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 past history and origins.
This article first appeared in Casket of Fays Issue 5.