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Class record

Forager

Gatherer / Utility

Tier
1
Difficulty
2 / 5
Main role
Gatherer
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Foraging. You also gain 5 skill points to spend in Athletics, Medicine, Survival or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Reason or Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Toughness or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

From the lively activity of the deep forest to the serene stillness of the snowy tundra, a Forager was most at home wandering places no one has traveled through in decades (if ever). To take only what was needed, to preserve the beauty of what was; that was the motto of many Foragers. An ideal that caused natural tension between Foragers and Farmers but even the most steadfast Forager would admit that their ways wouldn’t be able to support the growing population of Lyr.

A true Forager could be recognized by their unique gathering tool: giant scissors. Named so due to their general construction of two handles with paired blades connected to a pivot point, the giant scissors were reinforced survival multi-tools. Designed for the specific needs of each Forager, the scissors often had blades large enough to cut a tree in half (or a man) and most came with sharpened tips that could be used like a spear when the tool was closed. Serrated or sharpened outer edges could allow for sawing and chopping wood, while the handles would sometimes have hooks to aid in pulling things down into easy reach. A difficult tool to master just for harvesting, those Foragers that trained to fight with them were unpredictable dervishes that utilized their unconventional weapon’s quirks to their advantage.

With a deep connection to the natural world around them and experience born from time in the wilderness, Foragers were never truly in danger of running out of even the most basic of supplies. Be it food and water or torches, ropes, and even shelters, a Forager could often find or fashion some manner of natural replacement. With a sharp eye for details honed by spotting tiny gatherable herbs and mushrooms (and identifying their properties at a glance), their versatility in supplies, and even their strange combat style, any adventure or expedition would do well to consider bringing a Forager along.

Tactical guidance

Playing Forager

The forager is a gatherer and utility class. Their primary use in combat is to use Lifebeat Sense to gather information on the HP status of enemies, as well as making them easier to be critically hit. This does cost mana, so be careful about overusing this.

Their second combat ability is vivisect, which is an instakill ability with severeal requirements to it. While it may look hard to use because of that, in practice you can get this off pretty reliably. Simply use Lifebeat Sense on a grunt you know is RP exhausted, and you can immediately Vivisect them after. The combo isn't cheap action or mana wise, but it cannot miss which is nice.

For gathering, you have Verdant Instinct and Divining Petalfall. These are best used together. An early Verdant Instinct can give you the information you need, then you can replace one with a 5 if needed which allows you to guarantee a Divining Petalfall for Lucky Points.

Forager

Class features

Abilities unlocked

Complete rules for every ability granted by Forager.

Key ability

Forager's Path

Class feature

Benefit 1

You gain proficiency in Giant Scissors and proficiency in your choice between Axes or Hori. You may use axes for harvesting foraging outcrops.

Benefit 2

You gain the ability to harvest Tier 1 Foraging Outcrops.

Benefit 3

You gain the ability to use natural item as replacements for an Adventurers Kit and Torches such as: using the sun/moss as a compass, using vines as rope etc. The material must be available (GM’s discretion)

Benefit 4

You gain the ability to create Wood Blocks as an Errand. See item: Carpenter Materials. You may use an IP to do this 4 times instead.

1 Strike Dice Other

Make a gathering check and apply it to NP. After rolling, roll two more dice that will be used as your next 2 strike dice values. You may reorder them or replace one with a 5.

Requirements

Must be in a gathering session.

1 AP1 MP
Range
30ft
Keywords
Expose,Analyze

You can assess the approximate HP percentage of the target until the end of combat.  (The DM should enable health bars for the unit, or you can ask for an approximate percentage). In addition, the target is afflicted by Expose 1, reducing the target’s crit threshold by 1. (20 to crit becomes 19.) Expose is removed once the target is critically hit (regardless of if they defend or not)

1 Strike Dice Other

 Make a gathering check with a +5 bonus. If the final dice value is even, add it to Node Points. If it’s odd, add it to Lucky Points.

Requirements

Must be in a gathering session.

Ability

Vivisect

3 AP1 MP
Range
Melee Weapon Range

You cut the target in half with your scissors or chainsaw, killing them instantly.

Requirements

Giant Scissors or Chainsaw only. Target is affected by Expose and is a grunt.