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Forester

Forester A forester is very similar to a ranger except he has a wider knowledge of his natural surroundings and is unable to cast spells. A forester is a well trained combatant and knows how to use the lay of the land to his advantage.

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.

Nature’s 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+0Track, Common Grounds
2+2+3+3+0
3+3+3+3+1Connection
4+4+4+4+1
5+5+4+4+1Livelihood
6+6+5+5+2
7+7+5+5+2
8+8+6+6+2Danger Sense
9+9+6+6+3
10+10+7+7+3Stomping Grounds
11+11+7+7+3
12+12+8+8+4Animal Leap
13+13+8+8+4
14+14+9+9+4Natures Cure
15+15+9+9+5
16+16+10+10+5Master of the Domain
17+17+10+10+5
18+18+11+11+6
19+19+11+11+6
20+20+12+12+6Mother Nature

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