100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
ADVENTUrING ClASSES
Y our Adventuring Class en hances your Adventurer’s effectiveness in a variety of ways. There are five Core Adven turing Classes: • Warrior – Fighters, warlords, brawlers, and brutes. • Ranger – Hunters, trackers, and stalkers. • Priest – Healers, holy knights, and figures of faith. • Thief – Tricksters, cutpurses, and sneaks • Magician – Wizards, illusionists, sorcerers, and diablerists.
WArrIOr K nights, cavaliers, swashbuck lers, brawlers, barbarians. The Warrior represents the front line of high adventure and tough– as–nails action. •You gain a +1 bonus to Muscle Rolls • You start each Game Session with 1D10+4 Health Points. • You gain Skill in one melee weap on of your choice. Starting at +1. • You have 3 additional Skills to as sign as you see fit. •You start with one Medium (or Light) Weapon and one Medi um (or Light) Armor. If you start with a weapon requiring ammu nition, you have enough ammo for 20 shots (a quiver of arrows for example). Light) Weapon and one Medi with a weapon requiring ammu rANGEr h unters, scouts, trackers, stalkers, and outdoors man, the Ranger rep resents the rugged prowlers of the wild. • You start each Game Ses sion with 1D6+3 Health Points. • You start each Game Ses You gain 5 Skills, each starting •You gain 5 Skills, each starting at +1. These skills are Tracking, Survival, Scouting, Set Snares, and Animal Lore. You can use additional skill points to enhance them further if you like. • You have 3 additional Skills to assign as you see fit. The Warrior is emboldened. For tonight’s Gaming Session, he rolled 12 Health Points!
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