woodsman#

A Woodsman has little need for society and its petty quarrels and instead relies on his or her intuition and well-versed knowledge of nature to procure the needed inertia to change any outcome of a battle or encounter. Some woodsmen form basic communication skills depending on their background but lack the necessary skills to effectively gather anything more than basic information socially. They aren’t able to persuade or develop constructive insight on civilization-based problems. A Woodsman isn’t usually too prideful to take advice, but because of his or her generally high wisdom they have the tenacity to learn and expand from situations they aren’t too familiar with aside from society and communication skills.

Overview#

AttributeValue
Primary Statwisdom
Secondary Statconstitution
Rankswoodsman, tracker, ranger, druit, druid

Roleplay And Details#

The class starts with Woodsman then becomes a Tracker, Ranger, Druit, and eventually Druid. The Woodsman has little need for society and its petty quanderings, and instead relies on his intuition and well-versed knowledge of nature to procure the needed inertia to modulate any outcome of a battle or encounter. Some druids form basic communication skills depending on their background but lack the necessary skills to effectively gather sufficient information or persuade and develop constructive insight on civilization-based problems. Druids are almost always found in the wild and are reclusive, much like the Psions and hermits. The most favored races due to bonuses for Druids are Dwarf, Gnome, Half-elf, and Half-Orc; however, elves and humans currently consume the majority. Druids are more-or-less a neutral based class system and think little of laws and order as much as they follow their own moral constructs and abide by codes they make to survive in the wild, whether with a group of peers, family, or by themselves. Druids in their most basic forms are simply those who have melded with nature and understanding its magical quirks, and developed methods that were necessary to survive.

Proficiencies#

NameDescription
magical affinitygrants +10 to lore on magical concepts and mysterium
unarmedallows combat when unarmed
two-handallows combat with two-handed weapons
light armorallows use of light armor
medium armorallows use of medium armor
basic slashingallows use of level 0 required slashing weapons: shortsword, longsword, hatchet, axes and cleaver
basic bashingallows use of level 0 required bashing weapons: staff, mace, scepter and club
all rangedallows use of short and longbows, compose bows, shurikens, darts, tomahawks, kunai and javelin
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
regenerate025wpregenerates a targets broken limb and heals 2d20hp+wis mod
basic hunting0passivedc18 to counter backstabs, dc15 to avoid backstabs, dc10 to force them to be regular attacks
gouge020spcauses enemy to bleed, creating a wound dealing 1d4 damage per round until healed
faerie fire075wplowers the effective armor class of enemies in a 5 yard radius
tracking5toggleddc10+elvl-plvl allows uesr to track targets and the location they may have gone in the recent past
fire arrow510spstandard range+10 fire damage and dc10 to cause 1d4 burn for 3 rounds, +wis mod damage physical
ensnare1010wpquickly drops a small dc10+plvl-elvl movement trap that lasts 5 rounds
rupture1025wpreg damagex2. targets vital organs of beast or humanoid, earth elemental damage
rejuvenate1030wpflourishes targets body with magic, restoring fatigue 2d20sp+wis mod
expert hunting10toggledability to purge shadows at command revealing its contents
dirt kick1015spcauses enemy to be blinded for 2 rounds
plague1030wpgives target a transmutable disease. disease rank = char lvl/20 (1-5 range)
ice arrow1015spstandard range+5 water damage and dc10 to cause slow effect for 3 rounds +wismod damage physical
earthen arrow1515spstandard range+8 earth damage and dc10 to cause knockdown, target loses 1 round, +wis mod physical damage
fever strike2030wplowers targets resistances to spells by wis od lasts for 1 round
greater regenerate2050wpdc10 regenerates a targets broken limb and +1d10hp and +1d10sp regardless of success
reflex adaptation20passivegives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. the difficulty of the spell is the casters level. in order to break that spell the druid rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that druid is either much higher level, the spell is a small spell or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes.
protect2020spprotect target from its next incoming attack
infect2025wpinfect wound to prevent healing. lasts 8 rounds.
poison arrow2010spstandard range +1d6 damage per round until healed +wis mod damage physical
jolting arrow2515spstandard range + armor piercing + wis mod damage physical
natures grasp3030wpprevents target from defending next attacks
resurrect3075wpresurrects target to 1hp
basic trap proficiency30passiveallows usage and successful disarming of basic traps. refer to ensnare for breaking a trap. dc5 disarm.
set needler trap3020sp2d20 damage
set disarming trap3015sp5 damage+disarm
hide3050spability to hide oneself or an object
contaminate3020wpcontaminates target food, water, potion or pill rendering it to give opposite effect
coil of air4045wpadds dc10 chance on each of the next 4 physical attacks to add knockdown
ripple effect4050wpreg damage to target, 1d12 to 2nd target, 1d8 to 3rd, attacks 3 targets water damage
self-resurrection40100wpresurrects self to 1hp
complex trap proficiency40passiveallows usage and successful disarming of complex traps. refer to ensnare for breaking a trap. dc10 disarm
set explosive trap4040sp3d20 damage
set shattering trap4040sp3d10 damage+1d4 (1 breaks arm, 2 breaks leg, 3&4 fail)
forage4050spability to procure either food or drink in unlikely situations, 1d4 (1 drink, 2 food, 3&4 fail)
paralysis4050spcauses target to enter paralysis for 3 rounds
regrowth5050wpflourishes parties bodies restoring 1d20 wp,hp and sp
magic trap proficiency50passiveallows usage and successful disarming of magic traps. refer to ensnare for breaking a trap. dc15 disarm.
set distraction trap5040spconfuses enemies forcing all non-party to hold action for a round
set burrowing trap5050sp1d10 damage against target enemy for 5 rounds, inescapable
harvest5010spability to harvest foraged food or drink, usually harvestable 3 times
natures wrath50100wpelements of nature tortures target, 2d20 damage per 20 levels until released