman 

     TRAPPINGS 

    None

    COMMONER SOCIAL CLASS: Merchant

    CAREER: Envoy (Elf Only) CAREER ENTRIES: Student; Tradesman 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1 1 1

     SKILLS/TALENTSCharm Gossip Read/Write

     

    Swim 

    CK: Empire 1-6

    /7+Evaluate Haggle SL: Guilder 

    Trade: Merchant CK: Wasteland

    CAREER EXITS: 

    Charlatan; Merchant; Rogue; Seaman; Student; Vagabond  TRAPPINGS 

    Leather Jack   2 Sets of Good Clothes  Writing Kit 

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    RANGER SOCIAL CLASS: Military

    CAREER: Glade Guard(Wood Elf Only) 

    CAREER ENTRIES:  Hunter; Kithband Warrior 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1

     SKILLS/TALENTSConcealment Dodge Blow Follow Trail Marksman Outdoor Survival

    Rapid Reload Search Silent Move

    CAREER EXITS:  Glade Rider; Hunter; Lord's Bowman; Warhawk Rider; Waywatcher 

     TRAPPINGS Gladeguard Longbow w/10 Arrows Leather Jack

     WARRIOR SOCIAL CLASS: Military

    CAREER: Glade Rider  CAREER ENTRIES:  Glade Guard; Kithband Warrior 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1

     SKILLS/TALENTSAnimal Care Animal Training Follow Trail Navigation Orientation

    Outdoor Survival Ride - Horse Search SW - Cavalry

    CAREER EXITS:  Horsemaster; Sergeant; Veteran 

     TRAPPINGS Demilance Elven Steed w/Harness and Saddle

     WARRIOR SOCIAL CLASS: Military

    CAREER: KithbandWarrior (Wood Elf Only) 

    CAREER ENTRIES:  Hunter; Messenger 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1

     SKILLS/TALENTSConcealment Dodge Blow Heal Wounds 1-6

    /7+

    Marksman 1-6

    /7+

    Rapid Reload 1-6

    /7+Follow Trail Outdoor Survival Search Rover Warrior Born

    Scale Sheer Surface Silent Move

    CAREER EXITS: 

    Glade Guard; Glade Rider; Hunter; Outrider; Waywatcher; Vagabond; Veteran 

     TRAPPINGS Elfbow w/10 Arrows Leather Jack

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    COMMONER SOCIAL CLASS: Merchant

    CAREER: Minstrel (Elf Onlyas Starter Career) 

    CAREER ENTRIES: Entertainer (Troubadour); Playwright 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 2 1 1 1

     SKILLS/TALENTSCharm Etiquette Gossip  Evaluate Musicianship

    Perform: Singing  Public Speaking  Swim 

    CAREER EXITS:  Charlatan; Demagogue; Highwayman; Playwright; Spy; Student 

     TRAPPINGS Lute/Mandolin  Sheet Music  Colorful Clothes 

     WARRIOR SOCIAL CLASS: Military

    CAREER: Sword Wardenof Hoeth (High Elf Only) 

    CAREER ENTRIES:  Starter Career Only 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 1 2 1 1 1 1 1

     SKILLS/TALENTSAK: Any One Disarm Dodge Blow Quick Draw Lightning Reflexes 1-6

    /7+Read/Write SW: Double-Handed Strike to Injure Warrior Born

    CAREER EXITS:  Bodyguard; Scholar; Sword Master of Hoeth 

     TRAPPINGS Elven Greatsword Mail Shirt Symbel of Hoeth

     WARRIOR SOCIAL CLASS: Military

    CAREER: Warhawk Rider  CAREER ENTRIES:  Glade Guard; Kithband Warrior 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1

     SKILLS/TALENTSAnimal Care Animal Training Navigation Orientation Perform - Acrobat

    Outdoor Survival Ride - Warhawk Search SW - Cavalry Swashbuckler

    Trick Riding

    CAREER EXITS:  Horsemaster; Sergeant; Veteran 

     TRAPPINGS Demilance Warhawk

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    Elf Advanced Careers

    Beastfriend 

    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -

    Caraidh Bruinn (Bear) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become a

    Beastfriend  M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 2 2 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense SW - Fist Streetfighter Strike Mighty Blow

    * Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS:  Initiate - Kurnous; Scout; Wardancer 

     TRAPPINGS Clawed Knuckle-Dusters Bear Companion

    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -Caraidh Much (Boar) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become aBeastfriend 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 2 1 1 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense Frenzy Streetfighter Strike to Injure

    * Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS:  Initiate - Kurnous; Scout; Wardancer 

     TRAPPINGS Pair of Curved Daggers Boar Companion

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    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -Caraidh Iolair (Hawk) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become aBeastfriend 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 2 1 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense Dodge Blow Flee! Strike to Injure

    * Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS:  Initiate - Kurnous; Scout; Wardancer; Warhawk Rider 

     TRAPPINGS Heavy Leather Glove Hawk Companion

    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -Caraidh Auch (Horse) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become aBeastfriend 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 2 1 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense Acute Hearing Flee! Ride - Horse

    * Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS:  Initiate - Kurnous; Glade Rider; Scout; Wardancer 

     TRAPPINGS 

    Curry Brush and Hoof Pick Elven Steed Companion

    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -Caraidh Cu (Hound) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become aBeastfriend 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 2 1 1 1 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense Acute Hearing Frenzy Streetfighter* Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS:  Initiate - Kurnous; Scout; Wardancer 

     TRAPPINGS Spiked Collar Cu-Sith (Elf Hound) Companion

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    ADVANCED, ELF ONLY SOCIAL CLASS: Lower

    CAREER: Beastfriend -Caraidh Cadhmorr (Wild

    Cat) 

    CAREER ENTRIES:  Any Elf who is a worshipper of Kurnous may become aBeastfriend 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 2 1 1

     SKILLS/TALENTSAnimal Care Animal Training Call Animal ** Charm Animal * Follow Trail *

    Orientation Sixth Sense Concealment Silent Move SW - Fist

    * Upon entering the career, the Elf gains these skill automatically with regard to his chosen animal. To make full use of these skills they

    must be purchased normally.

    ** Upon entering the career, the Elf gains this skill automatically with regard to his chosen animal.

    CAREER EXITS: 

    Initiate - Kurnous; Scout; Wardancer 

     TRAPPINGS Clawed Knuckle Dusters Wild Cat Companion

    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Bladelord ofHoeth 

    CAREER ENTRIES:  Swordmaster of Hoeth 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    4 3 1 6 3 2 3 3 3 4 4 1

     SKILLS/TALENTSAK - Any One Charm Command CK - Any One Coolheaded

    Ghilead - Any Two Lightning Parry Lightning Reflexes Linguistics Magic Sense

    Orientation Ride - Horse Silent Move Sixth Sense SAL - Any One

    Stout-Hearted Strong-Minded Wrestling

    CAREER EXITS:  Nil 

     TRAPPINGS High Quality Elven Greatsword (+1 to Damage Dice, crit on 10+) High Quality Chain Mail (-1 BS, +2 T, -1 I)

    Religious Symbol of Hoeth

    ADVANCED. ELF ONLY SOCIAL CLASS: Military

    CAREER: Eternal Guard  CAREER ENTRIES:  Glade Guard; Kithband Warrior 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 1 4 2 1 1 1 1 1 1 1

     SKILLS/TALENTSAK - Strategy Command CK - Any Two Menacing Dodge Blow

    Gossip Intimidate SL - Battle Street Fighter Strike Mighty Blow

    Strike to Injure Strike to Stun

    CAREER EXITS:  Captain; Champion; Veteran 

     TRAPPINGS Saearath (Short Spear) Leather Armor

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    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Ghost Strider  CAREER ENTRIES:  Scout; Waywatcher 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 3 2 2 6 3 2 3 2 2 2 2

     SKILLS/TALENTSConcealment Dodge Blow Follow Trail Intimidate Hardy 1-6

    /7+Lightning Parry Lip Reading Mighty Shot Navigation Fleet-Footed

    Outdoor Survival Quick Draw Rapid Reload SS - Ranger Set Trap

    Shadowing Silent Move Sure Shot

    CAREER EXITS: 

    Captain; Outlaw Chief; Targeteer; Vampire Hunter 

     TRAPPINGS Elfbow w/10 Arrows High Quality Leather Armor (-0 BS, +1 T)

    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Horse Master  CAREER ENTRIES:  Glade Rider 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 1 4 2 1 2 1 1 2 2

     SKILLS/TALENTSCK - Athel Loren Dodge Blow Gossip Intimidate SL - Battle

    SW - Any Two Strike Mighty Blow Strike to Injure Strike to Stun

    CAREER EXITS:  Champion; Outlaw Chief; Sergeant; Veteran 

     TRAPPINGS Demilance Elven Steed w/Harness and Saddle

    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Lord's Bowman  CAREER ENTRIES:  Glade Guard 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    4 1 1 4 3 1 3 2 1 3 2 2

