Warhammer Class System
Warhammer Class System
Warhammer Class System
XP Costs
An increase of 5% in the Main Profile costs (New Value * 10) xp (e.g., an Agility
increase from 27 to 32 would cost 320 xp).
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An increase of 1 in the Secondary Profile costs 100 xp.
A Skill or a non-Lore-Talent costs 100 xp (also Skill Mastery).
A Lore Talent may be acquired once per Level, with Petty Magic (select one) for
100 xp being the first. At each further level the Wizard or Cleric may buy Arcane or
Divine Lore (any one) respectively, which contains up to 5 spells from a specific
Lore, including any Lesser Magic spells, with a combined Casting Number not
higher than 501 at a cost of (Level of the PC * 100). So, for example, a Cleric Level
1 may acquire the Petty Magic (Divine) Spell Set for 100 xp; in his Level 2 career,
he may acquire Divine Lore (Sigmar) containing the four spells Armour of
Righteousness (CN 6), Beacon of Courage (CN 14), Chaos Overcome (CN 22) and
Deny the Heretic (CN 8) for a total CN-sum of 50 and an xp cost of 200. The same
spell set in Level 3 would have cost him 300 xp.
A Wizard or Cleric may also buy Rituals at each Level for the normal cost.
Class XP Discounts
The following Main Profile advances are available at quarter xp price, depending on Class.
Given the example above, an Agility increase from 27 to 32 would cost only 80 xp for a PC
in the Ranger Class.
Academic: Int
Cleric: Fel
Ranger: BS
Rogue: Ag
Warrior: WS
Wizard: WP
The following Main Profile advances are available at half xp price, depending on Class.
For example, a Toughness increase from 27 to 32 would cost only 160 xp for a PC in a
Ranger, Warrior or Wizard Class.
Academic: WP & Fel
Cleric: S & WP
Ranger: T & Ag
Rogue: BS & Fel
Warrior: S & T
Wizard: T & Int
Restrictions
You may only choose Wounds 1 time per Level except for the Warrior Class, who
may increase the Wounds Characteristic 2 times per Level
You may only choose Attacks 1 time per Level up to a maximum of 3 if you are in
the Warrior Class and up to a maximum of 2 if you are in the Cleric, Ranger or
Rogue Class; all other Classes cannot increase their Attack Characteristic
You may only choose Movement 1 time per lifespan of your character
1
If you want more powerful wizards, simply increase that number to 60 or even 70
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Only Wizards and Clerics may choose Magic and only 1 time per level up to a
maximum of 5 in case of Wizards and 4 in case of Clerics; no other Class can
increase their Magic Characteristic2
Skill Availability
An entry in the column means that this Skill is available for your Class, the number means
the maximum of times this skill can be taken in your whole life. Each Skill (including Skill
Mastery) can only be chosen once per Level.
Skill Academic Cleric Rogue Ranger Warrior Wizard
Academic Knowledge (var.) 12 6 3 - 3 6
Animal Care 1 2 2 3 3 2
Animal Training 1 1 2 3 3 1
Blather 3 3 3 2 3 3
Channelling - 3 - - - 3
Charm 2 3 3 1 1 2
Charm Animal 2 3 2 3 2 2
Command 1 2 1 1 3 2
Common Knowledge (var.) 12 6 4 3 3 6
Concealment 1 2 3 3 2 1
Consume Alcohol 3 3 3 3 3 3
Disguise 2 1 3 1 1 2
Dodge Blow - 1 2 1 3 -
Drive 1 2 3 3 2 1
Evaluate 3 2 3 1 1 2
Follow Trail 1 1 3 3 2 1
Gamble 2 - 3 1 2 -
Gossip 3 3 3 2 1 1
Haggle 3 1 3 2 2 1
Heal 2 3 2 3 2 2
Hypnotism 3 1 1 - - -
