Woodland/Jungle Fighter O.C.C.

Surviving and waging war in the untamed wilds is an art few have truly mastered. The jungle and woodland are more than mere landscapes, they are living, breathing entities filled with unseen dangers and hidden opportunities. The dense foliage shifts with the wind, concealing both predator and prey. The terrain is treacherous, offering both sanctuary and sudden death. The elements themselves are relentless, testing the endurance of those who dare to call these places home. Strength alone is not enough to survive here; only those who embrace cunning, patience, and an intimate bond with nature can hope to endure.

These warriors are not just fighters; they are hunters, tacticians, and survivalists. They do not wage war with brute force but with strategy, knowing when to attack and when to let the land do the work for them. They are masters of setting deadly traps, executing devastating ambushes, and utilizing natural poisons that cripple their foes before a battle even begins. Stealth and deception are their constant allies, enabling them to lure enemies into carefully orchestrated deathtraps. Against the disciplined ranks of an army or the thick armor of a heavily armed knight, they are a waking nightmare, able to inflict destruction with the precision of an entire battalion, yet remaining nothing more than whispers in the trees.

When pitted against another master of the wilds, battles can stretch across days, fought in silence and shadow, where the slightest mistake can mean death. Each move is calculated, every footstep planned. The sounds of the forest mask their presence, and their strikes come from nowhere, silent, swift, and merciless. By the time their enemy realizes they are under attack, it is often too late. And when their work is done, they fade into the jungle, leaving nothing but bodies and uncertainty in their wake.

Yet even the greatest warriors of the wilds are not immune to the perils they wield against others. Hunger gnaws at the unprepared. Disease festers in every bite, scratch, and stagnant pool. The exhaustion of endless stalking and pursuit can dull even the sharpest instincts. And the land itself, so often their greatest weapon, can become their most ruthless enemy, betraying them to quicksand, flash floods, venomous creatures, or even the wrath of an enraged jungle spirit.

To walk this path is to embrace the eternal struggle of predator and prey, hunter and hunted. It is to understand that the wilds bow to no one, and only those who respect its laws will earn the right to call it home.

Special Abilities

  1. O.C.C. Bonuses
    • +30 to S.D.C.
    • +2 to P.S. (Physical Strength) and P.E. (Physical Endurance)
    • +1 on Perception Rolls when recognizing danger
    • +1 to strike
    • +1 to pull punch
    • +2 to roll with punch, fall, or impact
    • +1 to save vs. poisons and toxins
    • +1 to save vs. Horror Factor

  2. Trapping and Ambush Expertise
  3. These warriors specialize in constructing lethal traps designed to capture, injure, or eliminate humanoid targets. Many of their traps employ layered deception, ensuring that those attempting a rescue or counterattack fall victim to secondary and tertiary hazards.

    Base Skill: 40% +5% per level of experience.

  4. Close Combat Feint and Attack
  5. Many outsiders assume that jungle and woodland fighters rely solely on primitive weapons. This misconception is a weakness they exploit. These warriors use feints and misdirection to bait enemies into overcommitting to breaking a weapon or delivering a strike, only to turn their enemy’s momentum against them.

    Opponents attempting a called shot to break the fighter’s weapon must roll twice and take the lower result. Additionally, when their weapon is targeted, these warriors may counterattack with a +2 bonus.

  6. Natural Guerilla Tactics
  7. The fighter has a near supernatural ability to blend into their environment, set up ambushes, and maneuver through difficult terrain without being detected.

    • +10% to Camouflage and Prowl skills.
    • Can move at full speed through dense foliage without penalty.
    • Can find natural cover and concealment in any natural environment.

  8. Poison Handling
  9. Trained in the use of natural toxins, these fighters can extract poisons from plants and animals to coat weapons, set traps, or debilitate foes.

    Base Skill: 50% +5% per level of experience.

  10. Rapid Recovery
  11. Due to their rigorous training and exposure to harsh environments, these warriors recover from fatigue and injuries faster than most.

    • Recovers from exhaustion twice as fast as normal.
    • +10% to First Aid and Wilderness Survival.

  12. Natural Terrain Stealth
  13. In their native environment (jungle or woodland), these warriors are virtually undetectable when moving slowly or staying still.

    Base Skill: 50% +5% per level.

  14. Silent Kill
  15. When striking from stealth, the warrior gains a +2 to attack rolls and can deal double damage on a successful surprise attack.

The Jungle and Woodland Fighter O.C.C.

Attribute Requirements: P.E. 12 or higher, P.P. 10 or higher. High I.Q. and M.E. are helpful but not required.

Alignment: Any, though most tend to be Unprincipled, Scrupulous, or Anarchist.

Gender: Male or Female

Race: Any, but Elves, Humans, and Wolfen are the most common.

O.C.C. Bonuses: +30 to S.D.C., +2 to P.S. and P.E., +1 on Perception Rolls when recognizing danger, +1 to strike, +1 to pull punch, +2 to roll with punch, fall, or impact, +1 to save vs. poisons and toxins, and +1 to save vs. Horror Factor.

O.C.C. Skills:

  • Area Knowledge (Jungle or Woodland only; +20%)
  • Cook (+10%)
  • Detect Ambush (+15%)
  • Detect Concealment & Traps (+15%)
  • Fishing (+5%)
  • Hunting
  • Identify Plants & Fruits (+20%)
  • Land Navigation (+20%)
  • Language: Native 98%
  • Language: One of choice (+5%)
  • Physical: One of choice, any. Typically Running or Swimming (+10%).
  • Recognize Weapon Quality (+10%)
  • Track Humanoids (+15%)
  • Track & Trap Animals (+15%)
  • Use & Recognize Poison (+10%)
  • Wilderness Survival (+20%)
  • W.P. Spear
  • W.P. Sword
  • W.P. Two of choice, any except Pole Arms and Siege Weapons.
  • Hand to Hand: Expert, which may be changed to Martial Arts or Assassin (if evil) at the cost of one O.C.C. Related Skill.

O.C.C. Related Skills: Select 6 additional skills at level 1, plus 1 per level after.

  • Communications: Any
  • Domestic: Any
  • Espionage: Detect Ambush & Intelligence only (+5%)
  • Horsemanship: General or Exotic
  • Medical: First Aid only (+5%)
  • Military: Any
  • Physical: Any
  • Rogue: Any
  • Science: Basic Math only
  • Technical: Any
  • Weapon Proficiencies: Any
  • Wilderness: Any (+10%)

Secondary Skills: Choose 4 at level 1, plus 1 per level after. No O.C.C. bonus.

Starting Equipment: A set of well-worn clothing, a hooded cloak or camouflage netting, a pair of soft boots, a belt, several small pouches, a backpack, bedroll, flint & steel, a whetstone, a water skin, a hunting knife, 50 feet (15 m) of rope, a small selection of traps and snares, and a long-range bow or crossbow with 20 arrows/bolts.

Money: Starts with 2D6 x100 gold in coins or trade goods.
10-1,850
21,851-3,700
33,701-7,400
47,401-13,000
513,001-22,000
622,001-33,000
733,001-47,000
847,001-66,000
966,001-91,400
1091,401-131,500
11131,501-171,600
12171,601-221,700
13221,701-272,800
14272,801-326,900
15326,901-378,000

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