     SKILLS/TALENTSCK - Athel Loren Gossip Mighty Shot Sure Shot

    CAREER EXITS:  Assassin; Champion; Duelist; Mercenary; Outlaw Chief; Sergeant 

     TRAPPINGS Glade Guard Bow w/10 Arrows Leather Armor

    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Shadow Sentinel  CAREER ENTRIES:  Waywatcher 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 3 1 1 6 2 1 1 2 2 2 1 1

     SKILLS/TALENTSMarksman Rover Sharpshooter Sure Shot

    CAREER EXITS:  Captain; Explorer; Outlaw Chief; Targeteer 

     TRAPPINGS Horse w/Saddle and Harness Mail Shirt and Leather Jack Rope - 10 Yards Shield

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    ADVANCED SOCIAL CLASS: Military

    CAREER: Swordmaster ofHoeth 

    CAREER ENTRIES:  Sword Warden Of Hoeth 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    3 1 1 4 2 1 2 1 2 3 3 1

     SKILLS/TALENTSAK - Any Two AL - Arcane Elf CK - Any Two Dodge Blow Etiquette

    Ghilead - Any One Intimidate Read/Write Search Seasoned Traveler

    SAL - Any Three Strike Mighty Blow

    CAREER EXITS: 

    Bladelord of Hoeth; Spy; Witch Hunter 

     TRAPPINGS Elven Greatsword (Double-Handed) Chain Mail Religious Symbol of Hoeth

    ADVANCED, ELF ONLY SOCIAL CLASS: Military

    CAREER: Waywatcher  CAREER ENTRIES:  Hunter; Kithband Warrior; Poacher; Woodsman 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 1 4 2 1 1 1 2 2 1 1

     SKILLS/TALENTSCK - Any Two Concealment Dodge Blow Follow Trail Mighty Shot

    Navigation Orientation Rapid Reload SL - Ranger SS - Scout

    Silent Move SAL - Any Two Strike to Injure

    CAREER EXITS: 

    Bounty Hunter; Cartographer; Ghost Strider; Outlaw; Sergeant; Shadow Sentinel

     TRAPPINGS Horse w/Saddle and Harness Mail Shirt and Leather Jack Rope - 10 Yards Shield

    ADVANCED, WOOD ELF

    ONLY

     SOCIAL CLASS: Military

    CAREER: Wardancer  CAREER ENTRIES:  Bounty Hunter; Captain; Judicial Champion; Mercenary;Outlaw; Pit Fighter; Scout 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 4 2 3 3 8 2 2 1 2 1 1

     SKILLS/TALENTSAmbidextrous  Distract  Dodge Blow  Flee! Marksmanship 

    Perform - Acrobatics  Perform - Dance  Scale Sheer Surface  SDL- Shadow's Coil SDL - Storm of Blades

    SDL -Trance-Fixation  SDL- Whirling Death SDL - Woven Mist SW - Double-Handed  SW - Thrown

    Strike Mighty Blow  Strike to Injure  Swashbuckler Warchant 

    CAREER EXITS: 

    Nil  TRAPPINGS 

    Hand Weapon  Shield  Spear/2-handed Sword /2-handed axe 

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    Elf Advanced Magic Careers

    Loremaster 

    ADVANCED, ELF ONLY SOCIAL CLASS: Upper

    CAREER: Mage  CAREER ENTRIES:  Apprentice Mage; Apprentice Wizard 

     M WS BS S T W I A DEX LD INT CL WP FEL MLADVANCE

     SCHEME

    1 1 1 2 1 1 2 2 3 3 1 2

     SKILLS/TALENTSAK - Any One Aethyric Attunement Arcane Lore - Any Color Fast Hands 1-6

    /7+

    Ride - Horse 1-6

    /7+Cast Spells - Any Charm CK - Any One Very Resilient Swim

    Etiquette Lesser Magic - Any Two Meditation SAL - Any One

    CAREER EXITS: 

    High Mage; Scholar; Wizard Champion 

     TRAPPINGS Grimoire Writing Kit

    ADVANCED, ELF ONLY SOCIAL CLASS: Upper

    CAREER: High Mage  CAREER ENTRIES:  Mage; Wizard Champion 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 3 2 2 3 3 4 4 2 3

