| Character Generation - Races & Professions | [30NOV08] c_profs.htm |
RACES - Skills/abilities available to specified races. (1CC each; underlined are obligatory; [bracketed] are free).
DWARF: Infravision, Righteous Fury (v Goblins)*,
Evasion*, Mining, Masonry, Evaluate, [Dwarven as 2nd language].
GNOME: Infravision, Righteous Fury (v Kobolds)*, Evasion*, Animal
Lore, Mining, Masonry, Evaluate.
ELF: Ultravision, Resist Sleep/Charm, Spot, Listen,
Hide, Sneak, Bow (x2 poss), Longsword (x2 poss).
HALF-ELF: Ultravision, Resist Sleep/Charm, Spot, Listen.
HALFLING: Infravision, Hide, Sneak, Spot, Listen.
HALF-ORC: Infravision, Sense (Smell).
HUMAN: Acrobatics (Balance/Jumping/Tumbling); Dancing; Singing; Fishing
(Net/Line); Art; Gambling; Juggling; Lipreading; Driving (cart/wagon/chariot);
Boating; Courtesan; Streetwise (Gather Info/Intimidate/Sense Motive);
Concentration; Diplomacy (Etiquette); Rope Use (Escapology); Calligraphy (Map
Making/Forgery); Crafts/Lores (Having more social mobility than other races,
Humans can have any Craft/Lore justifiable for the
character). (* Special Martial
Abilities)
PROFESSIONS - Skills/abilities available from previous experience. (1CC each; underlined are obligatory; [bracketed] are free).
The Mercenaries (Fighters) (Rqd: Human (mostly), Str 9+, Con 7+)
Gear: Weapons chosen, ringmail/leather, mount (cavalry/nomad).
GENERIC (for specific careers, see below): 3x Weapons (inc. Shield/Missiles)*, [Armour skill], Combat Skills (max 4), Other Weapons
Lt Infantry: Bow, Sword, S.Shield / Javelin/Sword, Sling, S.Shield /
Javelin, Shortsword/Spear, S.Shield / Crossbow, Sword
Med Infantry: Spear, Swd, M.Shld / 2hSpear, Axe / Swd,
Xbow, M.Shld /
Axe, Javelin, M.Shld / 2hAxe, Swd / 2hSpear, Shortswd, Javelin
Hvy Infantry: Spear, Shortsword, L.Shield / 2hSpear, Sword, S.Shield /
Javelin, Axe, L.Shield / 2hAxe, Sword
Lt Cavalry: Bow/Crossbow, Sword, S.Shield / Bow, Lance, Sword / Lance, Axe, S.Shield /
Lance/Javelin, Sword, M.Shield + Ride
Hvy Cavalry: Lance, Sword, M.Shield / Bow, Lance, Sword /
Javelin, Spear, Axe + Ride
Nomads: Sword/Axe/Spear + S/M.Shield + Bow/Javelin/Lance +
Ride (x2) + Camouflage, Spot, Listen, Smell, Tracking, Oratory
Barbarians: Sword/Axe/Spear/Mace + M/L.Shield + Sling/2hSpear/2hAxe/Javelin/Handaxe/Bow +
Oratory, Camouflage, Set Snares, Climb, Hide, Sneak, Spot, Tracking
The Priesthoods (Clerics) (Rqd: Wis 9+). Gear: Cult weapon,
ringmail armour, holy symbol (wooden).
Holiness, Cult Weapon, Cult Skills, [Armour Skill], Weapons (max 3), Temple Tongue, Oratory.
(NB: May vary by religion).
The Templars (Paladins) (Rqd: Human; Str 12+, Int,Con 9+, Wis 13+, Cha
15+. Gear: As Fighter/Cleric.
As Fighter & Cleric + Quest Ability. (NB: Must be fanatically
devoted to Lawful/Good
or other extreme alignment).
The Monasteries (Monks) (Rqd: Str,Wis,Dex 15+, Con 11+; Lawful alignment).
Gear: None.
Open Hand, Psi Ability, 4x Combat Special Skills (max 4, each
x2), Hide, Sneak, Spot, Listen, Climb, Weapon Kata
Guild of Arcane Lore (Mages) (Rqd: Int 13+, Dex 6+; normally apprenticed aged ~10 for
~20yrs.). Gear: Material components.
