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Old 12-01-2022, 09:58 AM   #11
hcobb
 
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Default Re: Talent/Spell of the Week: Woodsman

What are the proper tools for a Woodsman, other than the obvious pickaxe for a dwarf, bow for an elf, kindjal for a halfling, and a fencing machete for a human?
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Old 12-01-2022, 10:30 AM   #12
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Default Re: Talent/Spell of the Week: Woodsman

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Originally Posted by hcobb View Post
What are the proper tools for a Woodsman, other than the obvious pickaxe for a dwarf, bow for an elf, kindjal for a halfling, and a fencing machete for a human?
  • Fire starter
  • Tarp
  • Rope
  • Knife
  • Sharpening stone
  • Backpack
  • Trowel or small shovel
  • Hatchet
  • Compass
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Old 12-01-2022, 06:24 PM   #13
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Default Re: Talent/Spell of the Week: Woodsman

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Originally Posted by Axly Suregrip View Post
Maybe Woodsman talent should be a prereq for Naturalist talent instead of the other way around. If so, then make Woodsman IQ 8.
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Originally Posted by phiwum View Post
That's actually pretty sensible. I think of naturalist as being closer to a practical branch of an otherwise scholarly study. Woodsman is a bit less academic to my mind.
I concur. I always thought that Woodsman and Naturalist were backwards with respect to prerequisite hierarchy.
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Old 12-02-2022, 05:04 AM   #14
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Default Re: Talent/Spell of the Week: Woodsman

ITL 58 has the Woodsman as an army scout able to deploy anywhere and not a local hunter.
  1. Mundane background - I grew up there.
  2. Area Knowledge - I've studied that place.
  3. Woodsman - Toss me out of any random gate and I'll be okay.
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Old 12-04-2022, 09:08 PM   #15
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Default Re: Talent/Spell of the Week: Woodsman

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ITL 58 has the Woodsman as an army scout able to deploy anywhere and not a local hunter.
  1. Mundane background - I grew up there.
  2. Area Knowledge - I've studied that place.
  3. Woodsman - Toss me out of any random gate and I'll be okay.
I agree with your list. But I can't find army scout with woodsman in the job listing of ITL 58.
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Old 12-05-2022, 12:20 AM   #16
hcobb
 
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Default Re: Talent/Spell of the Week: Woodsman

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I agree with your list. But I can't find army scout with woodsman in the job listing of ITL 58.
Woodsman is mentioned only once in that table, as a type of "Army/police auxiliary".

Army Scout, Human, age 20
ST 9, DX 12, IQ 11, MA 10
Talents: Axe/Mace, Climbing, Lasso, Literacy, Naturalist, Silent Movement, Tracking, Woodsman
Language: Common
Weapons: very fine hatchet (1d+2), hatchet (1d), lasso (1d+2), untalented dagger (1d-1)
Attacks and Damage: Punch (1d-3)
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Last edited by hcobb; 12-05-2022 at 12:24 AM.
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Old 05-30-2023, 09:41 AM   #17
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Default Re: Talent/Spell of the Week: Woodsman

Woodsman covers will drinking this water source cause sickness while Naturalist covers will something bite my hands if I dip them into this water?
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Old 05-31-2023, 10:44 AM   #18
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Default Re: Talent/Spell of the Week: Woodsman

It seems to me that Woodsman and Naturalist could be treated like Physicker and Vet.

Woodsman should be an IQ 8 talent that costs 1 point. At IQ 11, if one already has Woodsman, they can get Naturalist for 1 IQ point instead of 2. At least, this seems more logical to me.
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Old 06-18-2023, 09:21 AM   #19
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Default Re: Talent/Spell of the Week: Woodsman

Given a clear night sky, would either Astrologer or Mathematician give a bonus for determining which way "North" is?
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Old 06-18-2023, 10:42 AM   #20
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Default Re: Talent/Spell of the Week: Woodsman

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Given a clear night sky, would either Astrologer or Mathematician give a bonus for determining which way "North" is?
Good point on Astrologer. With an astrologer the party will start out in the right direction (assuming the clear sky that previous night), but no guarantee they will stay the course during the day's travels.

I would give a party with Astrologer talent an advantage. If they are lost and headed in the wrong direction, the astrologer would catch that at night. That is, the astrologer will prevent them from getting the "lost already" penalty since they will know they were going the wrong way the previous day.
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