From D&D Wiki
The Forager is the character in the entourage who provide the fighting characters with food and run messanges and carry equipment in the forests. In Teoryran logistics is as important fighting or healing, if not more so. Foragers are serfs picked by the Lord, who must be a member in the entourage and another player to serve noble fighters and their Sergeants-At-Arms.
 Making a <-class name->
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: <-alignments allowed for this class, or write "Any"->.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
|1st||+0||+0||+2||+ 0||Improved Reflexes|
|2nd||+1||+3||+3||+ 0||Improved Fortitude|
|9th||+4||+6||+6||+ 3||Make Kamp|
|13th||+6||+8||+8||+ 4||Memorize Inventory|
|17th||+8||+10||+10||+ 5||Find Trap|
|18th||+9||+11||+11||+ 6||Repair Tool|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
 Class Features
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: All simple weapons and armors.
Improved Reflexes: The Forager gains improved reflexes. Improved Fortitude: Surviving in the forests hardens fortitude. Run: Can run + 5 extra meters per turn each time taken. Provision: You gain provide food for 3 persons Carry: +2 Strenghts to all carry checks.
Make Kamp: You gain +2 on all checks involving building or finding shelters.
Memorize: You remember instructions in detail. The player can always be ask for advice and be remembered of what he was supposed to do. Memorize Inventory: You are a difficult target for thieves. +2 to all attempts to steal from you. Endurance: As the feat. Obidient: +2 will save when successfully followining orders or when your master is nearby. Find Trap: As the barbarian Trap finding feat. Repair Tool: +2 to repear tools.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: In parties controlled by their masters..
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.