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Table of Contents
Healer
Attributes
When you select this background, add seven points to your Wisdom score and five points to your Intellect score. In addition, you may distribute eight points among any of your other attribute scores. No single attribute may receive more than four points.
Features
Stamina: A Healer begins play with 20 stamina, plus an amount equal to your Strength bonus.
Recovery Dice: When you select Healer as your background, you gain two six-sided dice (2d6) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.
Defences: Add one training rank to each of your Fortitude and Will defences.
Skills
Place one training rank in the Medicine skill and one in the Lore skill Choose one of the following specialties for Lore: Anatomy, Diseases, Herbalism, Toxins. In addition, choose any three additional skills from the following list: Athletics, Blades, Crafting, Diplomacy, Insight, Investigation, Perception, Society, Survival. Place one training rank in each of the selected skills. You may choose to invest additional training ranks in Medicine or Lore, provided you do not raise either of them above two training ranks at character creation.
Expert Healer
Whenever a character rolls one or more Recovery dice as a result of one of your actions, they may add your training ranks from your Medicine skill to each Recovery die rolled.
Traits
Choose one of the following traits, and add it to your character. In addition, the following traits are available to your character as Basic traits, regardless of their base class.
The following traits are available to your character as Expert traits, regardless of their base class.
Starting Equipment
You begin play with the following equipment:
- 100 silver coins.