Herbalist
Profession attributes: Int, WP, Fel
Profession skills: Endurance, Sleight of Hand, Stealth, Initiative, Spot, Knowledge, Intuition, Nature, Medicine, Persuasion
Trappings: Sickle, Squalid clothes, rags, Cooking tools, Pestle and Mortar
Lores: Herbs, Plants, Potions, Poison, Medicine, Nature, Cooking
Level 1
| Trainings | Short Description |
|---|---|
| Herbalism (I) | Can gather herbs |
| Animal affinity | Animals do simple things |
| First aid | Medicine test and full round to heal 1 HP |
| Hide in nature | Advantage on stealth in nature |
| Hunter | Provide food when outdoors |
| Stitch up | Advantage to remove bleeding |
Level 2
| Trainings | Short Description |
|---|---|
| Mobility | Ignore difficult terrain |
| Herbalism (II) | Can gather herbs |
| Poisoner (I) | Can create poisons |
| Create Shrine | May create and activate shrines |
| Foresight | Fortune to force opponent reroll |
| Gossip | Gain 1 rumor/session |
| Iron stomach | Advantage vs ingested poisons/diseases |
Level 3
| Trainings | Short Description |
|---|---|
| Terrain master | Create cover, (dis)advantageous/difficult terrain |
| Brewing (I) | Can brew potions |
| Herbalism (III) | Can gather herbs |
| Poisoner (II) | Can create poisons |
| Lucky | Recover 1 extra fortune |
| Cheating | Sleight of hand test to reroll die/draw card |
| Sturdy traveler | Advantage on travel endurance |
| Swim | Can swim |
Level 4
| Trainings | Short Description |
|---|---|
| Brewing (II) | Can brew potions |
| Herbalism (IV) | Can gather herbs |
| Poisoner (III) | Can create poisons |
| Extra fortunate | +1 fortune point max |
| Fortune burning | May use 1 extra fortune point/turn |
| Combat surgeon | Medicine test to heal 1d6HP/level, but fatigue after |
| Dealmaker | Buy/sell items at ±5% |
| Use rope | Advantage when using ropes |