Here at Alliance of Heroes, we don't feel the need
to hedge you into a finite list of professions predetermined by some
tech-head during the development stages of the game before customers
even had a say into what they wanted. That's why we've developed a
purely open system where you choose the skills you want to learn at
the rate you want to learn them. Every skill costs the same for you
to train in, but it is up to you to pick the frequency at which you
want these skills trainable per level.
To make things easier for those new to the game or the entire concept
of role-playing and stat development and for those just to darn
lazy to do it themselves, we have allowed for a list of template
professions for you to choose from should you so desire. These generic
skill sets are predetermined for you as a sort of benchmark for
the profession. Remember, you can choose your own skills... these
cookie-cutter professions are simply for those who don't wish to.
Later in this document we will show you five prefabricated professions
you will have available to you and a run-down of the sort of skill
development you can expect for each. But first, let's go into each
of the skills and explain the tier system you will be using to train
Here is a list of the skills available upon character reallocation
or generation along with a brief description of each as it pertains
to your character and the importance you should place on them. If
no comments are made on the importance of the skill then you can
assume that you should train as much as possible depending on how
adept you wish to be. Later we will go into what systems use which
This skill improves your combat ability with all weapons you fight
with in melee.
This skill improves your combat ability with all weapons you fight
with out of melee.
This skill improves your combat ability with direct physical hand-to-hand
This skill improves your ability to evade in combat and avoid
This skill helps to negate encumbrance accruedwith the use of
armor. Armor does not help you avoid attacks but will lessen the
damage you take from them.
Each point of health skill increases your hit points by 2. You
also receive 10 hit points each training automatically and start
with a base of 100 hit points.
This skill improves your ability to tumble and do other gymnastic
moves in or out of combat.
This skill improves your ability to hide, move silently and make
sneak attacks on targets.
This skill is used for controlling internal focus and concentration
on self-improvements during combat.
This skill is used to swim and perform tasks underwater. There
is never a need for more than 1 rank per level of this skill...
if even that much.
This skill is used to ummm... climb stuff. There is never a need
to learn more than 1 rank per level of this skill.
This skill improves your abilities to create and destroy through
This skill is used in summoning and binding things to your will
through alchemical means.
This skill is used to alter and transform objects, creatures and
people through alchemical means.
This skill is responsible for calling upon the spiritual realms
of divine magic.
This skill is responsible for calling on the mental realms of
This skill is responsible for calling on the alteration realms
of divine magic.
The study of locks and the traps generally associated with them.
The study of traps... their setting, identification and use.
This skill is used to make repairs and assess damage done to a
This skill is used in the operation and construction of complex
Used for skinning and finding of plants needed for various formulae.
This skill governs the abilities of a performer to harness and
This skill is used for musical performances, both voice and instrument.
This skill is used for artistic performances, such as dramatic
readings, dances, acting, etc.
This skill is used in finding hidden people and objects as well
as spotting hidden aspects of things.
This skill governs your character's knowledge of the legends and
mythos of different cultures.
This skill governs your character's retention of general world
The Tier System
When you go to roll up your character, you will be asked to choose
the skills you wish to learn unless you choose a profession template.
This system places priority on what skills you wish your character
to learn in one of 4 tiers. Each tier puts a cap on the times you
can train that skill per level, so if you want to be affluent in
magic you'll want that skill in your top tier. Here is how the tiers
are set up and the training caps for each.
Tier 1: 4 skills may be placed in this tier. You can train
these skills 4 times per level.
Tier 2: 2 skills may be placed in this tier. You can train
these skills 3 times per level.
Tier 3: 4 skills may be placed in this tier. You can train
these skills 2.5 times per level.
Tier 4: All leftover skills will be automatically placed
in this tier. You can train these skills 1.5 times per level.
When you go to train these skills, any leftover points from the
cap will carry over to the next level. So let's say you train a
Tier 4 skill 1 time this level. Next level you will be able to train
it twice because the .5 will have carried over to make the cap 2.0.
So if you forgot to train one of your core skills last level (a
skill that is in Tier 1 and can be trained 4 times per level) there
is no need to panic, all is not lost... next level you will be able
to train it 8 times to make up for the 4 you lost last training.
The five template professions are simply there to provide a means
for the newer player or those not so concerned with stat development
to get into the game without having to go through a complex set
of skill choices. The template professions are the original professions
that the game began with and you may still hear them used to describe
different skill sets even though these skills are open to everyone.
It isn't strange to hear, for instance, fame songs touted as a storyteller
skill. In fact, when we go over some of the systems later in this
document to show how skills play a role in them, we will be dividing
them up into these five groups.
The template professions are as follows, along with their generic
skill choices. When you select a template profession, these skills
will be placed into the tiers as explained above automatically.
Warriors are masters of weapons and armor and everything combat
oriented. Adept at all forms of weaponry as well as being able
to tailor those weapons to best suit their fighting style, warriors
are certainly a force to be reckoned with. While they require
no combat aids, they do have battlecraft knowledge which let's
them focus their energies to boost their skills above and beyond.
