Outdoorsman

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.