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"You are a Captain of Men."

  • Each occupation keyword contains the following:
  • A list of skills your character begins play with, at the keyword rating.
  • A list of common personality traits you may select (two for free), at any rating up to the keyword rating.
  • A list of example relationships typical of your profession (two for free).
  • A list of the occupation's Affinities, with related Feats.
  • A wealth rating/beginning standard of living.
  • A list of typical equipment your character can select for free.

Note that if an ability is marked with an asterisk*, you must select a more specific version for your character. For example, Close Combat* could become Martial Arts, Sword Fighting, Use Garrotte, Dirty Fighting, and so on.

Burglar
The Burglar is a master of stealth and misdirection. Burglars are able to confound foes with a variety of clever and debilitating tricks. They also excel at attacking from the shadows, allowing them to take enemies by surprise.

  • Skills: Climb, Close Combat*, Deceive, Dual Wield, Evaluate Victim, Find Treasure, Hide in the Shadows, Move Quietly, Run Away, Sleight of Hand, Value Goods.
  • Common Personality Traits: Cunning, Greedy, Perceptive, Selfish
  • Example Relationships: to group, to targets
  • Standard of Living: Common (13)
  • Starting Equipment: lockpicks, small knife, prybar, dark clothes, deep hood, light armor(13).
  • Affinities
    • Bag of Tricks
      • Clever Retort, Counter Defense, Dust in the Eyes, Enrage, Escape Clause, Mischievous Glee (morale recovery), Startling Twist
    • Elements of Surprise
      • Cunning Attack, Diversion, Hide in Plain Sight, Location Is Everything, Practical Joke, Provoke, Seize Initiative, Share The Fun, Surprise Strike, Touch and Go, Trip
    • Razor-sharp Wit
      • Aim, Addle, Burglar's Advantage, Confound, Double-Edged Strike, Exploit Opening, Ready and Able, Reveal Weakness, Riddle

Captain
The Captain is a masterful leader, a commanding presence who strengthens allies, but is also skilled in the use of arms. Their battle cries strike fear into the hearts of their enemies, while their allies rally to their banners of war.

  • Skills: Command Underlings, Etiquette, Identify Foe, Riding, Tactics, Close Combat (Sword and Shield), Close Combat (Two-handers), Heavy armor use
    • Companion Skills: Archery OR Close Combat, Encouraging Word (heal), Tactics
  • Common Personality Traits:
  • Example Relationships: To companion, to fellowship, to homeland
  • Standard of Living: Common (13)
  • Starting Equipment: Medium armor and shield
  • Affinities
    • Bolster the Weakened:
      • Words of Courage (Heal), Muster Courage (augment versus corruption attacks), Escape from Darkness (Rez), Inspire (attack-based Heal), In Harm's Way, Noble Mark, Make Haste, War-cry, Revealing Mark, Cry of Vengeance, Rallying Cry
    • Lead the Charge
      • Battle-shout, Defensive Strike, Devastating Blow, Cutting Attack, Pressing Attack (multiple targets), Routing Cry, Last Stand, Threatening Shout, Blade of Elendil, Command Respect
    • Prepare for Battle
      • Herald of War (augments companion attacks), Herald of Hope (augments companion heal), Herald of Victory (augments companion Tactics), Motivating Speech, Tactic: On Guard (protective augment), Tactic: Relentless Attack, Tactic: Focus, To Arms!, Withdraw, Strength of Will

Champion
The Champion is the consummate warrior, unrelenting in battle; his fervor allows him to make powerful attacks. The Champion excels at melee combat and can absorb punishment with his Heavy Armour.

