We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

Please add 4 and 2.


AP Value: 202 adventure points

Prerequisites: INT 13 (for the special ability Alertness), CON 13 (for the special ability Inured to Encumbrance I), STR 13 (for the special ability Forceful Blow I)

Special Abilities: Languages and Literacy totaling 6 AP; Skill Specialization Warfare, Alertness, Forceful Blow I, Inured to Encumbrance I

Combat Techniques: Brawling 10, Crossbows 10, one of the following combat techniques 10: Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, Two-Handed Swords


Physical: Body Control 3, Carousing 5, Feat of Strength 3, Self-Control 4

Social: Empathy 2, Fast-Talk 3

Nature: Orienting 4, Survival 3

Knowledge: Myths & Legends 5, Religions 3, Warfare 6

Craft: Commerce 3, Treat Wounds 4

Suggested Advantages: Direction Sense, Improved Regeneration (Life Points), Increased Life Points

Suggested Disadvantages: Negative Trait (Superstition, Short Temper)

Unsuitable Advantages: None

Unsuitable Disadvantages: Principles, Weak Regeneration (Life Points)


  • Lightly Armored (217 AP): Feint 1
  • Heavily Armored (222 AP): Takedown
  • Skirmisher (218 AP): Crossbows 12 instead of 10, Thrown Weapons 12 instead of 6


Publication: Core Rules page 136