Game Rule Information
Abilities: Dexterity is important for Foresters because they wear only light armor. Strength is important for melee combat and wisdom is the base for many skills.
Hit Die: D10
Class Skills
Animal Empathy (Cha) / Balance (Dex) /
Climb (Str) / Craft (Int)
Escape Artist (Dex) / Handle Animal (Cha)
Heal (Wis) / Intuit Direction (Wis)
Jump (Str) / Listen (Wis)
Move Silently (Dex) / Profession (Wis)
Ride (Dex) / Search (Int)
Spot (Wis) / Swim (Str)
Use Rope (Dex) / Wilderness Lore (Wis)
Skill Points at first level: (6 + Int mod) x 4
Skill Points at each additional level: 6 + Int mod
Class Features
Weapon and Armor Proficiency: A forester is proficient with all martial and simple weapons. The forester may use only natural armor (i.e. leather, hide)
Common Ground: The character may choose one terrain type that is considered his common grounds. He receives a +2 bonus to all move silently, hide, search, and spot checks. The character also gains a +2 bonus to ranged attacks.
Track: At first level the forester gains the feat track for free.
Connection: At third level the character gains a +2 bonus to all animal empathy and handle animal checks.
Livelihood: At fifth level the character gains a +3 bonus to all Wilderness Lore checks. The bonus is +4 when used to track.
Danger Sense: At eighth level the forester can tell when there is an enemy within 40 of him when in his common ground.
Stomping Grounds: All bonuses from Common Grounds go up to +4
Animal Leap: Once per day the forester may make a jump with a +5 bonus and no maximum distance or height.
Natures Cure: Before attempting to use the heal skill your character may make a wilderness lore check. For every two points over 15 add 1 point to your heal check.
Master of the Domain: All your bonuses from Common Ground goes up to +6
Mother Nature: At twentieth level the forester chooses one of the cleric domains. Once per day the forester may cast any spell on that list. The forester must choose from: Animal, Earth, Healing, Plant, Sun, Travel, or Water.
| Level | Attack | Fortitude | Reflex | Will | Special |
| 1 | +1 | +2 | +2 | +0 | Track, Common Grounds |
| 2 | +2 | +3 | +3 | +0 | |
| 3 | +3 | +3 | +3 | +1 | Connection |
| 4 | +4 | +4 | +4 | +1 | |
| 5 | +5 | +4 | +4 | +1 | Livelihood |
| 6 | +6 | +5 | +5 | +2 | |
| 7 | +7 | +5 | +5 | +2 | |
| 8 | +8 | +6 | +6 | +2 | Danger Sense |
| 9 | +9 | +6 | +6 | +3 | |
| 10 | +10 | +7 | +7 | +3 | Stomping Grounds |
| 11 | +11 | +7 | +7 | +3 | |
| 12 | +12 | +8 | +8 | +4 | Animal Leap |
| 13 | +13 | +8 | +8 | +4 | |
| 14 | +14 | +9 | +9 | +4 | Natures Cure |
| 15 | +15 | +9 | +9 | +5 | |
| 16 | +16 | +10 | +10 | +5 | Master of the Domain |
| 17 | +17 | +10 | +10 | +5 | |
| 18 | +18 | +11 | +11 | +6 | |
| 19 | +19 | +11 | +11 | +6 | |
| 20 | +20 | +12 | +12 | +6 | Mother Nature |
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