Post by king of hyrule on Aug 29, 2005 22:31:25 GMT -5
Wilderfolk
In the depths of the oldest forests, in the dunes of the hottest deserts, and in the abyss of the deepest lakes there are wilderfolk. The protectors of the wilderness, wilderfolk are the wild, untamed warriors of the world. Their skills rely and focus upon quick wits, speed, and defense. In the environs of nature, wilderfolk are unmatched in their combat prowess.
Adventures: Adventure seeks out wilderfolk, just as wilderfolk seek out adventure. Many wilderfolk take their abilities and use it to protect their native environs. Wilderfolk are not necessarily grisly woodsmen who wear the skins of their kills and smell of the forest. They are warriors who have found an insightful method of combat in learning the secrets of nature’s ways. Wilderfolk are also drawn to the protection of others, and as befits their role in such matters, often act as the heroes of the native lands.
Characteristics: While not necessarily loners by nature, wilderfolk tend to be the odd man out. They are not as numerous as most other classes, and by nature, it takes someone in tune with the wilds to become a wilderfolk. For this reason, many wilderfolk tend to be somewhat reclusive, tough not anti-social. They often are well known
in their communities or regions, and their travels take them far afield granting them a good sense of worldliness.
Focus: Wilderfolk lean strongly toward the light focus. Their role as protectors of the wilds and others empowers them with a great responsibility towards the forces of good. While it has been known for a dark or shadow focused wilderfolk to appear in history, most tend toward the light focus with no misgivings. The life of a wilderfolk is filled with farreaching travels. These often grant the wilderfolk with a
generous exposure to other cultures, allowing the
wilderfolk a learned flexibility in accepting other folk for
what they are.
Background: Wilderfolk come from all backgrounds. Admittedly, only a rare odd ball ever comes from noble or high standing. The life of a wilderfolk demands rigorous training and bonding with the ways of nature. Most wilderfolk come from remote or rural regions, and often hail
from common, if not honorable ancestry.
Races: Of all the races, the kokiri have the greatest number of wilderfolk. While this may seem odd the isolationist race, the kokiri share a strong bond with the spirit of the forests they inhabit, and thus find it easy to slide into the role of a wilderfolk. Gerudos, also known to be isolationistic and secretive, have known quite a few wilderfolk among their kind as well. Zorans, gorons, and dekus do harbor the occasional wilderfolk. Even rarer is the hylian wilderfolk, of which Link, the Legendary Hero of Time, is the most famous.
Other Classes: Wilderfolk find it easy to get along with just about any other class, so long as the class does not stray too far from the precepts the wilderfolk is guided by. Occasional friction with wizzrobes may occur, as well as nobles, but overall, wilderfolk find it easy enough to accept
others for what they are. Drifters and warriors make great accomplices for a wilderfolk’s party, as both are highly skilled in their respective areas.
Game Rule Information
Abilities: Wilderfolk value Dexterity over Strength when out in the wilderness, but as combatants, both abilities are useful to them. Wisdom follows closely behind and it assists their efforts to become one with their environment.
Hit Die: d10
Starting Rupees: 3d4 x 10
Class Skills
The wilderfolk’s class skills (and the key abilities for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), nowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int mod) x 4 Skill Points at Each Additional Level: 4 + Int mod
Class Features
Weapon and Armor Proficiencies: A wilderfolk is proficient in all simple and martial weapons, light armor, and shields.
Wild Sense: Wilderfolk are proficient in their native terrains. At 1st level, a wilderfolk chooses a native terrain type (forest, plains, mountain, desert, swamp, sea). A wilderfolk gains a +2 competence bonus to Handle Animals checks when dealing with animals native to his chosen terrain type. He also gains a +1 competence bonus on Knowledge (nature), and Survival checks in his native terrain. Every five levels thereafter, the wilderfolk may either increase the
bonuses to these skills by +2, or choose another terrain type to begin applying new bonuses to. Thus a wilderfolk who chooses forests at 1st level, 6th level, and 11th level, and deserts at 16th level would have a +6 to the relevant skill checks in relation to forests, and +2 in relation to
deserts.
Attunement: The wilderfolk gains the Attunement feat free at 1st level. Instinct: A wilderfolk survives on instinct and
alertness. Starting at 2nd level, the wilderfolk gains a +2 competence bonus to Initiative checks. Every six levels, the bonus increases by another +2.
Track: The wilderfolk gains the Track feat free at
4th level.
Terrain Speed: When moving through any terrain the wilderfolk has acquired under their Wild Sense ability he gains +5 feet to his race’s base speed. Every five levels, the wilderfolk receives an additional +5 feet to his base speed when moving through favored terrains.
Terrain Defense: The wilderfolk is aware of the ways of his chosen terrains. When fighting in terrains designated under his Wild Sense ability, the wilderfolk is granted a +2 competence bonus to Defenses and Saving Throws
Magic Focus: A wilderfolk gains greater insight into the connection of all living things as they gain experience and wisdom. Once per day, a wilderfolk may spend any number of magic points to add to either his Defense rating or Saving Throws.
