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== Guild Party Roles == === Typical Roles === 'Metal', a fighter armed with a free +1 weapon (your choice) and also free Weapon Specialisation Feat. 'Opener', a rogue with the usual abilities. 'Deadman', an undead /healing specialist who uses the knowledge and paraphernalia of a real cleric but (often) without actual devotion. They lose medium armour prof but are gifted a ‘habit of protection’ , a rough sackcloth robe that provides Wis bonus with light armour. 'Sparky', a hedge wizard (non-upper caste) or sorcerer. 'Scout', a ranger. 'Berserk', a Tusk barbarian. 'Trickster', a bard (disapproved of by authorities due to their chaotic nature but tolerated in Guild bands). Make money on the side through performance. === Wizard/Champion Roles === These ruling class elves/half-elves might be attached to a Guild band as penance, to gain experience or to learn about their Realm from the bottom up. 'Prentice', a ruling-caste Wizard doing journeyman service. Gets a min of 12 in all characteristics to bolster rolls. 'Squire', a ruling-caste Champion (LN or LG paladin-type) doing penance or a page/squire who seeks the right to do Vigil. === Seven Angels Roles === 'Chaplain', an actual priest of the local Seven Angels (LG) religion, wearing a humble wooden shield, habit of protection (as 'deadman' above) and +1 holy spear, hammer or such-like. can only have humble gear and give money to local temples/poor. Gain a +1 mace, spear or axe of minor undead disruption (+1d6 versus undead) === Races === Standard Adventurer races are human, halfling, dwarf or 'Tusk' (tusked orc-like brutes; only tolerated in Guild bands). Local dwarves mine Brightsilver, a valuable resource. Ruling-class types (Wizards and Champions) are elven or half-elven or (increasingly less frequently) human. More exotic races no doubt exist and those (suspicious) hailing from the City of Pirates might be a Tiefling or similar exotic being.
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