Wilderness Warrior
This hero represents is a loner who has chosen to move himself away from society in general. He often disguises himself as “the mad hermit” wandering form land to land or simply existing out of the confines of regular society, but he is far from mad. Unlike the barbarian or berserker, the Wilderness Warrior did not grow up in a savage way, in fact, more often than not, the wilderness warrior had a city upbringing. At some point, however, the forest called to him and he moved away from civilization to make his way by wit and muscle. Wilderness warriors often ‘adopt’ a native tribe and enmesh themselves in their culture and practices.
Role
The Wilderness Warrior is the "outsider's voice" who questions all the common habits of civilized culture. He calls into question the good orf governments, law, and order. Often a follower of Tsu-Tao he hears the truth in the fields and among the forest and it helps him see things more clearly. The wilderness warrior is sometimes shamanistic… men of few words, but what is spoken is invaluable.
Distinctive Appearance
None
Special Benefits
The Wilderness Warrior gets a special bonus of +5 to his Survival proficiency roll. This only applies to the Survival proficiency pertaining to environments like that of his origin; if he later takes a second Survival proficiency for another type of territory, the bonus doesn't count toward it.
Special Hindrances
The Wilderness Warrior, due to his long absence, is occasionally hindered by his unfamiliarity with society and its finer aspects.
Class
Attribute Requirements
Constitution of 13
Barred Beliefs
None
Race Requirement
Any
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
The Wilderness Warrior may spend his Weapon Proficiencies any way he pleases but those chosen should be useful in the environment in which they reside most often.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Survival (in his native environment), Endurance
Recommended Non-Weapon Proficiencies
Any survival based such as: Animal Handling, Animal Training, Dancing (his cultural dances), Fire Building, Fishing, Riding (Land-Based), Mountaineering, Tracking
Equipment
The Wilderness Warrior may only spend his starting gold on items appropriate to his ‘adopted’ culture. The Wilderness Warrior doesn't have to spend all his starting gold before entering play. Once he begins play, there are no restrictions on what sorts of equipment he may buy.
Wealth Options
The Wilderness Warrior gets the usual 5d4 x 10 gp in starting gold.
Homeland Terrain
None
Economic System
None