specialist
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specialist [2020/02/11 19:33] – [Assassin] andrew | specialist [2020/02/11 20:37] – [Venturer] andrew | ||
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* Gain advantage to all Persuasion and Deception skill checks. | * Gain advantage to all Persuasion and Deception skill checks. | ||
* Learn a number of modern languages equal to your Charisma score (not bonus). | * Learn a number of modern languages equal to your Charisma score (not bonus). | ||
- | * Healing Song: Allies heal +1d8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. | + | * Healing Song: Allies heal +1D8 HP per rest or they may remove a point of [[Stress|Stress or Exhaustion]] even if it is not a safe rest. |
* Learn a number of ancient languages equal to your Charisma bonus. | * Learn a number of ancient languages equal to your Charisma bonus. | ||
* Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. | * Born Leader: You gain advantage to any rolls for recruiting or retaining NPC retainers or henchmen, all retainer wages are 3/4 normal cost, and your retainers roll their morale checks at advantage. | ||
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====Venturer==== | ====Venturer==== | ||
- | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. | + | A venturer travels the world in caravans or on ships seeking trading opportunities wherever they can be found. |
You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills. | You gain the Appraisal, Gambling, Medicine, Insight, Riding, Survival, Occupation (teamster) and Occupation (sailor) skills. |
specialist.txt · Last modified: 2021/01/18 19:42 by dave