Woodsman#

The woodsman's sigil

The forest isn't trying to kill you. It isn't thinking about you at all. Learn that and you'll live.

Maela of the canopy, who trains woodsmen

Hunters, trackers and druids who need nothing from civilization. A woodsman reads the wild, heals with its magic, sets traps and shoots any bow, and grows into a druid who calls down the storm.

LeadsWIS BacksCON Health1d6+11 Willpower4 CastsYes ArmorMedium

How it plays#

Wisdom leads and constitution backs it, so a woodsman lasts. Their hunting skills track, set traps of every kind and catch backstabbers in the act, and their ranged arrows carry fire, ice, earth and poison. Adaptation is the woodsman’s healing: regrowing broken limbs, rejuvenating, and bringing back the dead, themselves included.

Woodsmen work earth, water and air, and their destruction is nature turned on a foe: faerie fire, plague, paralysis and nature’s wrath. From level 50, the long hunt makes them deadly at range and the grove makes them druids: thorns, barkskin, the storm, roots, and at 100, the wrath of the wild.

Woodsmen are one of the road and shadow classes. Every ability, level by level, is under Abilities.

The road to Druid#

A woodsman takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Woodsman

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Tracker

    A tracker may hunt on any land in Sedia, a lord's preserve included, as long as they take no more than they need.

  3. Level200
    Rank 3: Ranger

    Rangers may arrest poachers and outlaws in the wild and bring them to the nearest court, which has to hear them.

  4. Level300
    Rank 4: Druit

    Druit is the old word for a druid still learning. A druit may claim a grove, and nobody may cut a tree in it.

  5. Level400
    Rank 5: Druid

    The last title. A druid speaks for the wild places at any council that would change them, and gets listened to, if only because the alternative is a druid who isn't.

Where they train#

Maela was born in the canopy and didn’t touch the ground until she was six. She trains woodsmen the way the forest trained her: she leaves them somewhere and waits to see if they come back. Most do, and the ones who do are hers for life.

Find Maela of the canopy at a canopy village in the Tropics of Dumet, in Menusia. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Maela of the canopy teachesTropics of Dumet: WoodsmanTropics of Dumet
Maela of the canopy teaches at a canopy village in the Tropics of Dumet.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • Birds go on singing when you walk under them.
  • You smell rain a day before it comes, and you’re never wrong.

How woodsmen see magic#

Woodsmen work earth, water and air, and feel magic as a calm heartbeat and the pull of nature. Every tradition, and what the scholars say underneath them.

Races that start closest#

The races whose starting scores sit nearest a woodsman’s wisdom and constitution. Any race can be a woodsman; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a woodsman; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a woodsman; the guild finder ranks all eleven.

What others say#

The woodsman walked into the marsh after my brother and came out the next morning with him over one shoulder. She hasn't said a word about it since.

A drover of Bartle's Post

They'll tell you a druid speaks for the trees. I've met one. The trees should find someone friendlier.

A timber boss of Hatchet

The silent grove

A grove in the Tropics of Dumet has gone silent: no birds, no insects, no wind in the leaves. Maela sent three woodsmen in and two came back. The third is still in there, and Maela says she can hear him laughing.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

Close combatAdaptationHuntingSurvivalDestructionRangedThe groveThe long hunt

Close combat#

Fighting up close with nature's help: ensnaring traps, ruptures, fever strikes, nature's grasp, a coil of air, and a ripple of water through three foes. 6 abilities, levels 10 to 40

EnsnareLevel 10 · 10 willpower
Quickly drops a small DC 10+plvl-elvl movement trap that lasts 5 rounds.
RuptureLevel 10 · 25 willpower
Reg damagex2. Targets vital organs of beast or humanoid, earth elemental damage.
Fever StrikeLevel 20 · 30 willpower
Lowers targets resistances to spells by WIS mod, lasts for 1 round.
Natures GraspLevel 30 · 30 willpower
Prevents target from defending next attacks.
Coil Of AirLevel 40 · 45 willpower
Adds DC 10 chance on each of the next 4 physical attacks to add knockdown.
Ripple EffectLevel 40 · 50 willpower
Reg damage to target, 1d12 to 2nd target, 1d8 to 3rd, attacks 3 targets water damage.

