Creature of the wilds. You are these things and more. Your time in the wilderness may have been solitary until now, but the call of some greater thing—call it fate if you like -has cast your lot with these folk. Brave, they may be. Powerful and strong, too.
You know the secrets of the spaces between, though. Without you, they’d be lost. Blaze a trail through the blood and dark, strider.
Rules and Magic Core
Experience: As Halfling
Hit Dice: As Halfling
Saves: As Halfling (If you are not using any demi-humans then saves will be as Dwarf)
Skills:
Level 1-3: 3 in 6 Bushcraft, 2 in 6 Steakth
Level 4-6: 4 in 6 Bushcraft, 3 in 6 Stealth
Level 7-9: 5 in 6 Bushcraft, 4 in 6 Stealth
Level 10+: 6 in 6 Bushcraft, 5 in 6 Stealth
Wall of Steel: They gain an additional +1 to Armor Class when wielding two weapons and can use the Parry Action like a Fighter.
Marksmen: They ignore all ranged penalties.
Second Edition Playtest Notes Changes
Experience, Hit Dice, and Saves are ignored becuase they are calculated differently.
Skills: They begin play with an additional +5 bonus to Bushcraft and a +2 bonus to stealth
Wall of Steel: They gain an additional +1 to
their AC when wielding two weapons and
possess a +2 bonus to their Guard Action when wielding two weapons.
Marksmen: They ignore all range penalties.
Credit where credit is due. This is a hybrid from the ideas found here, here, here, and with some great feedback.
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