One-Page Profession: The Forester
These are the rangers and woodsmen who are common throughout feudal society. Fighting men trained in woodcraft, tracking, and moving secretly through the countryside. Foresters must have a Strength of at least 9.
Starting Profile: ATTACK 13; DEFENCE 6; MAGICAL DEFENCE 4; EVASION 4; STEALTH 14; PERCEPTION 6; Health Points 1d6 +8
Track: This operates in the same fashion as the Knight and Barbarian ability (Dragon Warriors, p.63) but the Forester may add his Rank to his PERCEPTION.
Premonition & ESP: These operate in the same fashion as the Mystic abilities (Dragon Warriors, p.34).
Stealth: The Forester may add his Rank to his STEALTH when moving in natural, open terrain (forest, hills, open country, etc.).
Armour: The Forester suffers -2 from both ATTACK and DEFENCE if wearing plate armour (the same penalties as Barbarians and Warlocks).
Starting Equipment: Lantern, flint-&-tinder, backpack, bow, quiver containing six arrows, dagger, chain mail armour, 2-20 florins, sword or war axe (treat as a (d6,5) weapon).
Advancement: Foresters advance in Rank the same way as Barbarians.
Skills of the Mighty: Foresters may choose one Skill of the Mighty from the Knight's selection on attaining Rank 8 and each Rank thereafter.
Background: Foresters use the Mystic background tables when determining history and origins.
This article first appeared in Casket of Fays Issue 5.
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