JohnK wrote:Hullo, folks,
Okay, back to the character creation questions...
In the Professions packages, I take it that none of the Prerequisites are included in the package, including Spellcaster, Tradition (whatever), etc..? While it seems to indicate this, I just wanted to confirm that.
Prerequisites: Which prerequisites must be met to buy the stat block? For example, a character might need the advantage Spellcaster or Blessed. AP costs for prerequisite advantages, disadvantages, and special abilities are found in the relevant chapter.
Note: the AP cost for a profession package does not include these prerequisites.
JohnK wrote:Secondly, in the Profession packages, what happened to the Rogue's Equipment and Garb? They seem to be missing from the page. Anyone got the listing for this?
Yeah. It's missing. They added in updated pdf. Here, I'll c/p it
Equipment and Garb
Rogues prefer knives and fencing weapons, and throwing daggers for ranged combat, but basically are willing (and able) to use anything they can get their hands on. Like performers, most rogues need freedom of movement and tend to avoid wearing armor.
JohnK wrote:While I'm in the Professions, I've noticed that several of them list things like the "Visibli (Elf)" Spell, or "Somnigravis (Elf)" Spell, and I haven't been able to parse what that means exactly. Any enlightenment on this would be most welcome.
If I understood your question correctly, you probably mean this:
Black Mage profession - under spells, among other spells is also Somnigravis (Elf) 4.
That means that this spell is from another tradition. According to table Maximum Values at Hero Creation
on page 39, for Experienced level you can choose up to two spells from another tradition (last column). But you musn't have more that maximum allowed spells for that experienced level, which in this case is 12.
So to say it in short, you can have up to 12 spells at the character creation, and up to two of those 12 can be from another tradition.
And another thing to consider is Guild Mage Tradition which says (page 275):
Guild mages can choose one spell from an unfamiliar Tradition during Hero Creation. They can then cast this spell as if it were a spell from the mage’s own Tradition. Translating a spell in this manner takes a great deal of effort and can be achieved only at an academy.
Also on page 256 it's said:
You cannot choose modifications for spells from an unfamiliar Tradition
So that is the downside of choosing spells from unfamiliar tradition.
Hope that helps