Outdoorsmen
This sub class includes Cowboys, Game Hunters, Poachers, Game Keepers, and Explorers and so on. It is mostly in this group that skills like trapping, tracking, survival and such are found. Although mostly male, there are women who have ventured off the normal path to explore and in doing so have become proficient with weapons and outdoor skills.
With the exception of Big Game Hunters and Explorers, who are always Upper Middle Class or higher, most Outdoorsmen are Lower Working Class to Middle Class. For them this is a job, not a past time or hobby.
Outdoorsmen (Fighters)
Civilians whose careers sometimes bring them into combat type situations. Current or ex Big Game hunters, Game Keepers, Poachers, Cowboys…
1D12 HD
Limited weapon selection (see below) NO artillery, explosives of any kind or bayonets. But could include bow, crossbow, spear, tomahawk, etc. Skill sets and Abilities will vary but usually include, tracking, survival, fishing, snares/traps or seamanship, navigation (requires these Skills.) Enhanced ability to Surprise (when outdoors) and Reduced chance of Being Surprised (when outdoors.) SOME Outdoorsmen, particularly those of Upper Middle Class or higher backgrounds, will have a Profession, which they may or may not practice (depending on their financial situation.) But most Lower Class and Middle Class Outdoor folk either have an alternate career, or like a Gamekeeper, Poacher, Cowboy, etc THIS IS their career. The list of secondary skills reflects these.
OUTDOORSMAN ABILITIES
Build Snares & Traps:
These constructions will catch game or enemies. The Outdoorsman can construct any of the
following in the times shown below and with the noted effects on any victim:
Snare: 3 turns; save vs. death or victim killed.
Deadfall: 1 hour; 4-24 damage.
Heavy Deadfall: 2 hours; save vs. death or victim killed; 6-36 damage if save made.
Pit Trap: 4 hours; save vs. death to avoid unconsciousness for 1 hour, 1-6 damage + 1-6/stake placed by Outdoorsman up to 10, with d10 roll by victim to determine how many stakes are effective; no escape, or at least 1 round required to get out of pit (DM determination).
Spring Trap: 15 minutes; 4-16 damage; successful ʻto hitʼ roll must be made by trap against victimʼs armor class to inflict damage.
The chance of any snare or trap functioning is determined by the Outdoorsmanʼs experience level, as shown on the table below
Construct Simple Weapons:
The Outdoorsman is able to fashion weapons as indicated below. The chance of a weapon
breaking on use is the inverse of the skill of the Outdoorsman, as shown on the table (so a club fashioned by a 1st level Outdoorsman has a 59% (100-20-21= 59) chance of breaking when used for the first time. If the weapon survives the first use, no further rolls are required.)
Club: 1 turn; +20% on skill for fashioning.
Spear: 3 turns; +10%.
Knife: 1 hour; +5%.
Stone Axe: 3 hours.
Short Bow: 6 hours with 3 arrows, each additional arrow 1 hour.
Track:
This includes identification of any footprints, signs, and spoor of any sort. The Outdoorsman is able to track the quarry detected at a base chance as shown on the Table, with modifications as below:
Sign under 1 hour old +20%
Sign under 3 hours old +10%
Sign under 1 day old 0%
Sign over 1 day old -5%
Sign over 2 days old -10%
Simple concealing of sign used -10%
Rain or other similar disturbance -20%/hour
Woodcraft:
Ability to employ woodcraft with success as shown on the table. Included in this skill category are:
Climb cliffs and trees (+20%)
Determine best route through wilderness
Identify fauna*
Identify flora*
Identify habitat *
Know direction and avoid becoming lost (+10%)
Mimic animal and bird calls (local*)
Scout ahead for danger
Shelter finding or construction
Making fire
Making clothing (+10%)
Supply game, fish and other food (+20%)*
Locate pure water (+20%)*
Weather prediction
*The DM may wish to adjust probabilities according to
circumstances. Presumes it is an area or environment that the Outdoorsman has some background or familiarity or experience with.