Magic, Cantrips (Int), Base Spells (Int-10), Spells, Languages, Magic Staff, Familiar, Magic Skills
(x4)
The Alchemists (Specialist Mages)* (Rqd: Human/Dwarf/Gnome; Int 13+, Wis 13+, Dex
12+.). Gear: Components + potion (1st-level).
Alchemy (x2), Magic, Herb Lore, Cantrips (Int), Spells, Magic Staff, Familiar, Magic Skills
(x2). * Other specialists may vary.
Thieves Guild/Lia-Kavair (Thieves) (Rqd: Dex 9+, Int 6+). Gear:
Soft leather armour, weapons chosen, lockpicks.
Hide, Sneak, Sleight (Pick Pockets), Pick Locks, Climb, Listen, Spot, Thieves Cant, Small Weapons
Brotherhood of Naveh (Assassins) (Rqd: Str,Dex 12+, Int 11+; Evil alignment).
Gear: As Thief + poison.
As Thief + Poisoning, Disguise, Medium Weapons, Shield
Players and Minstrels (Rqd: Dex 9+, Cha 9+). Gear: As Thief +
musical instrument chosen.
As Thief + Sing, Play <instrument>, Oratory, Fast Talk, Acting, Dancing
Bards (Rqd: Human/Half-Elf; Str,Wis,Dex,Cha 15+, Int 12+, Con 10+; Neutral alignment).
Gear: As Fighter/Thief + instrument chosen.
As Fighter & Player/Minstrel + Bardic Voice, Bardic Lore
The Rangers (Rqd: Str,Int 13+, Wis,Con 14+; Good alignment). Gear:
Weapons chosen, hard leather armour, snares, mount, herbs (2d6).
As Fighter & Forester + Righteous Fury, Herb Lore
Foresters Gear: Weapons chosen, snares.
Track, Spot, Listen, Hide, Sneak, Camouflage, Set Snares, Survival,
Throw, Bow, Spear, Dagger, Hand Axe.
Maritime Brotherhood Gear: Cutlass, dagger, cudgel, gold earring
(worth d6x100sp).
Swim, Seamanship, Rowing, Climb, Spot, Meteorology,
Cartography, Navigation, Fishing, Rope Use, Dagger, Cutlass, Buckler,
Cudgel.
Armourers' Guilds Gear: Hammer, weapons chosen, hard leather apron
(armour), the best armour you made (probably scale mail).
Armouring, Weaponcrafting, Hammer, Weapons, Bowyery/Fletching, Leatherwork,
Blacksmithing,
Horsemasters Gear: Weapons chosen, hard leather armour, favourite
mount, another riding animal.
Ride, Horse Training, Horse Breeding, Animal Husbandry, Blacksmithing,
Acrobatics, Driving, Chirurgery, Whip, Sword, Spear, Lance.
OLD DETAILS FOR INCORPORATION....
< RECOVERED FROM OBLIVION... >
rincipality of Kaldor. The Shira and Eidel Legions together form the Pandarian 4th Foot Brigade. FRIENDS: Chenat City Guard. RIVALS: Princess Royal's Light Dragoons.
Shortsword + 25%. Three other weapons +25%. Large Shield +25%.
Equipment worth 3d6 x 100SP.
The Thardic Republican Navy
More a sort of river patrol force, really - the dominant sea power in the Gulf of Umone has always been Melderyn, with it's Royal Navy. This navy has been the subject of cutbacks in recent years as river traffic has dwindled and more caravans travel the land route via the city of Chenat. Hence there are many ex-sailors seeking employment...
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
West Thardic Frontier Regiment
This regiment sees continuous duty along the marches of the dank and gloomy Grey Hills, guarding against the continual raiding from goblin tribes and occasionally launching punitive raids of their own. In recent past years they have also had to contend with raiding Giants but have had support of other units against these foes.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
East Thardic Frontier Regiment
This regiment is always on active duty in the foothills of the Silver Mountains, guarding against barbarian raiders from the hills of Peran, and occasional incursions of horse nomads from the Grazendal plaines.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Chenat City Guard
This regiment is maintained to deter the forces of the surrounding Thardic Republic from re-occupying the city, which is currently independent and able to profit from it's geographical position. The Guard also serve as an extension to the city militia to prevent the smuggling of goods across the Sparn River. They regard the continued presence of the Melderyni Garrison as a particular annoyance. With the Corani Legion, they form the Pandarian 3rd Foot Brigade.