Here is the warrior template skill set:
Tier 1: Battlecraft, Armor, Melee, Adrenal
Tier 2: Unarmed and Health
Tier 3: Wood Lore, Ranged, Gadgeteering, Weapon Care
Rogues are skilled at combat, only second to warriors. They make
up for this difference by using stealth and surprise to take on
a foe rather than just brute force. A rogue is an artist with
a knife and at home anywhere that there are shadows. These furtive
characters are also very adept at breaking into locked objects
and gathering information. A rogue is very nimble and quick as
a cat, easily inserting small blades into the unguarded backs
of unwary foes. Here is the rogue template skill set:
Tier 1: Stealth, Dodging, Acrobatics, Trap Use
Tier 2: Melee and Locksmithing
Tier 3: Perception, Battlecraft, Health, Weapon Care
Storytellers make their living traveling from city to city telling
tales and passing on news to the starved citizens who seldom venture
past the gates of their home village. Being constantly on the
road, the storyteller has the ability to defend him or herself
from the perils of ruffians and brigands who would make quick
work of an ordinary traveler. Storytellers usually dress lightly
and depend on their acrobatic prowess to keep out of harms way...
that, and they also employ magic through the use of music and
dance among other things. Here is the storyteller template skill
Tier 1: Melee, Music, Stagecraft, Orphic Arcana
Tier 2: Dodging and Acrobatics
Tier 3: Scholarship, Perception, Mythic Lore, Weapon Care
Priests are the magic wielders of our realms, calling upon their
deities to unleash the power of the gods through their mortal
hands. Priests of the time were not as mild mannered as we may
think of them today. They rarely prescribed ten hail Mary's as
a catch all for sins... in fact, they were actually pretty tough
customers. Priests of the day were all about converting. With
so many gods, they had a lot of competition and of course their
god was the best god. So priests generally convinced people to
convert by beating them to a pulp... and it usually worked. Here
is the priest template skill set:
Tier 1: Melee, Spiritual Magic, Alteration Magic, Mental Magic
Tier 2: Dodging and Unarmed
Tier 3: Scholarship, Acrobatics, Health, Weapon Care
Alchemists are tinkerers and potion makers, part mad scientist
and part engineer. They concoct elixirs and draughts along with
explosives and monstrous vines...some say they can even create
life where at first there was none. The alchemist is weak when
it comes to combat, but makes up for this deficiency with all
manner of powders and poultices and wands and rods to help them
come out on top in a confrontation. If you like digging in the
dirt and blowing up things, this is the profession for you. Here
is the alchemist template skill set:
Tier 1: Alchemical Catalyst, Alchemical Conjuration, Alchemical
Tier 2: Locksmithing and Gadgeteering
Tier 3: Armor, Trap Use, Wood Lore, Weapon Care
In this section we will cover just a couple of the systems out there
for each of the five profession categories just to let you get a
feel for some of the different things these professions and skills
can accomplish. Hopefully by the end of this section you will know
what sort of skills you want to focus on or perhaps you'll decide
just to go with a template skill set. Remember, just because a system
is listed under a "profession" in this section it doesn't
mean it's profession exclusive. This is by no means a definitive
list, just two per profession to give you a taste.
Summoning Birds of Prey - This summons a bird of prey to fight
along side you and uses the Battlecraft skill.
Weapon Balancing - This ability gives a weapon special properties
and uses the Weapon Care skill.
Traps - This allows you to set up things such as bear traps and
tripwires and uses the Trap Use skill.
Ambushing - This skill lets you pull off a surprise attack on
an opponent and uses both Weapon skill and Stealth.
Battle Songs - These songs help give a boost to stats, health,
etc and make use of the Music skill.
Elemental Sonics - These sonic attacks call forth elemental effects
from the earth and use the Orphic Arcana skill.
Summons - This allows the priest to summon various creatures to
fight for them and uses the Spiritual realm of Magic.
Forges - This allows the priest to add elemental criticals to
a weapon and uses the Alteration realm of Magic.
Alchemical Weapons - Summoned weapons made of vines with various
effects, this uses your highest Alchemical skill.
War Staves - These weapons of mass destruction make use of the
explosive properties of the Alchemical Catalyst skill.
Custom Skill Set Examples
Here are some examples of all the different professions you can
create yourself with the tier system we use here in Alliance of Heroes. That's
the great thing about this system, you can be and do anything you
want... here are just a few examples of custom professions you can
create by mixing and matching skills. Use your imagination and have
fun with it, if it doesn't work out you can always trade in some
experience and try something different. Your idea of what these
professions should be might be different from ours, but that's why
the system is there!
Tier 1: Spiritual Magic, Alchemical Conjuration, Ranged, Dodging
Tier 2: Trap Use and Wood Lore
Tier 3: Alteration Magic, Alchemical Catalyst, Health, Weapon
Tier 1: Spiritual Magic, Alteration Magic, Melee, Armor
Tier 2: Unarmed and Battlecraft
Tier 3: Health, Alchemical Catalyst, Scholarship, and Weapon Care
Tier 1: Alchemical Catalyst, Alteration Magic, Health, Dodging
Tier 2: Scholarship and Acrobatics
Tier 3: Perception, Wood Lore, Mythic Lore, Gadgets
Tier 1: Battlecraft, Alchemical Conjuration, Spiritual Magic,
Tier 2: Music and Orphic Arcana
Tier 3: Melee, Perception, Ranged, Weapon Care
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