Wheel of Time- The four Pillars
The forests are home to fierce, cunning, and swift creatures, such as bears, wolves, deer, mountain cats and the like. But more than all of these is the woodsman, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in detail. Adventures: Woodsmen often accept the role of protector, aiding, those who live in or travel through the woods and other wild areas. Additionally woodsman may adventure for all the reasons that armsmen and wanderers do. Characteristics: The woodsman is capable in combat and is widely proficient in weapons. His skills allow him to survive in the wilderness, to find prey, and to avoid detection. He has a special degree of knowledge in the type of terrain in which he lives and works, which gives him even more advantage there. As the name indicates, most woodsmen spend their time in forested areas. However, there are those who fall under the woodsman class can theoretically be adept in surviving in any environment, such as the desert, swamps, or even the Blight. Origin: Some woodsmen gain their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students or assistant. Alternatively a woodsman may be self taught using the most cruel teacher of all to learn about their environment and how to survive, Nature. Background: Woodsmen most often come from the midlands or Borderlands, where there are many forested areas and a healthy population of game animals and dangerous beasts for them to hunt.Table 2-12: Woodsman
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Def Bonus||Reputation Score||Special|
|1st||+1||+2||+2||+0||+3||0||Skirmish (+1d6), Track|
|2nd||+2 +2||+3||+0||+4||0||Uncanny Dodge, 1st favored||terrain|
|3rd||+3||+2||+3||+1||+4||1||Fast movement I, skirmish (+2d6 +1AC), trackless step|
|5th||+5||+3||+4||+1||+5||1||Evasion, skirmish (+3d6 +1AC)|
|6th||+6/+1||+3||+5||+2||+5||2||Flawless stride, fast movement II|
|7th||+7/+2||+4||+5||+2||+6||2||Skirmish (+4d6, +2AC)|
|8th||+8/+3||+4||+6||+2||+6||2||Camouflage, bonus feat|
|9th||+9/+4||+4||+6||+3||+6||3||Skirmish (+5d6,+2AC), 2nd favored terrain, fast movement III|
|11th||+11/+6/+1||+5||+7||+3||+7||3||Skirmish (+6d6, +3 AC)|
|12th||+12/+7/+2||+6||+8||+4||+8||4||Fast movement IV, bonus feat|
|13th||+13/+8/+3||+6||+8||+4||+8||4||Skirmish (+7d6, +3AC)|
|14th||+14/+9/+4||+6||+9||+4||+8||4||Hide in plain sight|
|15th||+15/+10/+5||+7||+9||+5||+9||5||Skirmish (+8d6, +4AC), Fast movement V|
|17th||+17/+12/+7/+2||+8||+10||+5||+10||5||Skirmish (+9d6, +4AC), 3rd favored terrain|
|18th||+18/+13/+8/+3||+8||+11||+5||+10||6||Fast movement VI|
|19th||+19/+14/+9/+4||+8||+11||+6||+10||6||Skirmish (+10d6, +5AC)|
GAME RULE INFORMATION:
Woodsman have the following game statistics.
Hit Die: d10
Skill Points per Level: 8 + Int modifier
Abilities: Dexterity is important for a woodsman because woodsmen tend to wear light armor and because a woodsman’s skills are based on Dexterity. Strength aids woodsmen in combat. Constitution is important because it helps them endure the rigors of the wild, and the wounds they receive in battle. Some of the woodsman’s skills are based on Wisdom.
Class Skills: The wilder’s class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Use Rope (Dex).
Class Features: All of the following are class features of the wilder.
Weapon and Armor Proficiency: A woodsman is proficient with all simple and martial weapons, light armor, medium armor and shields.
Skirmish (Ex): A woodsman relies on mobility to deal additional damage and improve his defense. She deals an extra 1d6 points of damage on all attacks made during her activation if she has moved at least 10 ft in that round. This extra damage increases by 1d6 for every two levels gained above 1st.
The extra damage only applies against foes that are susceptible to critical hits and sneak attack damage. Woodsman can apply this damage extra damage to ranged attacks, but only if the target is within 30 ft.
At 3rd level the woodsman gains a +1 competency bonus to AC. This bonus increases by 1 for every four levels after 3rd.
A woodsman loses this ability when wearing medium or heavy armor, or carrying a medium or heavy load.
Uncanny Dodge (Ex): At 2nd level the woodsman gains the uncanny dodge ability and cannot be caught flat footed, reacting to danger before she would normally be allowed to.
Fast Movement (Ex): Starting at 3rd level the woodsman gains a +10 ft enhancement bonus to his overland movement rate. This bonus increases by +10 ft every three levels afterwards, for a total bonus of +60 ft at 18th level.
Trackless Step (Ex): At 3rd level a woodsman s can only be tracked with great difficult in natural surroundings. Any attempt to track the woodsman in natural surroundings adds +15 to the DC.
Evasion (Ex): Beginning at 5th level the woodsman can avoid damage from certain attacks with a successful Reflex save. See the rogue class feature.
Flawless Stride (Ex): Starting at 6th level, a woodsman can move through any sort of terrain that slows movement (difficult terrain) at his normal movement speed without taking damage or suffering impairment. This does not give you the ability to walk across surfaces that are normally impossible nor does it stop environmental damage, it only prevents your steps from causing you damage.
This ability does not allow you to move quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede movement.
A woodsman lose this benefit while wearing medium or heavy armor or carrying a medium of heavy load.
Camouflage: Beginning at 8th level, a woodsman can use the Stealth skill in any sort of natural terrain. See the ranger class feature. He loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight: Beginning at 14th level, a woodsman may use the Stealth skill to hide in natural terrain even while being observed. A woodsman loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Track: A woodsman adds half their level (minimum 1) to Survival skill checks made to follow or identify tracks.
Favored Terrain: At 2nd level a woodsman chooses a type of terrain from the list below as a favored terrain, this represents specialized training and familiarity in that environment. The woodsman gains a +2 competency bonus on Stealth, Perception, and Survival checks in his favored terrain and this ability reduces movement penalties in favored terrain to the next highest fraction. At 9th and 17th levels the woodsman selects a second favored terrain. With each additional selection of a new favored terrain any favored terrain (including the one just selected) may have its bonus increased by 2. Favor terrains are as follows: desert, forest, hills, jungle, plains, mountains, scrubs, swamp, Waste, and Blight.
Alacritous Attack: At 20th the woodsman is able to move with blinding speed and strike with deadly accuracy. So long as she does not move more than half her normal movement in a round she may make a full attack action using a standard action. The woodsman loses this ability if they are in medium or heavy armor or carrying a medium or heavy load.