This is a class for LOTFP, based on the Specialist, inspired by Zak's random classes. You get all the Specialist's normal hit dice and saves, but on level up you roll twice on this table instead of getting skill points.

This is essentially a ranger/druid thing, inspired by Joesky's WTF druid. It's someone who runs around the forest punching bears for kicks. They have a new skill: Drugs, Pharmacy, Concoctionism or Rhizotomoi. It concerns the application, handling and knowledge of all poisons, herbs, and remedies. Look down the table to see what it's good for.

  1. +1 Dexterity, up to racial max.
  2. +1 to the chance that anything you meet in the wild is surprised.
  3. +1 to ranged attack bonus.
  4. Whenever you aim (waiting a round to get +4 to hit at range) the dice you roll for damage becomes one size bigger.
  5. The dice you roll for Craft Checks becomes one size bigger.

    (In my game, you roll d6+Wis to make something. Whenever you use the item, roll under that number or it breaks. If you succeed, subtract 1 for next time. This entry makes it a d8+Wis.)
  6. +d4 to the damage of any trap you use, and all related checks (e.g., the saving throw the enemy must make to escape it). Next time it's +d6.
  7. +1 to stealth.
  8. +1 to bushcraft.
  9. +1 to Sneak Attack.
  10. You know what’s passed this way today.
  11. When you’re in a group, you can travel one extra hex per day.
    (If your campaign doesn't use wilderness travel or hexes, then the Outcast is one speed faster at all times.)
  12. Eagle eyes. You can pinpoint details at long distances (For example, seeing the details of nearby hexes, or reading lips to see what people are saying in another building). Roll this again, and you can shoot all ranged weapons farther (ignore 2 points of ranged penalty).
  13. Herbs! Roll for one herb. You know where it grows; Either the DM draws the location on the map, or you can just handwave it and gather d4 bushels in-between sessions. The subject must eat or drink the herbs; stabbing a guy with one of these on a dagger will have no effect. Unless it says otherwise, they last d6 rounds.
    1. Trip out: Victim removes all their clothes and acts dazed and confused. They’ll snap out of it if attacked.
    2. Truth serum: Victim cannot tell lies. They may babble about inconsequential details, though. The Vicarian Brain Flower uses this to tear families apart, allowing it easy access to the depression it feeds on.
    3. Numbness: Completely numbs you to pain but heals no damage. This would, for example, let you walk on broken legs, let you wake up and keep fighting under 0 HP, and give you +2 against effects like Sleep. Leeches use this to numb you to their bite.
    4. Berserk: Get two attacks per round, and wildly attack anyone around you.
    5. Communion: Subject sees everyone they’ve ever killed. They may ask them for advice. Serious killers may be terrified.
    6. Joker Venom: Victim loses all inhibitions, acts on all their secret desires. (Non-human opponents may have non-human secret desires.)
    7. Distracted: Victim gets -4 to their next saving throw.
    8. Focused: Subject doesn't have to sleep tonight.
  14. Poisons! Roll for one poison. You know what plants and animals you can distill this from, and where they live and grow. Again, the DM can draw the location on the map, or you can just handwave it and gather d4 vials in-between sessions. Obviously the victim gets a save against poison.
    1. Lowers the victim’s immune response, giving them a common disease which will force them to skip work and just lay low in their bed for d4 days.
    2. Tracer: For d4 days, the Victim constantly coughs up blue bile that glows faintly in the dark. Bavarian slugs tag their victims with this so they can track them to their den and slowly envelop them while they sleep.
    3. At times of intense stress, the victim must save or be overcome by a completely different personality, which will have no memory of what was going on previously. The outcasts believe this personality is a recently departed soul. Lasts d4 days.
    4. Shakes: Critically fails on a roll of 5 or less. Constantly messes up small tasks, breaks objects, etc. Lasts d4 rounds.
    5. Fear: -2 to morale checks.
    6. Paranoia: Subject begins to believe that their friends have betrayed them, starts a fight with their group. Lasts d4 days.

Every time you roll a Herb or Poison result, add one to your Drugs skill. The DM makes a secret Drug check whenever you apply a poison or a herb. Failure indicates that you left traces of it on your skin, which will activate the effect whenever it’s most hilarious.

You also add your Drug skill to the duration of all effects. For instance, with a skill of 3, the Tracer poison will last d4+3 days. Obviously, the players should be able to discover herbs and poisons on their own, as well as rolling the ones here on level up.

The Land of Hidden Men ~ Jungle Girl

  1. +1 to critical hit chance at range.
  2. +d4 to reaction checks against animals. Next it’s +d6.
  3. You get a bonus to crafting shit out of animals: +1 to craft it, and to any effects it has (Damage and to-hit for weapons, AC for armour, saves for traps, etc). Only works for cool, exotic animals.
  4. Every day, you can pick a target. While tracking it you don’t need to sleep, eat, or stop for anything. You gain the special affinity a hunter has with it’s prey. You can ask d4 questions about it: what it's thinking, its secrets and its weaknesses. Roll this again and it's d6, d8, d10 questions.
  5. Pick an area. You know all about it. (Here’s how I handle player knowledge. You should already be telling every player a lot of stuff about the area, so they can make valid choices. So, instead of just giving the outcast more information, I’m going to let them decide d4+bushcraft things about what the area’s like. For instance, they could get the map and draw the perfect place to camp undetected, an underground river that flows right under the enemy base, a field where poisoned mushrooms grow, or add an entry to the random encounter table. You could also simply answer d6+bushcraft questions about the area.)
  6. Roll twice, get both effects.

This is the first level-up table. Whenever you want, you can test yourself at an outcast initiation ritual to become a Druid, which allows you to roll on the Druid level-up table with better effects.