Wild-One

"The forest offers gifts to those who respect its ways." -- Traditional hunter's saying.

You haven grown up outside of proper settlements or even roads, in the thick of the wild. You may still have frequent contact with civilization but have chosen to live away from it, or it may be all you know. The background covers hermits, raiders, hunter-gatherers and outcasts.

Work with the Game Master to determine why your character has rejected, or been rejected by, civilization. Was a dramatic event during childhood, or did you make a conscious choice later in life? Were you raised this way? You should also determine which part of Ataland you have been living in up to now.

Skill Proficiencies: Choose any two from: Nature, Survival, or Perception

Tool Proficiencies: Woodcarver's tools, or herbalism kit.

Languages: Sylvan

Equipment: A hunter's trap, tattered outdoors clothes, and an explorer's pack. You may also choose either woodcarver's tools, or a herbalism kit.

Feature: Outdoors Survival

You are used to living on outdoors in the wild. You have developed the skill-set you needed to survive.

You know how to forage enough food and water to sustain yourself and 3 others. For example, you might find berries while in the woods or extract water from cacti in deserts. Assuming the resources are available, it will take one hour to gather them. So long as you are outdoors, you know which direction North. You know how to setup a camp that is safe from the local wildlife, allowing uninterrupted rest. This protection only applies to creatures of the type beast.

Characteristics

To be a wild-one is not to be wild yourself. Though many are, there are equally as many who are calm, contemplative or even serene. Wild-ones have a deep understanding of nature and their own position in it. This awareness can be used to control one's inner beast or embrace it.

1d6 Personality Trait
1 Sometimes I forget to speak and growl instead.
2 I prefer to hunt, fish or gather my own food.
3 I'm hyperactive and bursting with energy.
4 I'm very tranquil. It takes a lot to phase me.
5 I wear rags and animal skins. I don't understand the point of trousers.
6 My movement and gait is more animal than humanoid.
1d6 Ideal
1 Environmentalism. I leave nature as I found it, or better. (Good)
2 Isolation. To understand myself, I must spend time alone. (Any)
3 Law of the wild. The strong survive and the weak perish. (Evil)
4 Free Spirit. Nobody is my master. (Chaotic)
5 Adaptability. We must adapt to survive. (Chaotic)
6 Bound to all. All life is connected. (Lawful)
1d6 Bond
1 I am just one small part of a nature. It spans infinitely before and behind me.
2 My tribe or family.
3 The only person I can rely on is myself.
4 I have roots back in society, if I can find them.
5 A pack of wild animals. Our partnership spans generations of the pack.
6 I oppose those who say progress must come at the expense of nature.
1d6 Flaw
1 The bigger the town, the more uncomfortable I feel.
2 From my point of view simple mechanical devices are fascinating and magical.
3 I never learned good manners.
4 I'm intimidated by a crowd of people.
5 I resort to violence quickly. In the wild you don't get second chances.
6 Now that I've experienced civilization, I'm reluctant to return to the wilds.

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