Frontiersman (Character Kit)

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==Frontiersman==
Description: The Frontiersman is the explorer of the Known Spheres, expander of the reach of the spaceborne, and discoverer of new worlds. The Frontiersman lives at the fringes of civilized space, taming worlds and finding out what lies just beyond the phlogiston.
Frontiersmen tend to be solitary or bound into tight-knit groups. As a rule, they distrust strangers and are more willing to depend on themselves than any whims of fate or pleas to fair treatment. They are pragmatic and sometimes seen as unnecessarily heartless by their more civilized brethren, but they are generally not unnecessarily cruel.
The Frontiersman often represents his civilization in first contacts with new races and peoples. While most Frontiersmen toil their whole lives without distinction, a few discover one of the many natural troves of space (uninhabited worlds with rich resources), becoming wealthier than the wealthiest adventurer.
Role: The Frontiersman is the explorer, expanding society's horizons for the good of his soul (and for his profit, of course). Without Frontiersmen, the Known Spheres would not be known, and the many uninhabited worlds of space would sit idle.
Frontiersmen are almost always the first beings in any sphere, but they rarely stick around for long. Once real bases have been established, the local wildlife has been pacified, and settlers have arrived, the Frontiersman moves on. A story is told of a Frontiersman who left the sphere he had discovered because there were now too many people in it. He had seen four people in one year!
Rangers are the most common type of Frontiersman. However, warriors may also select this kit. Paladins are bound to the religious and social life of their societies and may not take this kit.
The life of a Frontiersman is a difficult one. Characters wishing to take the Frontiersman kit must have a Constitution of at least 15.
Frontiersmen rarely "go civilized," preferring to live out their lives in the solitude of exploration. The call of the wild is a powerful one, and some Frontiersmen cannot shake it no matter how hard they try.
To abandon the Frontiersman kit, the character must remain in a civilized region of space while gaining three full experience levels. Each time he gains a level, he must make a Wisdom check. Failing the check sends the Frontiersman back out into the open spheres for 1–3 months. At the end of that time, he may return to civilization, but he must start accumulating levels toward abandoning this kit all over again. This Wisdom check (and associated "call of the wild") does not affect Frontiersmen who are in civilization only temporarily and do not intend to give up the kit.
Secondary Skills: Choose one from  Forester, Hunter, Trader, Trapper/Furrier.
Weapon Proficiencies: Frontiersmen generally do not fight as part of a military unit, so they do not use purely military weapons. Thus, they must choose from battle axe, blowgun, bow (any type), club, dagger, footman's mace, hand/throwing axe, harpoon, javelin, knife, quarterstaff, sickle, sling, spear, sword (any type), trident, warhammer, whip.
Nonweapon Proficiencies:
* Bonuses: Direction Sense, Tracking.
* Recommended:
** (General) Animal Handling, Blacksmithing, Fire-building, Fishing, Languages (Modern), Swimming, Weather Sense;
** (Warrior) Animal Lore, Endurance, Hunting, Mountaineering, Running, Set Snares, Survival (any type);
** (Wizard) Planetology.
Equipment: The Frontiersman may use any weapons on the list of weapon proficiencies, so long as they are permitted to his class. He may use no armor better than chain mail, although he may also use a shield. His clothing should be practical rather than ornamental, and he should spend most of his money on equipment and provisions.
Special Benefits: The Frontiersman is best suited for life on his own. Although he will adventure (indeed, his entire life may be deemed an adventure), he is at his best when working by himself. Thus, a Frontiersman gets +2 to attack rolls when fighting alone (without allies). This includes one-to-one combats, solitary fights in the wilderness, and battles against groups of armed thugs on city streets. If he has an ally engaged with the same group of foes, however, he loses this benefit, as he cannot fight with the ferocity that he can alone without endangering his ally.
Special Hindrances: Frontiersmen are distrustful of authority, especially when it is organized into a governmental force. This distrust manifests itself in surly attitudes, distrustful glances, and a generally bad reputation. Frontiersmen suffer a -3 on reaction rolls when dealing with government officials, members of priestly bureaucracies, and other authority figures.
Wealth Options: Frontiersmen generally do not travel into the wilderness because they started wealthy. Beginning Frontiersman characters start with 4d4 x 10 gp for their starting funds.
Races: Of the human and demihuman races, humans and elves are most likely to take up the solitary life of the Frontiersman. There are occasional halflings who travel deep into the wilderness, but gnomes and dwarves are generally too clannish to abandon their friends and families so completely.
Of the nonhumans, neither dracons, giff, rastipedes, nor hadozee are likely to travel so far from their family groups. (A lone dracon is considered insane by his fellows.) The hurwaeti and lizard men occasionally spawn Frontiersmen, however, and these are often more intelligent than their gregarious brethren. The scro are too packlike to pursue this kit, but the xixchil enjoy the challenge and prestige inherent in pitting themselves against an entire world.
Category:Character Kit
Category:Character Kit CSH