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== Classes == Can't get the link below to work with the wiki spam filter. Add http:// to the front and post into browser address bar to view. wheel-of-samsara.blogspot.com/2010/09/gedankenexperiment-recasting-bx-demi.html * The Woodsman Class The Woodsman class is a human class aimed at emulating outdoorsy, woodwise characters from fantasy fiction who do not use magic spells. Woodsmen might be barbarians, nomads, or savages, or they might be scouts, explorers, hunters, or trappers from more civilized cultures. A Woodsman character needs a minimum DEX of 9 & a minimum CON of 9 (this is because the Woodsman is basically a rebuilt, reskinned Halfling and demi-humans have stat minimums). The Woodsman class uses the Dwarf XP chart and the Fighter saving throws. The Woodsman uses the Fighter hit chart with ranged weapons and with normal swords. With all other weapons, the Woodsman uses the Cleric hit chart. When wearing no armor up to leather armor, the Woodsman class has the following advantages: *Only a 10% chance of being detected when hiding in woods or underbrush *+1 to hit with ranged attacks The Woodsman loses these advantages when wearing any armor more encumbring than leather. The prime requisites of the Woodsman are STR and DEX. When one of these stats is 13+, the Woodsman gains +5% to earned XP. When both of these stats are 13+, the Woodsman gains a +10% to earned XP. The Woodsman can also do "ranger stuff": the main mechanical effect of this is that parties moving through the wilderness do not need to find a "reliable guide" (see page X56) if accompanied by a Woodsman. The Woodsman rolls d6 for hit points. However, at first level, the Woodsman rolls 2d6. Thereafter hit dice only increase by one (e.g.. 3d6 at 2nd level, 4d6 at third level). Like the Fighter, the Woodsman reaches name level at 9th level. Similiarly, at 10th level and subsequent levels, the Woodsman no longer gains additional hit dice but does gain 2 additional hit points. Wow, this woodsman class sounds really intriguing. What cultures in this era would produce people like that? 1.) "Barbarian": I want to flesh things out as the campaign develops, so I don't have a list of cultures in mind. Barbarian characters can be based on real world "barbarians" such as Picts, Sarmatians, Saxons, Huns, Goths, etc., based on fictional barbarians such as Howardian Cimmerians or Howardian Picts, or based on a mishmash of real-world cultures or a mix of real-world barbarians and fantastic barbarians. My campaign millieu is not going to be so closely based on the real world that each historically appropriate barbarian culture will have a direct analogue in the campaign world. If you are inspired by historical "barbarian" cultures, be just that: inspired. Don't feel that you need to strive for historical accuracy, as this is, after all, a D&D game, and not set in an Earth, fantastic or otherwise. 2.) Civilized (scare quotes optional): Explorers and army scouts could well be of the Woodsman class. So could frontier troops trained in fighting barbarians. I am also envisioning the milieu as dystopian enough that large portions of civilized territory will have gone to seed, so peasants, farmers, and hunters may well have had enough opportunity stalking through forests and abandoned farmland to become woodwise. 3.) Civilized/barbarian: Barbarian federates settled in civilized territory, civilized slaves of barbarian masters habituated to savage life, and persons from frontier zones who don't fall neatly into one category or another. Isolated cultures dwelling within the boundaries of civilized lands (similiar to real-world Basques or Isaurians) would also produce large numbers of Woodsmen. I'm also fine with terrain-specific reskinning of the Woodsman class, so that they get a bonus to hide in deserts or mountains instead of woods, if that fits better with anyone's character concept.
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