FRIENDS: Shira Legion. RIVALS: Royal Garrison of Chenat.
Shortsword +25%. Three weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Soldier of Kanday
The various city-states of Kanday each maintain regiments, nominally in the service of the King. The character will almost certainly have belonged to that of their home city. The regiments see very active duty against orc raiders from the hills and Orbaalese pirates from the sea.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Chybisan Warrior
Chybisa is a semi-civilized hill kingdom neighbouring Melderyn. The warriors of this land are ferocious and quite barbaric in their outlook and behaviour. The character is likely to have served as a carl for one of the various thanes who rule the area, under a fairly loose kingship. Chybisa was once formally allied to Melderyn and remains on good terms as the countries share enemies in the more warlike tribes from the Koth hinterland.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Orbaalese Raider
The seaborne reavers of Zishi are feared and hated throughout the lands of the Middle Sea. Their famously prowed dragonships have, in the past, sailed far and wide plundering the ships and sacking the coastal areas of the civilisedountries. The Orbaalese are a swarthy race of humans who once ruled a large maritime empire: the lands of Araby, Corsh, East Iberia, Caphtor, Kittim, Pwene and the city of Porvendris were once their colonies. Now they are reduced to the Zishi peninsula and their ancient harbour-fortress of Geldeheim.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Plains Tribe Warrior
The barbarians of the plains are fierce horse-riding nomads who live to follow their herds and to fight the other tribes they encounter as they wander the rolling grasslands of the Grazzendaal Plaines. They can be masterful horsemen, and are famous for their composite bows - which they can even shoot from horseback! Usually short, stocky & dark. Any four weapons +25%. Shield/Parry weapon +25%. Ride DEX x 5%.
Equipment worth 3d6 x 100SP.
Hill Tribe Warrior
The barbarians of the hills are fierce semi-nomads who lead a hunter-gatherer existence on the craggy slopes of the hills of Peran. There are a dozen or more tribes whose warriors raid each other continually at the word of their chiefs. They will also barter with traders from civilised lands: furs and skins for metal weapons and other luxuries.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Dwarven Soldier
The Dwarves are naturally strong warriors and usually take well to military training. Of course they are famed for the use of Axe and Crossbow, for the ability to wear heavy armour without apparent encumbrance and for their almost unbreakable morale. Together they form a daunting, if diminutive, fighting force - but individuals can also be savage.
Dwarves are a distrustful but skilled race - they manufacture high quality weapons and armour which it is often difficult for warriors of other races to acquire.
Axe +30%, Crossbow +30%, Any two other weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Gnomish Warrior
More outgoing than their racial cousins the dwarves Gnomes are, however, less formidable fighters. They can make impressive warriors individually, but they do not have the military co-ordination of dwarven soldiery.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Halfling Warrior
Hobbit "warriors" are best advised to act as scouts or skirmishers when 'mixing it' with the various races of Big Folk. They seldom rise in stature sufficiently to do battle on an even standing with anything other than kobolds or goblins. They are likely to have learned what fighting skills they have in the amateur militia of their sleepy home village.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Elven Warrior
Elves have almost unlimited time to hone their battle skills, and can be bitter and merciless enemies if the fey mood takes them. Rightly famous for their skill with the bow, they also have a reputation for peculiar abilities to 'disappear' in woodland surroundings.
Any four weapons +25%. Shield/Parry weapon +25%.
Equipment worth 3d6 x 100SP.
Paladin
Paladins are exemplary honourable fighters, usually associated with a particular religion. Most paladins are Templars of the Order of the Spears of Light (followers of the sun god Ammon) but some are of other religions, such as Law.
Their favoured status with their god grants them special abilities: Disease immunity, "Protection from Evil" continuously, "Detect Evil" when concentrating upon it, "Cure Light Wounds" once/day, "Cure Disease" once/week.
(Paladins of Law get abilities against Chaos, rather than Evil).
Three weapons +25%, Shield +25%. (Weapons should be those approved by their religion)
Chainmail, Shield, Weapons, Holy Symbol & Equipment worth d6 x 100sp.
Ranger
Most Rangers are trained on the borders of Kaldor, and in the surrounding wilderness. They learn their special guerrilla-type skills from a more experienced Ranger-Knight, either alone or with one other trainee. They will have been members of the Order of the Rangers of Kaldor regiment.
