Healer
AP Value: 207 adventure points
Prerequisites: None
Special Abilities: Languages and Literacy totaling 8 AP; Skill Specialization Treat Wounds
Combat Techniques: Daggers 8, Impact Weapons 8
Skills:
Physical: Perception 4, Self-Control 6
Social: Empathy 5, Etiquette 4, Fast-Talk 4
Nature: Animal Lore 6, Plant Lore 6, Ropes 4
Knowledge: Law 3, Math 5, Myths & Legends 2, Religions 4
Craft: Treat Disease 6, Treat Poison 5, Treat Wounds 7
Suggested Advantages: Immunity to (Disease), Immunity to (Poison), Resistant to Disease, Resistant to Poison
Suggested Disadvantages: Personality Flaw (Arrogance, Vanity), Negative Trait (Avarice)
Unsuitable Advantages: None
Unsuitable Disadvantages: Afraid of (Blood, Dead, and Undead), Susceptible to Disease, Susceptible to Poison
Variants:
- Medicus (221 AP): Skill Specialization Treat Disease instead of Treat Wounds; Etiquette 7 instead of 4, Plant Lore 8 instead of 6, Treat Disease 8 instead of 6
- Midwife (218 AP): Etiquette 0 instead of 4, Plant Lore 7 instead of 6, Myths & Legends 6 instead of 2, Treat Disease 7 instead of 6, Treat Poison 4 instead of 5, Treat Soul 4 instead of 0
- Quack and Tooth Puller (196 AP): Driving 4 insteadof 0; Fast-Talk 7 instead of 4, Gaukelei 2 instead of 0, Treat Disease 2 instead of 6, Treat Poison 2 instead of 5, Treat Wounds 4 instead of 7
Publication: Core Rules page 133