  • Skills:
  • Common Personality Traits:
  • Example Relationships:
  • Standard of Living: Common (13)
  • Starting Equipment:
  • Affinities
    • Building the Fervour
      • Swift Strike, Wild Attack, Fervour (damage augment, defense penalty), Battle-frenzy, Glory (threat generator)
    • Champion's Artistry
      • Boast, Champion's Challenge (force taunt), Ebbing Ire, Flurry, Rising Ire, Clobber (interrupt), Hamstring
    • Engage the Tide
      • Cleave, Fighting Dirty, Sound the Attack, Dire Need (heal), Hedge (defensive), Sprint, Sudden Defense, Blocking Blades, Red Haze, Second Wind

Guardian
The Guardian is a protector of the weak and defender of those in need. He is capable of withstanding mighty blows and retaliating in kind. The true Guardian stands to the forefront of battle, shielding his allies from the blows of their enemies.

  • Skills:
  • Common Personality Traits:
  • Example Relationships:
  • Standard of Living: Common (13)
  • Starting Equipment:
  • Affinities
    • A Strong Offense
      • Charge, Guardian's Ward (offense/defense augment), Salt the Wound, Stamp, Sweeping Cut
    • Ready for Anything
      • Guardian's Defense, Guardian's Pledge, Thrill of Danger, Warrior's Heart (heal), Deep Breath, Turn the Tables, Guardian's Promise (summon), Find Tinker
    • Block and Counter
      • Shield-Bash, Catch a Breath, Shield Taunt, Vexing Blow, Challenge (vocal, ranged), Whirling Retaliation

Hunter
The Hunter is a master of field and forest, unmatched with the bow. Hunters use their survival skills to guide their companions and lay traps for their enemies. The Hunters are at their strongest when attacking from a distance, but they are able to defend themselves in melee combat, when needed.

  • Skills: Camouflage, Climb, Fire Bow, Know Something About Creatures of Nature, Listen, Move Quietly, Move through Rough Terrain, Sense Ambush, Tracking, Wilderness Survival.
  • Common Personality Traits: Adventurous, Respectful of Nature, Solitary, Uncivilized.
  • Example Relationships: to colleagues, to employers, to natives.
  • Standard of Living: Common (13)
  • Starting Equipment: axe, sleeping bag, weather-stained clothes, survival gear, longbow or shortbow or crossbow.
  • Affinities
    • Hunter's Art
      • Barbed Arrow, Bard's Arrow (damage + fear), Heart Seeker, Intent Concentration, Merciful Shot, Penetrating Shot (vs. armor), Quick Shot, Rain of Arrows, Rain of Thorns, Skirmisher
    • Lessons of Nature
      • Agile Rejoinder, Ambush, Beneath Notice, Bright Campfire, Camouflage, Cry of the Predator, Hamstring, Passage of Foes, Passage of Nature, Passage of Shadow, Press Onward (Heal), Purge Poison, Set Snare (damage), Set Trap (movement block), Strength of the Earth
    • Wayfaring
      • Desperate Flight, Find the Path, Guide to Breeland, Guide through Angmar, Guide to Esteldín, Guide to Evendim, Guide to the Shire, Guide through the Lonelands, Guide to Rivendell, Guide to Ered Luin, Guide through the Misty Mountains, Guide through Eregion, Return to Camp

Lore-master
The Lore-master is a seeker of knowledge and a guardian of wisdom. He wields ancient secrets and lore to confound his foes and aid his friends, protecting them against the dark powers of the Enemy.

  • Skills: Leechcraft, Tend the Sick
    • Companion Skills: Feral Combat, [specific companion ability, x2]
  • Common Personality Traits:
  • Example Relationships:
  • Standard of Living: Common (13)
  • Starting Equipment:
  • Affinities
    • Friend of Animals
      • Raven-lore, Friend of Bears, Lynx-speech, Eagle-Friend, Speak to the small
    • Fury of Nature
      • Bane Flare, Blinding Flash, Burning Embers, Cracked Earth, Gust of Wind, Light of the Rising Dawn, Lightning Storm
    • Lost Lore
      • Ancient Wisdom, Back from the Brink (Res), Beacon of Hope, Call to the Valar, Fire-lore, Herb-lore (Root), Inner Flame, Knowledge of the Lore-master (Inspect), Storm-lore, Power of Knowledge, Sticky Tar, Test of Will, Warding Knowledge, Wind-lore, Wisdom of the Council

Minstrel
The Minstrel is the heart of a fellowship, a herald of hope and renewal. He uses his knowledge of ancient songs and lore to ward against the forces of darkness and bring relief to his companions.

