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. |
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| 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 |
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| 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. |
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| 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. | ||