

MINOR: Unarmored, Speechcraft, Block, Blunt Weapon, Hand-to-hand

MAJOR: Alchemy, Alteration, Conjuration, Enchant, Mysticism They buy and sell potions, the various kinds of apparatus needed to make potions, and ingredients. S: Hidden Weapon (bound dagger 15 seconds) Alchemist (NPC Class) Alchemists know the processes of refining and preserving the magical properties hidden in natural and supernatural ingredients. Standard Potion of Chameleon and Standard Potion of Jump Netch Leather Helm, Cuirass, Shield, and Watcher's Belt (sanctuary on cast) MINOR: Mercantile, Illusion, Unarmored, Conjuration, Block MAJOR: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes. S: Jump Agent (vanilla) Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. P: Tumble (fortify acrobatics, speed, and fatigue) Netch Leather Helm and Gloves of the Horny First Quality Potion of Jump and Standard Potion of Restore Fatigue MWSE Skills: Survival +5, Performance +5, Climbing +15ģ Throwing nets ( Killing Spree) and 30 Chitin Throwing Stars MINOR: Speechcraft, Light Armor, Hand-to-hand, Alteration, Spear

MAJOR: Acrobatics, Athletics, Marksman, Sneak, Unarmored These thieves avoid detection by stealth and rely on mobility and cunning to avoid capture.