Intimidate - 1 3 1 3 1
Lip Reading 3 - - - - -
Magical Sense - 3 - - - 3
Navigation 3 1 1 1 1 1
Operate (various) 3 3 3 1 3 3
Outdoor Survival 1 2 2 3 3 1
Perception 3 3 3 3 3 3
Performer (various) 2 2 3 1 2 2
Pick Locks 1 1 3 1 2 1
Prepare Poison 3 1 3 3 - 2
Read/Write 3 3 1 1 1 3
Ride 3 3 3 3 3 3
Row 3 3 3 3 3 3
Runecraft
Sail 3 3 3 3 3 3
2
If you think that 4/5 are too many Casting Dice, you may reduce these figures to 3 for a cleric and 4 for a wizard
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Scale Sheer Surface 1 1 3 3 3 1
Search 3 3 3 3 3 3
Secret Language (various) 3 3 3 3 3 3
Secret Signs (various) 3 3 3 3 3 3
Set Trap - 1 3 3 1 -
Shadowing - 1 3 3 1 -
Silent Move - 1 3 3 2 -
Sleight of Hand - - 3 1 1 1
Speak Arcane Lang. (var.) 12 6 - - - 12
Speak Language (various) 16 6 3 2 2 6
Swim 3 3 3 3 3 3
Torture - 1 2 1 3 1
Trade (various) 3 3 3 3 3 3
Ventriloquism 3 3 3 3 3 3
Talent Availability
An entry in the column means that this Talent is available for your Class. A number would
mean you can purchase this number of variations from this Talent group (i.e., Specialist
Weapon Group (Two-handed) and Specialist Weapon Group (Parrying)). The GM may
always deny a specific Talent, for example, the Grail Virtue Talent can only be taken if
your character represents a Bretonnian Knight.
Skill Academic Cleric Rogue Ranger Warrior Wizard
Acute Hearing X X X X X X
Athyric Attunement X X
Alley Cat X X
Ambidextrous X X X X X X
Animal Whisperer X X X X X X
Arcane Lore X
Armoured Casting X X
Art of Silent Death X
Artistic X X X X X X
Black Hunger X
Chosen of Chaos X X X X X X
Contortionist X X X X X X
Controlled Corruption X X X X X X
Dark Lore X
Dark Magic X
Dealmaker X X
Detect Ley Line X X
Disarm X X
Divine Lore X
Dwarfcraft
Etiquette X X X X X
Excellent Vision X X X X X X
Expert Climber X X X X X X
Fast Hands X X
Fearless X X
Flee! X X X X X
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Focussed Strike X
Frenzy X
Grail Virtue 1
Grudge-Born Fury
Hedge Magic X
Incantation X X
Inured to Chaos X X X X X X
Lightning Parry X
Linguistics X
Luck X X X X X X
Master Gunner X
Master Orator X X X X X X
Meditation X X
Menacing X X
Mighty Missile X X
Mighty Shot X
Mimic X X X X X X
Orientation X X X X X X
Petty Magic X X
Politics X
Provincial Expertise X X X X X X
Public Speaking X X X X X X
Quick Draw X
Rapid Reload X
Resistance to Disease X X X X X X
Resistance to Poison X X X X X X
Rover X X X
Schemer X
Seasoned Traveller X X X X X X
Sharpshooter X
Sixth Sense X X X X X X
Specialist Weapon (various) 1 1 2 1 5 1
Stout-Hearted X
Street Fighting X X X
Streetwise X X X
Strike Mighty Blow X
Strike to Injure X
Strike to Stun X X
Strong-Minded X X X X X X
Sturdy X
Super Numerate X
Sure Shot X
Surgery X
Swashbuckler X X
Trapfinder X X
Trick Riding X X
Tunnel Rat X
Unsettling X X
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Virtue (various) 1
Wall Runner X X
Witch Lore X
Witchcraft X
Wrestling X X X
The following Talents change the Profile and are presented here separately.
Profile Changing Skill Academic Cleric Rogue Ranger Warrior Wizard
Coolheaded (+5 WP) X X X
Fleet Footed (+1 M) X X X X
Hardy (+1 W) X X X
Lightning Reflexes (+5 Ag) X X X
Marksman (+5 BS) X X
Savvy (+5 Int) X X X
Suave (+5 Fel) X X X X
Very Resilient (+5 T) X X X
Very Strong (+5 S) X X X
Warrior Born (+5 WS) X X
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