Gifts to Specialists (SNS)

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Adventurers can also help specialists from particular classes advance in levels by giving something valuable to that specialist. Appropriate gifts for each specialist class are described below.
It's up to the DM to determine how many and what kind of gifts are required to allow the specialist to gain a level at the same time that the player character does. If the conditions are met (they should be outlined to the players in advance), then the specialist advances a level at the same time as the character.
If these conditions are not met, the specialist cannot advance until he receives more gifts and the hero to whom he is attached gains yet another level. Obviously, specialists of higher level require more important gifts in order to advance.
It is definitely in the heroes' interests to help out their specialists in as timely a manner as possible. If they fail to do so, their specialists may lag permanently behind them.
As DM, you should make sure to present the heroes with opportunities to track down or discover items that their attached specialists might want. These items can function as another kind of treasure with a directly applicable use.
==Apothecary==
Apothecaries like anything that helps them in their quest for an improved concoction. A book of recipes from another﻿ apothecary, for instance, would be perfect. Alternatively, a sample of a new and unusual concoction might be enough for the apothecary to figure out a recipe of his own.
Besides recipes, apothecaries are always in desperate need of certain rare ingredients- like scales from a red dragon's hide or the brain matter of a psionically active creature. The apothecary may ask adventurers for these items specifically. In fact, he may even send them out on the road with a kind of grocery list. This could provide the background for several side-adventures.
==Appraiser==
Appraisers can use all sorts of objects-as long as they are valuable. An appraiser makes his reputation on his ability to acquire and then sell rare or unusual pieces. If a hero brings such materials to an appraiser, he can help the merchant a great deal.
If a hero does nothing else but provide his appraiser with rare items, the appraiser can still go up in level. However, the hero must bring the appraiser enough items that he can sell-in gold pieces-one tenth of the amount of experience he needs to advance to the next level. For instance, a 7th-level appraiser needs 25,000 experience points to make it to the next level. To help him do so, his heroes need to give him 2,500 gp worth of items.
==Blacksmith==
The blacksmith prizes well-wrought weapons, finely crafted armor, and other metallic pieces as well. He can advance in level through gifts of such rare items.
These items do not have to be magical. The sword used by an ancient king to fell a giant would be sufficient-regardless of whether it is magical or not. Another﻿ example would be a sword made from a new metallic alloy or rare ore. A good supply of such ore would also be an incredible gift that would permit the blacksmith to advance in levels for as long as the ore lasted.
==Cartographer==
Cartographers collect maps, and they are always excited to acquire a new map of an unknown land. They even appreciate maps of known areas if these maps happen to bring some new and vital piece of information to light.
If the adventurers keep maps of the areas that they explore, they should give these to their cartographer. Heroes that adventure regularly into interesting and unknown lands and surrender their maps to their cartographer are guaranteed to help him advance between levels. If they're lucky, the cartographer may even make them a copy of the original.
==Engineer==
Engineers live to figure out new and better ways to build things. If the heroes can supply an engineer with blueprints or samples of innovative constructions, they will help him advance in level.
Sometimes, providing the engineer with the location of such a construction is enough especially if the construction in question is immovable. However, the heroes may have to accompany the engineer to ensure his safety.
==Guide==
Guides are harder to reward by any means other than providing them with work. Still, supplying a guide with a map or with interesting information about a certain race or location can be helpful.
Guides are particularly interested in﻿ establishing contacts of their own in distant lands. If the heroes happen to form a friendship with such a person, they should take pains to offer their guide an
introduction to this person. If the guide is not currently with them, this introduction can take the form of a letter of recommendation bearing the heroes' mark.
==Healer==
The healer is always interested in new healing techniques. If the heroes can provide him with these regularly, he will be eternally grateful. New and beneficent herbs can also help, particularly if they are alive and can be transplanted into the healer's garden.
==Historian==
More than anything else, the historian wants stories and information. These can take the form of tales of the adventurers' own exploits or of other notable personalities. Of course, any tales that the heroes tell had better be supported with witnesses or some other kind of evidence. If a character lies to a historian or unwittingly presents him with false information, the historian misses his next chance to advance another level. In addition, any ancient tomes, scrolls, and relics would help the historian advance.
﻿==Scribe==
The scribe desires nothing more than new books and scrolls which he can copy. An original work adds yet another tome to his inventory. With this he can increase his clientele.
Magical scrolls and spell books are particularly desirable. In fact, they may be necessary to help the scribe advance through the higher levels. At that point, nonmagical texts simply won't do.
==Seer==
Seers collect prophecies made in the past. The more powerful the seer who made the prophecy or the more accurate that seer's prophecies have proven in the past the better. Modern seers can interpret these often ancient visions and use the results to their advantage.
Also useful are items or information that figure into prophecies. Anything that might help bring about a prophecy's ultimate conclusion (or prevent it!) is desirable.﻿
==Other Specialists==
At the DM's option, player characters can attach NPCs from any class to themselves as specialists. In this way, heroes can call on the special skills of warriors, wizards, priests, and rogues whenever they may need.