In the depths of the oldest forests, in the dunes of the hottest deserts, and in the abyss of the deepest lakes there are wilderfolk. The protectors of the wilderness, wilderfolk are the wild, untamed warriors of the world. Their skills rely and focus upon quick wits, speed, and defense. In the environs of nature, wilderfolk are unmatched in their combat prowess.
Adventures: Adventure seeks out wilderfolk, just as wilderfolk seek out adventure. Many wilderfolk take their abilities and use it to protect their native environs. Wilderfolk are not necessarily grisly woodsmen who wear the skins of their kills and smell of the forest. They are warriors who have found an insightful method of combat in learning the secrets of nature’s ways. Wilderfolk are also drawn to the protection of others, and as befits their role in such matters, often act as the heroes of the native lands.
Characteristics: While not necessarily loners by nature, wilderfolk tend to be the odd man out. They are not as numerous as most other classes, and by nature, it takes someone in tune with the wilds to become a wilderfolk. For this reason, many wilderfolk tend to be somewhat reclusive, tough not anti-social. They often are well known
in their communities or regions, and their travels take them far afield granting them a good sense of worldliness.
Focus: Wilderfolk lean strongly toward the light focus. Their role as protectors of the wilds and others empowers them with a great responsibility towards the forces of good. While it has been known for a dark or shadow focused wilderfolk to appear in history, most tend toward the light focus with no misgivings. The life of a wilderfolk is filled with farreaching travels. These often grant the wilderfolk with a
generous exposure to other cultures, allowing the
wilderfolk a learned flexibility in accepting other folk for
what they are.
Background: Wilderfolk come from all backgrounds. Admittedly, only a rare odd ball ever comes from noble or high standing. The life of a wilderfolk demands rigorous training and bonding with the ways of nature. Most wilderfolk come from remote or rural regions, and often hail
from common, if not honorable ancestry.
Races: Of all the races, the kokiri have the greatest number of wilderfolk. While this may seem odd the isolationist race, the kokiri share a strong bond with the spirit of the forests they inhabit, and thus find it easy to slide into the role of a wilderfolk. Gerudos, also known to be isolationistic and secretive, have known quite a few wilderfolk among their kind as well. Zorans, gorons, and dekus do harbor the occasional wilderfolk. Even rarer is the hylian wilderfolk, of which Link, the Legendary Hero of Time, is the most famous.
Other Classes: Wilderfolk find it easy to get along with just about any other class, so long as the class does not stray too far from the precepts the wilderfolk is guided by. Occasional friction with wizzrobes may occur, as well as nobles, but overall, wilderfolk find it easy enough to accept
others for what they are. Drifters and warriors make great accomplices for a wilderfolk’s party, as both are highly skilled in their respective areas.
Game Rule Information
Abilities: Wilderfolk value Dexterity over Strength when out in the wilderness, but as combatants, both abilities are useful to them. Wisdom follows closely behind and it assists their efforts to become one with their environment.
Hit Die: d10
Starting Rupees: 3d4 x 10
Class Skills
The wilderfolk’s class skills (and the key abilities for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), nowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at First Level: (4 + Int mod) x 4 Skill Points at Each Additional Level: 4 + Int mod
Class Features
Weapon and Armor Proficiencies: A wilderfolk is proficient in all simple and martial weapons, light armor, and shields.
Wild Sense: Wilderfolk are proficient in their native terrains. At 1st level, a wilderfolk chooses a native terrain type (forest, plains, mountain, desert, swamp, sea). A wilderfolk gains a +2 competence bonus to Handle Animals checks when dealing with animals native to his chosen terrain type. He also gains a +1 competence bonus on Knowledge (nature), and Survival checks in his native terrain. Every five levels thereafter, the wilderfolk may either increase the
bonuses to these skills by +2, or choose another terrain type to begin applying new bonuses to. Thus a wilderfolk who chooses forests at 1st level, 6th level, and 11th level, and deserts at 16th level would have a +6 to the relevant skill checks in relation to forests, and +2 in relation to
deserts.
Attunement: The wilderfolk gains the Attunement feat free at 1st level. Instinct: A wilderfolk survives on instinct and
alertness. Starting at 2nd level, the wilderfolk gains a +2 competence bonus to Initiative checks. Every six levels, the bonus increases by another +2.
Track: The wilderfolk gains the Track feat free at
4th level.
Terrain Speed: When moving through any terrain the wilderfolk has acquired under their Wild Sense ability he gains +5 feet to his race’s base speed. Every five levels, the wilderfolk receives an additional +5 feet to his base speed when moving through favored terrains.
Terrain Defense: The wilderfolk is aware of the ways of his chosen terrains. When fighting in terrains designated under his Wild Sense ability, the wilderfolk is granted a +2 competence bonus to Defenses and Saving Throws
Magic Focus: A wilderfolk gains greater insight into the connection of all living things as they gain experience and wisdom. Once per day, a wilderfolk may spend any number of magic points to add to either his Defense rating or Saving Throws.