A master of investigation and deduction with just a little magical ability. This character was once an apprentice mage who for whatever reason never completed his training. Reasons could include being kicked out, leaving of his own accord or the master wizard being killed. At some later point the character developed an interest in detective work and decided to pursue this career using his magical talents. They can be of any race.

 

Step 1: Attributes
Roll attributes as normal but an INT of at least 15 is necessary.

Hit points = CON +4, +4 per level.

Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Alertness
Interrogate
Investigate
Knowledge Law Criminal
Knowledge Magic
Knowledge Street
Step 3: Abilities
Dabblers gain all the following free;

Bonuses - +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 5, 9, 13 and 17. +1 Sanity save at levels 3, 7, 12, 15 and 19. +1 Willpower save at levels 1, 6, 12 and 18. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Dabblers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Absolute Sense Of Direction 10 The character knows exactly where he is within an WIS x10 metre radius. The character perceives a mental map in front of him which perfectly details his current location as a map and his position on it. The map of course only covers the radius limit.
Absolute Sense of Time 10 The character always knows exactly what time it is in relation to his current time zone. He can adjust to new time zones with minimal effort.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Intuitive 10 The character is really good at finding relevant clues. Even if others have thoroughly searched the area he is still able to find something they missed. He can also attempt to find any concealed person or object (such as a secret door).
Meditate 10 Once per day per 5 INT per level the Dabbler can meditate for one hour and recover all his mana.
Observant 10 This ability can be used to detect if someone speaking is being truthful or not, and what the specific lie is. He can also detect weaknesses in any opponent or structure.
San Bonus 10 +1 to Sanity rolls.
Save Bonus 10 This is the cost for each additional +1 added to the character's spell save.
Spellcast 5 each The cost is for learning from the sphere of Common. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The Dabbler can never learn from any other sphere than Common, he just doesnt have the aptitude for it.

Dabblers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Sheriff, Deputy, Constable, Baliff.

 

 

Ancient Classes