Their special training will have given them the following skills:
Tracking 25%, Herb Lore 25%, Move Silently 25%, Hide in Shrubs 25%, Ride DEX x 5%.
Spot Hidden +10%, Hear Noise +10% (which Rangers can increase by experience).
Double Defence versus Giants (or another specified enemy race).
Three weapons +25%, Shield/Parry weapon +25%.
Riding Horse, d6 random Herbs, Equipment worth 4d6 x 100sp.
Cleric
Clerics belong to a particular religion. The choice of religion is most important, as it determines the character's whole outlook on life. Also the specific skills, and permitted armour and weapons, will depend upon their chosen religion.
This table shows the popularity of the various religions in Pandaria:
01 - 15 Ammonites Chivalrous warrior followers of the Sun god, Ammon-Ra. Popular with the nobility.
16 - 30 The Healers Dedicated pacifist followers of the Sun god, Ammon-Ra. Distribute alms to the poor.
31 - 50 The Druids Worshippers of the Earth & the forces of nature.
51 - 60 Law Grim Judges who hunt down wrong-doers. Also some Sages and Jesters.
61 - 70 Chaos Anti-social warriors, of various rival sects. Enemies of followers of Law.
71 - 72 The Valar The Holy Ones (Ainur) of the Elves.
73 - 82 Halea Seductress aspect of an elvish goddess. Popular amongst human merchants.
83 - 84 Mahal God of the Dwarves. Honoured above all the Valar as "The Maker".
85 - 90 Melkor The Dark Lord, god of Evil and Undead. Hater of elves and enemy of the Valar.
91 - 94 Hecate The Moon goddess. Her worshippers are insular slaves of dark magic.
95 - 98 Loviatar The Cold Maiden. Goddess of Assassins. Her worship is illegal (almost) everywhere.
99 - 00 Other (Various devils, demons, orcish and barbarian gods)
Clerics will usually have the following skills and abilities, but this may vary according to their chosen sect:
Speak their "Temple Tongue" at INT x 5% (a rudimentary language only for discussing religious matters).
Divinity % = WIS
Max.Miracle Level = Divinity / 20 * (* drop fractions)
Piety Points = Power Factor** x Max.Miracle Level* (** with fractions)
Two weapons +20%, Shield/Parry weapon +20% (cult weapons only, of course).
Equipment worth 3d6 x 100sp (which really should include a Holy Symbol, etcetera).
Monk
Monks are religious ascetics, dedicated not to any god but to particular humanistic ideals.
They usually belong to one of the following orders:
Order Robes Emphasis (Ratio LG/LN/LE)
01 - 25 Karmalites White Active opposition to wrong. (10/10/5)
26 - 40 Augustinians Brown Wisdom and learning. (5/10/0)
41 - 50 Dominicans Black Strength & authority. (0/0/10)
51 - 75 Minorites Grey Pacifism, preaching & alms. (20/5/0)
76 - 00 Benedictines Black Balance of above emphases. (15/10/0)
These orders are broadly similar and co-operative but differ slightly in the emphasis of their teachings, as noted.
A monk character may have been trained at one of the twelve Great Monasteries, or under a wandering Master.
Wherever they trained, and for whichever order, they have the following skills and abilities:
Open Locks 25%, Find Traps 20%, Move Silently 15%, Hide in Shadows 10%, Climb 50%.
Can increase Spot Hidden and Hear Noise by experience.
Open Hand at 30%, Club/Staff Kata OR any one weapon +20%.
Extra damage and attacks when using Open Hand or Weapon Kata (see The Combat System).
Equipment worth 3d6 x 10sp.
Thief
Thieves usually serve their apprenticeship at the "Thieves Guild" of their home town: the Lia Kavair, a secret organisation, operates houses of professional thieves in most towns and cities of Pandaria. These organised criminals control nearly all of the underworld. Each city is run independently and rules it's own patch, but maintains contacts with other groups.
Some thieves may be independents or talented amateurs, but they should expect serious trouble from the local mob.
Pick Pockets 30%, Open Locks 25%, FindTraps 20%, Move Silently 15%, Hide in Shadows 10%, Climb 50%.
Thieves Cant INT x 5%.
Extra attacks when backstabbing.
Three weapons +15% (may include parry weapon but not shield).
Equipment worth d6 x 100sp and a bit of bent wire (lockpick).
