Lumberjack OCC

Lumberjack

These hardy souls make their living harvesting the vast forests of the Northern Hinterlands. Most of them specialize in cutting down one kind of tree, be it giant fernwood, hardwood or stonewood.

The majority of these roughnecks work hard and play hard. Theirs is a dangerous and uncertain profession, so when they make their money (and most do quite well once their lumber is processed) they tend to spend it quickly, for a lumberjack never knows if he will be alive at the end of the next work day.

Some lumber crews are in a state of undeclared war with Kankoran who feel the Coastlanders are cutting too deeply into the forests. Others find themselves playing the role of the heroic woodsman when their logging expeditions take them to a part of the forest where there are people in need of a champion to destroy the monsters or villains harassing them .

A few Lumberjacks, once they have gotten a taste for such adventure, give up cutting for profit and take up their axe as a free adventurer. The Coastlanders are seeing an increasing number of such folk, many of whom are fmding steady work as mercenaries, bodyguards, and enforcers of some kind. With civil war and a Bizantium invasion becoming ever more likely, these "free cutters" know that sooner than they like, they will be called to war.

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Alignments: Any.

Attribute Requirements: P.S. 12, P.E. 1 2

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O.C.C. Skills

  • Language: Native tongue at 98% plus two of choice (+10%).
  • Identify Plants/Fruits (+25%)
  • Climb Trees/Scale Walls (+20%)
  • W.P. Battle Axe
  • Hand to Hand: Basic.

This can be changed to Hand to Hand: Expert for the cost of one "O.C.C. Realted" skill or to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of two "O.C.C. Related" skills.

O.C.C. Related Skills

Select five at level one, two at level three, two at level eight and two at level twelve. All new skills start at level one proficiency.

  • Communications: Sign Language only.
  • Domestic: Any.
  • Espionage: Track Humanoids only.
  • Horsemanship: General or Exotic only.
  • Medical: Brewing or First Aid only.
  • Military: None.
  • Physical: Any.
  • Rogue: Prowl and Card Shark only (+5%).
  • Science: Mathematics: Basic only.
  • Scholar/Technical: General Repair, Language, Literacy, or Sculpting/Whittling only.
  • Weapon Proficiencies: Any.
  • Wilderness: Any (+5%).

Secondary Skills

The character also gets to select 7 secondary skills from the previous list at level one, and two additional skills at levels three, six and ten.

These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.

All secondary skills start at the base skill level. Also, skills are limited ("any," "only," "none") as previously indicated in the list.

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Starting Equipment

One set of clothing, boots, a pair of gloves, belt, bedroll, backpack, a large sack, a small sack, a water skin, and a tinder box.

Armor

Starts with a suit of soft leather (A.R. 1 0, S.D.C. 20).

Weapons

Starts with an axe and one other weapon of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.

Money

The character starts with 100 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from payment for jobs and/or booty.

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Levels of Experience