Warhammer Fantasy Battles - Campaign - Dark Shadows - Summer Campaign 2001
Racial Advance Schemes for Advanced Herohammer Rolequest Fantasy Battles
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Transcript of 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