Assassin
Assassins are usually members of the secret and illegal cult of Naveh, devotees of Loviatar the goddess of Pain. They are associated with the so-called Thieves Guild and exert considerable influence within that organisation.
Pick Pockets 30%, Open Locks 25%, FindTraps 20%, Move Silently 15%, Hide in Shadows 10%.
Poisoning 50%, Disguise 50%.
Thieves Cant INT x 5%.
Extra attacks when backstabbing.
Three weapons +15%, Shield/Parry Weapon +15%.
Equipment worth d6 x 100sp, a bit of bent wire (lockpick), and a small vial of poison.
Bard
Bards are typically wandering minstrels and they have a reputation as philandering scoundrels.
They are normally associated (in a very loose way) with the Druidic religion - not as leaders, but as followers. It is said that their special abilities may in some way be derived from forces of druidical nature.
Pick Pockets 30%, Open Locks 25%, FindTraps 20%, Move Silently 15%, Hide in Shadows 10%, Climb 50%.
Play Instrument DEX x 5%, Dancing 25%, Etiquette 25%, Legend Lore 5%.
Singing CHA x 5% ("Bardic Voice": Special = Suggestion; Critical = Charm or Mass Suggestion).
Three weapons +15% (may include parry weapon but not shield).
Equipment worth d6 x 100sp, a bit of bent wire (lockpick) and their musical instrument (typically a lute).
Magic-User
Every mage will have served an apprenticeship of many years under a master Magician, learning the skill of Magick.
Magicians are almost always members of the association known as the Guild of Arcane Lore (or Sage Brotherhood, as it is sometimes called). The Guild owns all spell books and keeps them safe in the libraries of it's various Guild Houses. Mages must pay a modest fee to read the spell books, for memorising or for learning new spells.
Perhaps one in ten Mages is a specialist in one of the eight schools of Magic:
Abjuration, Alteration, Conjuration, Divination, Enchantment, Evocation, Illusion and Necromancy.
Such specialists have +5% Magick skill in their chosen school, but -5% in all others (this also affects Intensity).
OUT OF DATE
Magick skill = INT (Specialists +/-5%)
Max Intensity = Magick / 10* (Specialists have two different maxima)
Power Points = Magick / 10* x (WIS / 4) (Specialists use mean Magick skill)
Memory = Magick / 10* x (INT - 10) (* rounded down)
They will have been taught d4 cantrips (0-level spells) and d4 First Level spells, at random from the standard lists.
They will also have learned d4 levels-worth of spells of their own choice. (Four cantrips are equivalent to one level).
The Mage will have as many of these spells in mind as their Memory permits.
If the Mage knows the spell "Find Familiar", it is assumed that they will already have gained a familiar.
All Mages will have a "fetish", usually in the form of a staff, which is inscribed with runes to protect them against various offensive spells. To determine which spells are protected against:
(i) INT roll for each offensive spell originally known (automatic if "Create Amulet" is known);
& (ii) INT roll for each of the following common offensive spells (at -5 per level above first)
Level 1: Enlarge/Reduce, Magic Missile, Shocking Grasp, Sleep, Suggestion.
Level 2: E.S.P., Levitate, Stinking Cloud, Web.
Level 3: Charm Person, Fireball, Lightning Bolt.
Level 4: Fear, Polymorph Other.
Level 5: Cone of Cold.
The Mage will know d100% in lore. The first 50% will be in a (random) lore (chosen by their master). Any remaining skill can be in a lore of the Mages own choice:
1 Alchemy Brew potions, convert lead to gold.
2 Astrology Interpret omens, predict future, determine traits.
3 Healing First aid
4 Pharmacology Disease diagnosis (including knowing a "cure")
5 Herbalism Herb Lore
6 Geography
7 Geology
8 History
9 Law
10 Mathematics
11 Meteorology Predict weather
12 Mythology Legend lore
13 Psychology
14 Theology
15 Zoology
16 - 20 (Choice)
A Mage may have some minor magic item(s). Roll a d6:
1 = Nothing
2 = Special Herbs
3 = Scroll*
4 = Potion* * Random spell of level d4.
5 = Amulet*
6 = Reroll with an extra d6.
Also, they will have one mundane weapon skill at +5% and equipment worth 2d6 x 100sp.
e in Shadows 10%.
Poisoning 50%, Disguise 50%.
Thieves Cant INT x 5%.
Extra attacks when backstabbing
Bard
Bards are typically wandering mi