Outdoordman Level | Chance of success* |
1st | 21 % |
2nd | 23 % |
3rd | 26 % |
4th | 30 % |
5th | 35 % |
6th | 41 % |
7th | 48 % |
8th | 54 % |
9th | 59 % |
10th | 63 % |
11th and up | +2% per level to 75% max. |
SURPRISE
Being in careers where daily events may include being stalked by a tiger, mountain lion or game keeper, and where successfully acquiring game requires enhanced Situational Awareness of their surroundings and the sounds of their environment, Outdoorsmen (and women) have the following benefits in regards to Surprise.
Being Surprised
-2 to Surprise Roll in the countryside or rural/wilderness environment
-1 to Surprise Roll when Outdoors even in an urban environment
0 modification when Indoors.
Surprising Others
+2 to Surprise Roll in the countryside or rural/wilderness environment
+1 to Surprise Roll when Outdoors even in an urban environment
0 modification when Indoors.
Weapon Proficiency
Class | Initial Number | Non-Proficient Penalty | Added Weapon Proficiency Per Level |
Outdoorsman | 3 | -2 | 1/3 |
Outdoorsman Weapon Proficiencies |
Notes & Modifier Check | |
Archery | ||
Axe, hand | ||
Axe, long | ||
Boxing | ||
Brawling | If no other Unarmed combat is selected | |
Wrestling | ||
Crossbow | ||
Spear | ||
Spear Throwing | ||
Knife | ||
Shooting, Long gun | ||
Shooting, Pistol | ||
Swordsmanship | ||
Fencing | (Must have Swordsmanship to add this) | |
Whip | ||
Staff | ||
Club/Baton | ||
Outdoorsman Professional Skills | Relevant Ability | Notes & Modifier Check |
Accounting & Banking | IQ | Private or Government |
Architecture | IQ | Buildings, Towers, etc |
Bureaucrat, Civil Servant | IQ | Government Ministry |
Engineer, Canals | IQ | Building and designing |
Engineer, Civil | IQ | Roads, bridges, Sewer, Water |
Engineer, Mining | IQ | Mine shafts |
Engineer, Railroad | IQ | Building |
Engineer, Ship | IQ | Designing, building modern steam ships |
Engineer, Steam | IQ | Designing Boilers and related equipment |
Law, Barrister | IQ | Argues cases before the Court |
Law, Canon | IQ | Acts as a Barrister or Solicitor for the Church and Church Law |
Law, Solicitor | IQ | Prepares Wills, Deeds, Contracts, etc. Not permitted to argue before the Courts |
Physician | IQ | diagnose illness, prescribe medications or treatments |
Surgeon | IQ | set bones, make incisions, cut tissue, extract bullets, etc |
Game Keeper | IQ or WS | Works on an Estate or on Royal/Government lands Upper Working Class |
Poacher | IQ or WS | Illegal hunts private estates or Royal/Government lands to sell game to restaurants, shops, etc Lower Class |
Cowboy/Gaucho | IQ or WS | Usually from USA or South America Upper Working Class or (maybe) Middle Class |
Professional Guide | IQ or WS | Guide for Hunting Trips/Safaris. Expert knowledge of ONE region. Ex: South Africa, East Africa, Canadian Rockies, etc. General knowledge of areas immediately around that area. Middle Class |
Outdoorsman Saving Throws Attack to be Saved Against
Fighter’s Level | Paralyzation, Poison or Death Magic | Rod, Staff or Wand Magic Item, Spell | Petrification or Polymorph | Breath Weapon |
---|---|---|---|---|
0 |
16 |
19 |
17 |
20 |
1-2 |
14 |
17 |
15 |
17 |
3-4 |
13 |
16 |
14 |
16 |
5-6 |
12 |
14 |
12 |
13 |
7-8 |
11 |
13 |
11 |
12 |
9-10 |
10 |
11 |
9 |
9 |
11-12 |
9 |
10 |
8 |
8 |
13-14 |
8 |
8 |
6 |
5 |
15-16 |
7 |
7 |
5 |
4 |
17+ |
6 |
6 |
4 |
4 |
NOTE: ALL spells are cast by wands, staffs or rods
Excluding polymorph wand attacks. Excluding those that cause petrification or polymorph.
Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.