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 |
Dealmaker | Buy/sell items at ±5% |
Use rope | Advantage when using ropes |