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Please add 9 and 2.

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