Adaptation#

Healing: regrowing limbs, rejuvenation, resurrection, bringing yourself back at 40, and regrowth for the whole party. 6 abilities, levels 0 to 50

RegenerateLevel 0 · 25 willpower
Regenerates a targets broken limb and heals 2d20 health+WIS mod.
RejuvenateLevel 10 · 30 willpower
Flourishes targets body with magic, restoring fatigue 2d20 stamina+WIS mod.
Greater RegenerateLevel 20 · 50 willpower
DC 10 regenerates a targets broken limb and +1d10 health and +1d10 stamina regardless of success.
ResurrectLevel 30 · 75 willpower
Resurrects target to 1 health.
Self-ResurrectionLevel 40 · 100 willpower
Resurrects self to 1 health.
RegrowthLevel 50 · 50 willpower
Flourishes parties bodies restoring 1d20 willpower,hp and sp.

Hunting#

Tracking, purging shadows, reflexes against traps and arrows, and traps of every kind: needler, disarming, explosive, shattering, distraction and burrowing. 14 abilities, levels 0 to 50

Basic HuntingLevel 0 · Passive
DC 18 to counter backstabs, DC 15 to avoid backstabs, DC 10 to force them to be regular attacks.
TrackingLevel 5 · Toggled
DC 10+elvl-plvl allows user to track targets and the location they may have gone in the recent past.
Expert HuntingLevel 10 · Toggled
Ability to purge shadows at command revealing its contents.
Night SightLevel 15 · Passive
Sees the people in a dark place by the warmth of their bodies, as by infravision, always.
Reflex AdaptationLevel 20 · Passive
Gives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. The difficulty of the spell is the casters level. In order to break that spell the druid rolls a d20 and adds their character level. Note that reflex save is in most cases very difficult to succeed unless that druid is either much higher level, the spell is a small spell or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes.
Basic Trap ProficiencyLevel 30 · Passive
Allows usage and successful disarming of basic traps. Refer to ensnare for breaking a trap. DC 5 disarm.
Set Needler TrapLevel 30 · 20 stamina
2d20 damage.
Set Disarming TrapLevel 30 · 15 stamina
5 damage+disarm.
Complex Trap ProficiencyLevel 40 · Passive
Allows usage and successful disarming of complex traps. Refer to ensnare for breaking a trap. DC 10 disarm.
Set Explosive TrapLevel 40 · 40 stamina
3d20 damage.
Set Shattering TrapLevel 40 · 40 stamina
3d10 damage+1d4 (1 breaks arm, 2 breaks leg, 3&4 fail).
Magic Trap ProficiencyLevel 50 · Passive
Allows usage and successful disarming of magic traps. Refer to ensnare for breaking a trap. DC 15 disarm.
Set Distraction TrapLevel 50 · 40 stamina
Confuses enemies forcing all non-party to hold action for a round.
Set Burrowing TrapLevel 50 · 50 stamina
1d10 damage against target enemy for 5 rounds, inescapable.

Survival#

Gouge, dirt kick, protecting an ally, hiding, foraging and harvesting. 6 abilities, levels 0 to 50

GougeLevel 0 · 20 stamina
Causes enemy to bleed, creating a wound dealing 1d4 damage per round until healed.
Dirt KickLevel 10 · 15 stamina
Causes enemy to be blinded for 2 rounds.
ProtectLevel 20 · 20 stamina
Protect target from its next incoming attack.
HideLevel 30 · 50 stamina
Ability to hide oneself or an object.
ForageLevel 40 · 50 stamina
Ability to procure either food or drink in unlikely situations, 1d4 (1 drink, 2 food, 3&4 fail).
HarvestLevel 50 · 10 stamina
Ability to harvest foraged food or drink, usually harvestable 3 times.

