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The following chart provides a quick overview of the different professions available to various races. More specific details of each profession and race (as well as particular spell selections for each college) are covered elsewhere. |
Profession | Human | Wood Elf | High Elf | Dwarf | Halfling | Description |
Warrior | * | * | * | * | * | Standard, most versatile type of Hero |
Beastmaster | * | Able to commune with the beasts | ||||
Berserker | * | Wary of magic, but furious in combat | ||||
Hunter | * | * | * | Stealthy, at home in the forest | ||
Knight | * | * | Chivalrous, brave and well-equipped | |||
Phoenix Guard | * | Silent but noble warrior | ||||
Ranger | * | High Elf wizard-warrior | ||||
Rogue | * | * | * | * | Master thief and spy | |
Slayer | * | Ferocious, suicidal berserker | ||||
Wardancer | * | Acrobatic warrior | ||||
Warrior Priest | * | Hammer-wielding priest of Sigmar | ||||
Wizard | * | * | * | * | * | Wielder of powerful magic |
- High | * | Master of all forms of Elven magic | ||||
- Light | * | * | * | * | Priest; scourge of the undead | |
- Gold | * | * | * | * | Alchemist; able to identify potions | |
- Jade | * | * | * | * | * | Druid; able to identify plants |
- Celestial | * | * | * | * | Seer/astrologer; master of fate | |
- Grey | * | * | * | * | Wandering weather wizard | |
- Amethyst | * | * | * | * | Mentalist; master of emotions | |
- Bright | * | * | * | * | Master of the element of fire | |
- Amber | * | * | * | * | * | Shaman; master of the wild |
- Ice | * | Ice wizard of Kislev |
RACE NOTES
Humans are the most common race to be found in the Old World, and the most versatile. High Elves are more agile and dextrous than humans, though less durable. They are naturally stealthy, adding a +1 to Surprise Rolls for any party which has one or more Elves in its midst. High Elves alone may practice the art of High Magic - an all-encompassing brand of magic that the Human "color magic" is only a pale reflection of. Elf Wizards have an additional +1 to Intelligence, but -1 to Strength (bringing that to a total of -2 to Strength, for being a Wizard). Wood Elves are virtually identical to High Elves, except that they are born to the woods, and therefore may move through wooded areas without penalty to movement. However, they are not as accustomed to heavy armor, and cannot wear platemail of any sort. They have been long separated from their home nation, and do not have the same mastery of High Magic as their High Elf kin. |
Dwarves are a stout and sturdy race, naturally proficient in the use of hand weapons, impressively tough, but not particularly fast nor intellectually inclined. They are not versed in magic, but they are impressive warriors. Furthermore, due to their familiarity with underground structures and mechanical constructions, they gain +2 to chances to detect and disarm traps.
Halflings are a rare sight among adventurers, being diminutive and normally docile subjects of the Empire. However, they are natural archers, and, like Wood Elves, can move through the woodlands unimpeded. It is possible to play a "Half-Elf" or some other (perhaps more exotic) hybrid for purposes of character background, but one's statistics and abilities should be patterned after one of the existing races. Also, either gender may be picked, with no effect on generated statistics or abilities. |