     SKILLS/TALENTSAK - High Magic AL - Arcane Elf Fast Hands 1-6

    /7+

    Gossip 1-6

    /7+

    Strong-Minded 1-6

    /7+Cast Spells - Any CK - Any One Mighty Missile Ride - Horse Cool-Headed

    Force Multiplier Lesser Magic - Any Three SAL - Any One Spellcraft Trade - Apothecary

    CAREER EXITS:  Archmage; Envoy 

     TRAPPINGS 1 Magic Item Trade Tools - Apothecary

    ADVANCED, ELF ONLY SOCIAL CLASS: Upper

    CAREER: Archmage  CAREER ENTRIES:  High Mage; Master Wizard; Wood Elf Spellweaver 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 2 4 3 2 3 4 4 4 2 4

     SKILLS/TALENTSAK - History AL - Daemonic Cool-Headed 1-6

    /7+

    Linguistics 1-6

    /7+

    Keen Senses 1-6

    /7+Arcane Lore - High Magic Arcane Lore - All Colors Fast Hands Public Speaking HardyCast Spells - High Magic Command CK - Any One Mighty Missile 1-6

    /7+

    Sixth Sense 1-6

    /7+Heal Wounds Hypnotism Intimidate Strong-Minded Luck

    Intuitive Casting Lesser Magic - Any Four Navigation Resistance to Magic SAL - Any One

    CAREER EXITS:  Loremaster; Noble 

     TRAPPINGS Wizard's Staff 2 Magic Items 2d10 Grimoires

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    ADVANCED, ELF ONLY SOCIAL CLASS: Noble

    CAREER: Loremaster  CAREER ENTRIES:  Archmage 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 2 5 3 3 4 4 4 4 3 5

     SKILLS/TALENTSAK - Any Three Armored Casting Fearless Lesser Magic - Any Five Linguistics 1-6

    /7+Schemer SAL - Any One Spell Mastery Public Speaking

    CAREER EXITS: 

    Ambassador; Guildmaster; Loremaster of Hoeth; Noble Lord; Sea Captain 

     TRAPPINGS Wizard's Staff 3 Magic Items

    ADVANCED, ELF ONLY SOCIAL CLASS: Noble

    CAREER: Loremaster ofHoeth 

    CAREER ENTRIES:  Loremaster 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    2 2 1 2 6 3 1 3 4 4 4 5 3 6

     SKILLS/TALENTSAK - Any One CK - Any One Fast Hands 1-6

    /7+

    Hardy 1-6

    /7+

    Luck 1-6

    /7+High Lore Lesser Magic - All Sixth Sense Mighty Missile Keen Senses

    SAL - Any One

    CAREER EXITS:  High Loremaster (NPC career) 

     TRAPPINGS High Quality Hand Weapon (+1 Damage Die, crits on 11-12) 4 Ritual Grimoires (at least one for a spell of your own devising)

    Noble Robes Ithilmar Chain Armor (-0 BS, +2 T, -0 I) Wizard's Staff

    4 Magic Items

    Wood 

    Elf  

    Spellweaver ADVANCED, ELF ONLY SOCIAL CLASS: Working

    CAREER: JourneymanWood Elf Spellsinger 

    CAREER ENTRIES:  Apprentice Mage; Apprentice Wood Elf Mage; ApprenticeWizard (Wood Elf Only) 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 1 1 1 1 2

     SKILLS/TALENTSAK - Any One Aethyric Attunement Arcane Lore - Tree Songs Fast Hands 1-6

    /7+

    Ride - Horse 1-6

    /7+Cast Spells - Tree Songs Charm CK - Athel Loren Very Resilient Swim

    Concealment Herb Lore Lesser Magic - Any Two Magic Sense Meditation

    Read/Write Rover Scroll Lore SAL - Any One* Special: The character may be of the Glamourweave Kindred; this requires the expenditure of 200 XP, gives the character a +3 Ward

    Bonus, makes the character Immune to Psychology and causes all the character's attacks to count as Magic Weapons; the character may not

    stay in town between expeditions, and can have no mount other than a Unicorn or Great Stag; Once the character has exited Journeyman

    Wood Elf Spellsinger, this choice is no longer available.

    ** Special - The Character may expend XP on acquiring a group of Spites; this requires a Fel test after 1 week in the forest, and the

    expenditure of 250; a Journeyman Spellsinger can have only one set of Spites, with a value of 250 XP maximum.