Destruction#

Nature turned on a foe: faerie fire, plague, infection, contamination, paralysis and nature's wrath. 7 abilities, levels 0 to 50

Faerie FireLevel 0 · 75 willpower
Lowers the effective armor class of enemies in a 5 yard radius.
PlagueLevel 10 · 30 willpower
Gives target a transmutable disease. Disease rank = char lvl/20 (1-5 range).
InfectLevel 20 · 25 willpower
Infect wound to prevent healing. Lasts 8 rounds.
Call LightningLevel 25 · 40 willpower
Calls lightning down on every enemy in the area for 2d12+WIS mod air elemental damage. Needs bad weather: out of doors under a cloudy sky or worse.
ContaminateLevel 30 · 20 willpower
Contaminates target food, water, potion or pill rendering it to give opposite effect.
ParalysisLevel 40 · 50 stamina
Causes target to enter paralysis for 3 rounds.
Natures WrathLevel 50 · 100 willpower
Elements of nature tortures target, 2d20 damage per 20 levels until released.

Ranged#

Arrows of fire, ice, earth and poison, and a jolting arrow that pierces armor. 5 abilities, levels 5 to 25

Fire ArrowLevel 5 · 10 stamina
Standard range+10 fire damage and DC 10 to cause 1d4 burn for 3 rounds, +WIS mod damage physical.
Ice ArrowLevel 10 · 15 stamina
Standard range+5 water damage and DC 10 to cause slow effect for 3 rounds +WIS mod damage physical.
Earthen ArrowLevel 15 · 15 stamina
Standard range+8 earth damage and DC 10 to cause knockdown, target loses 1 round, +WIS mod physical damage.
Poison ArrowLevel 20 · 10 stamina
Standard range +1d6 damage per round until healed +WIS mod damage physical.
Jolting ArrowLevel 25 · 15 stamina
Standard range + armor piercing + WIS mod damage physical.

The grove#

From level 50, the druid's magic: thornwall, barkskin, call the storm, lifebloom, entangling roots and the wrath of the wild. 6 abilities, levels 50 to 100

ThornwallLevel 50 · 40 willpower
Thorns burst up across the ground, slowing every enemy in the area for 3 rounds.
BarkskinLevel 60 · 45 willpower
Hardens a targets skin like bark, adding 10 armor class for 10 rounds.
Call The StormLevel 70 · 60 willpower
Calls the weather of the wild down on the area, turning it to the druids choosing.
LifebloomLevel 80 · 70 willpower
The party blooms with life, healing 2d20+WIS mod hp each round for 5 rounds.
Entangling RootsLevel 90 · 60 willpower
Roots climb a target and hold it fast for 3 rounds.
Wrath Of The WildLevel 100 · 120 willpower
The ground heaves and the wind tears at every enemy in the area, 4d20+WIS mod earth damage.

The long hunt#

From level 50, the bow at its best: marking prey, volleys, heartseekers, hamstring shots, covering tracks and the last arrow. 6 abilities, levels 50 to 100

Mark PreyLevel 50 · 20 stamina
Marks a target as prey, leaving its defenses brittle against the woodsman for 10 rounds.
VolleyLevel 60 · 40 stamina
Looses three arrows at once: reg damage to the closest target, 1d12 to the 2nd and 1d8 to the 3rd.
HeartseekerLevel 70 · 35 stamina
An armor piercing shot at the heart for 3d12+DEX mod damage.
Hamstring ShotLevel 80 · 30 stamina
A shot to the legs that cripples a targets movement for 3 rounds.
Cover TracksLevel 90 · 40 stamina
Hides every sign the party passed through the area for 5 rounds.
The Last ArrowLevel 100 · 100 stamina
One perfect armor piercing shot for 6d20+DEX mod damage, leaving the woodsman exhausted for 3 rounds.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Unarmed, two-hand, basic slashing, basic bashing and all ranged
Armor
Light armor and medium armor
Languages
Common
Extra attacks
Second attack at level 14, third attack at level 30, fourth attack at level 45 and fifth attack at level 68

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Magical Affinity
Grants +10 to lore on magical concepts and mysterium.
Swimming
Allows swimming through water too deep to wade.