OUTDOORSMAN/ Naturalist/ Wild Man Image

You started out as a simple hunter, a warden of the forest, a lost fisherman or expelled from a caravan. Now you are threat to animals both on land and in the water. You have learned to harvest everything nature has to provide, and make with it all the gear you need to live in the wilds. You learned all manner of methods to preserve not only the kill but also the hides and the pelts and every other usable part of the animal. You can identify useful and harmful plants and trees, as well as where the animals find special minerals and salt.

You tend to shun towns as your aroma and often self made clothes make you the target of ridicule to many. While the ones who recognize your skills seek you out to lead parties into the wilds. If you do bend to the norms of society, you tend to go to extremes, wearing the flashiest clothes you can buy or make, but always with your signature flare for using fur or exotic skins. Your weapons often show both your primitiveness and your attention to craftsmanship. Weapons you make from bone and horn are often carved with beautiful scenes or great beasts to pay homage to the places you have been and the creatures you have slain if you have the training or basic carvings if you are untrained.

You generally tend to adorn your gear and clothing with bones pieces or teeth or with pieces of fur or fur lining using left over bits of materials, sometimes even using porcupine quills or other materials you harvest from your kills, this adds neither cost or value.

 
Skill Proficiencies: Survival,  and Stealth or nature
Tool Proficiencies: Gain One artisan tool of choose related to this background, and Vehicle either land or water

Gain proficiency: Chose one:  Spear, Shortbow, light crossbow, heavy crossbow, Blowgun

Gain proficiency: Chose one:  Net, Javelin, Trident, Harpoon, Spear

Equipment: two sets of artisan’s tools (directly tied to background), fishing kit, 2 hunting traps, butchering knife set, 100 feet twine, an iron pot, set of common clothes, leather  apron and a pouch containing 10 gp, and 50gp in crafting materials of choice or a kayak/ canoe / outrigger or a wagon with 2 mules (boghoof) and tack.
 
Defining Event
d10 Defining Event
1 I stood up to a tyrant’s agents and were expelled from the merchants caravan when only just a child.
2 A rogue wave swept you from your ship, only by the graces of a mer were you safely delivered to shore.
3 I stood alone against a terrible monster, but the battle left you with no memeory of your past.
4 I stole from a corrupt merchant to help the poor, and then forced to flee into the wilds to save your own life.
5 I led a militia to fight off an invading army. The battle was lost and you fled for your life.
6 I broke into a tyrant’s castle and stole weapons to arm the people, but it turned out the people were no better than the tyrant.
7 I was abandoned by my family in a druids circle because they could not afford to care for me.
8 A lord rescinded an unpopular decree finally allowing hunting in the forbidden forest, it was forbidden for a reason.
9 A celestial, fey, or similar creature gave me a blessing,, but in return i was pledged to protect the wilds.
10 As a child I followed a wild animal into the woods and was lost there for many years.
 
Feature: Outdoorsman / Naturalist

Home Terrain: choose one: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark; choose two as favored terrains

Home Fishing Terrain: choose one: Freshwater streams and rivers, Freshwater lakes, Swamps, Brackish water, Saltwater shores, Deep sea Saltwater, or underdark; choose two as favored terrains

Gain proficiency with Foraging tools, fishing kits,  herbalism kit in home terrains, gain 1/2 proficiency in favored terrains.

Gain 1/2 proficiency with  tanning tools, cooking tools, butchering tools in home terrains, gain use without penalty and no benefit from ability score in favored terrains.

Gain 1/2 proficiency with leather working tools, trapping tools, Primitive weapon making tools when using materials harvested from home terrains and gain use without penalty and no benefit from ability score with materials harvested from favored terrains.

You have the ability to process a kill or catch in half the time as an untrained person. You can identify all of the most valuable parts of all kills and catches from your home terrains, you are +2 to identify in favored terrains.  You can also preserve the meat from a kill or catch given the time and resources to do so. The skin-able hides or pelts can be preserved and processed given the time and materials to do so. Given 1d4 hours of searching you can harvest materials required to dye and preserve 1d4 X (hours spent searching) hides and pelts. Processing the harvested materials into preservatives and dyes also takes 1d4 hours. Given 1d4 hours  you can harvest/hunt/trap/fish enough materials to cook or make rations for 1d4 persons X (hours spent searching), albeit some find your cooking unappetizing or made from animals they wouldn't normally eat.

You have the ability to make basic clothing and adventuring gear from the pelts and hides you personally harvest at the standard crafting material cost. You have the ability to make basic / primitive (DM discretion) armor and weapons from bark, hide, leather, bone, horn ect.   OPTIONAL - Using the starting wealth method_ You may start play with 75gp or 50% of starting wealth (which ever is greater) of materials with which to craft basic leather and fur clothing and gear. as well as primitive/basic weapons and armor. It is all items you must make your self using the rules described in this feature.

Gain + 1 to crafting quality rolls using materials personally harvested from home terrains

Crafting done with materials you harvest are generally not of a quality that can be sold. After a successful crafting roll to make an item, Roll D20 to determine quality: 1 - 2  item ruined materials lost; 3 - 5 item not usable 50% of materials are salvageable; 6 - 8 item of inferior quality -25% durability and value; 9- 11 item poor quality -  10% durability and value; 12 - 16 item average quality; 17 - 18 Item above average quality + 10% durability; 19 item of superior quality +10 % durability and value; 20 excellent quality + 25% durability + 10% value.

Though not train formally you can do basic carving on your personal gear given the proper tools to do so, if properly trained you can do more detailed and elaborate carvings.

Gain animal tracking (in your home and favored terrain you know the track of all game animals/beasts and most trophy animals/monstrosities and can follow the signs to find them) and fish finding (in your home and favored terrain you can look at the water and know here the fish are hiding and how best to catch them)

 

 
Suggested Characteristics
d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I’m always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my destiny?
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
d6 Flaw
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.
 

Previous Versions

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6/8/2023 4:39:47 PM
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OUTDOORSMAN/ Naturalist/ Wild Man Image

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