    CAREER EXITS:  Wood Elf Spellsinger 

     TRAPPINGS Hand Weapon Staff

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    ADVANCED, ELF ONLY SOCIAL CLASS: Upper

    CAREER: Wood ElfSpellsinger 

    CAREER ENTRIES:  Journeyman Wood Elf Spellsinger 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1 3 2 1 1 2 1 1 3

     SKILLS/TALENTSAK - Any One CK - Any One Dowsing Cool-Headed 1-6

    /7+

    Strong-Mineded 1-6

    /7+Lesser Magic - Any Two Magical Awareness SL - Dryad Fast Hands Very Resilient

    SAL - Any One

    ** Special - The Character may expend XP on acquiring a group of Spites; this requires a Fel test after 1 week in the forest, and the

    expenditure of 250 or 500 XP; a Spellsinger can have up to two sets of Spites, with a value of up to 500 XP maximum.

    CAREER EXITS:  Wood Elf Spellweaver 

     TRAPPINGS Hand Weapon Staff

    ADVANCED, ELF ONLY SOCIAL CLASS: Upper

    CAREER: Wood ElfSpellweaver 

    CAREER ENTRIES:  Wood Elf Spellsinger 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1 4 3 2 2 3 2 2 4

     SKILLS/TALENTSAK - Any One CK - Any One Dryad Summoning Song* Keen Senses 1-6

    /7+

    Luck 1-6

    /7+Identify Magical Artifact Identify Undead Lesser Magic - Any Two Hardy Sixth Sense

    SAL - Any One

    * A Spellweaver can summon a Dryad; this must be done outdoors, on land, and requires 10 Exploration Turns; after a summoning and

    dealing with the Dryad, the character is at -1 to all activities until he/she rests for 1 hour; the Song succeeds automatically within 1

    Exploration Turn if sung in the forest/woods, succeeds on a 1-9 on 1d12 within 2d6 Exploration Turns if sung in open terrain, and on 1-3 on1d12 within 4d6 Exploration Turns if sung in a Settlement; once the Dryad arrives, a Hard (-2) Fel test is made to gain the Dryad's

    cooperation (bonuses based on the action desired); success indicates 1d6 hours of service by the Dryad toward a specific task.

    ** Special - The Character may expend XP on acquiring a group of Spites; this requires a Fel test after 1 week in the forest, and the

    expenditure of 250 or 500 XP; a Spellsinger can have up to three sets of Spites, with a value of up to 750 XP maximum.

    CAREER EXITS:  Wood Elf Spellweaver; Archmage 

     TRAPPINGS Hand Weapon Staff

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    ADVANCED, ELF ONLY SOCIAL CLASS: Noble

    CAREER: Wood ElfSpellsinger Lord 

    CAREER ENTRIES:  Wood Elf Spellweaver 

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 1 1 1 1 4 4 3 3 4 3 3 5

     SKILLS/TALENTSAK - Any One Arcane Lore - Daemons CK - Any One Hardy 1-6

    /7+

    Keen Senses 1-6

    /7+Divining - Botomancy Lesser Magic - Any Two Prepare Potions Luck Sixth Sense

    Prepare Scrolls Rune Lore SAL - Any One

    ** Special - The Character may expend XP on acquiring a group of Spites; this requires a Fel test after 1 week in the forest, and the

    expenditure of 250 or 500 XP; a Spellsinger can have up to four sets of Spites, with a value of up to 1000 XP maximum.

    CAREER EXITS:  Noble Lord 

     TRAPPINGS Hand Weapon Staff

    Halfling Basic Careers

    RANGER SOCIAL CLASS: Middle

    CAREER: Fieldwarden  CAREER ENTRIES:  Gamekeeper; Hunter, Militiaman, Toll Keeper (Halfling Only)

     M WS BS S T W I A DEX LD INT CL WP FEL ML

    ADVANCE

     SCHEME

    1 2 1 2 2 1

     SKILLS/TALENTSAK: Necromancy 1-50

    /51+

    Fleet Footed 1-50

    /51+

    Mighty Shot 1-50

    /51+

    Rover 1-50

    /51+CK: Empire Savvy Rapid Reload Quick Draw

    Concealment Follow Trail Outdoor Survival Search Silent Move

    CAREER EXITS: 

    Bounty Hunter; Mercenary; Scout; Vagabond; Vampire Hunter; Village Headman TRAPPINGS 

    Sling w/6 Bullets Lantern Lamp Oil Spade

    Pony w/Saddle and Harness

    Halfling Advanced Careers

    Halfling Advanced Magic Careers