  • Skills: Attract Attention, Charismatic Presence, Compose*, Distract, Entertain*, Find Employment, Good Memory, Perfect Timing, Spot Trouble, Unfazed by Hostility, Light armor & shields (15)
  • Common Personality Traits: Emotional, Outgoing, Vain, Wanderlust.
  • Example Relationships: to fans, to employer/patron, to rivals.
  • Standard of Living: Common (13)
  • Starting Equipment: props, musical instrument, books, fancy clothing, light sword or club, light armor and shield
  • Affinities
    • Anthems and Ballads
      • Anthem of the Free Peoples, Anthem of Compassion, Anthem of the Valar, Ballad of Balance, Ballad of Steel, Ballad of the Stout, Ballad of Swiftness, Ballad of Vigour, Ballad of War, Ballad of Unshakable Will, Ballad of Flame
    • Songs of the Valar
      • Cry of the Valar (fear), Bolster Courage, Chord of Salvation, Enlivening Grace (rez), Inspire Fellows, Irresistible Melody, Piercing Cry (attack), Raise the Spirit, Rally! (mid-combat rez), Song of the Dead, Song of Distraction, Song of the Hopeful Heart, Song of Restoration, Song of Soothing
    • Theater and Inspiration
      • Call of the Second Age, Call to Oromë, Call to the Fellowship, Call to Greatness, Echoes of Batttle, Fellowship's Heart, Herald's Strike, Noble Cause, Still As Death, Tale of Heroism, Tale of Battle, Tale of Warding, War-speech

Rune-keeper
Mystical linguists and masters of true names, Rune-keepers can heal in one battle and hurl destructive magic in the next. Unleash the Fury of the Storm and call down lightning upon the enemy, or reveal the Favor of the Valar and heal your fellowship.

  • Skills:
  • Common Personality Traits:
  • Example Relationships:
  • Standard of Living: Common (13)
  • Starting Equipment: Clothing, lorebooks, Runestones(17)
  • Affinities
    • First
    • Second
    • Third

Warden
Armed with spears as their weapon of choice, Wardens use a gambit system to fire off powerful combo attacks at the front lines. Unlike other classes, which have to wait for opportunities, the warden creates his own openings and then capitalizes on them. Wearing medium armor, Wardens specialize in ambushing and focusing on single enemies.

  • Skills: Avoid Blow, Close Combat*, Dramatic Entrance, Fight Against Many, Javelin, Flashy Move, Inspire Others, Jump, Witty Repartee.
  • Common Personality Traits: Adventurous, Gallant, Idealistic, Reckless.
  • Example Relationships: to victims of oppression, to followers, to allies, to enemies.
  • Standard of Living: Common (13)
  • Starting Equipment: durable clothing, cloak, spear and javelins, medium armor & shield(17)
  • Affinities
    • First
    • Second
    • Third

Merchant

  • Skills: Convince Buyer, Convince Seller, Estimate Value, Fast Talk, Know Customers, Make a Profit, Pidgin Communication, Recognize Opportunity, Spot Sucker, Stop Thief.
  • Common Personality Traits: Entrepreneurial, Greedy, Persuasive, Shrewd.
  • Example Relationships: to customers, to suppliers, to assistants, to trade guild
  • Standard of Living: Wealthy(5m)
  • Starting Equipment: fine clothes, business cards, sample goods, calculator.
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Page last modified on June 30, 2009, at 05:11 PM by DoyceTesterman

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