From Compendium of Worldly Lore
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'''Special:''' The character must hear the call of the wild and spend a month meditating in the forest or another appropriate wilderness setting | '''Special:''' The character must hear the call of the wild and spend a month meditating in the forest or another appropriate wilderness setting | ||
=== Summary === | === Summary === | ||
{{Class | {{Class | ||
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!Special | !Special | ||
|- | |- | ||
| | |1st | ||
| +0 | | +0 | ||
| +2 | | +2 | ||
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|Forest mind | |Forest mind | ||
|- | |- | ||
| | |2nd | ||
| +1 | | +1 | ||
| +3 | | +3 | ||
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|Voice of beasts | |Voice of beasts | ||
|- | |- | ||
| | |3rd | ||
| +2 | | +2 | ||
| +3 | | +3 | ||
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|Voice of the trees | |Voice of the trees | ||
|- | |- | ||
| | |4th | ||
| +3 | | +3 | ||
| +4 | | +4 | ||
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|Voice of the woods | |Voice of the woods | ||
|- | |- | ||
| | |5th | ||
| +3 | | +3 | ||
| +4 | | +4 |
Latest revision as of 12:46, 21 August 2023
Requirements
Spellcasting: Ability to cast 1st level divine spells.
Skill: Wilderness Lore 5 ranks.
Feat: Endurance
Other: Must speak Sylvan.
Special: The character must hear the call of the wild and spend a month meditating in the forest or another appropriate wilderness setting
Summary
Nature is a force to be reckoned with when it stirs from its natural cycle, and many adventurers know it well. In everything those special few do, they try to live in harmony with their surroundings, and nature notices such efforts. Druids are the priests of the natural world, but once in a while, the wilderness chooses a champion, one who will speak with the voice of the wild and be a mediator between mortals and nature. The voice of the forest stands between his two worlds and can rally the forces of one to help the other, calling for their allies to defend the forest, and able to call upon the power of the land to help the elves in their plights.
Druids and rangers are the foremost candidates the wild chooses to be its champions, mainly because they already are familiarized with its ways. Other likely candidates are barbarians and clerics of nature deities, but they sometimes lose focus of nature’s goals. Nature sometimes finds worthy voices among fighters and bards if they revere nature in their ways, and other classes hear the call only under very special circumstances. Since a voice of the forest must be very close to nature, those that live directly in nature, isolated in the woods are more inclined. Those that live on the outskirts or in close proximity are less inclined to become voices, while dedicated urbanites almost never do. The name ‘voice of the forest’ does not mean that the character cannot be the chosen of the forces of mountain ranges, the deep sea or dank caverns.
Voices of the forest tend to be loners and hermits, coming forth only in times of necessity for both the kingdom that encloses their home and for the forest that they fight for.
Role: Support
Characteristics: Lovers of the forest, with special abilities relating to forests
Source: Quintessential Elf
Game Rule Information
The The Voice of the Forest has the following game statistics.
Abilities: Wisdom for your nature abilities, and Constitution for your concentration checks that you'll have to make
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The The Voice of the Forest's class skills are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis) and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the The Voice of the Forest.
Weapon and Armor Proficiency: A The Voice of the Forest is proficient with all simple weapons. They are proficient with light and medium armour and with shields but, like druids, they cannot wear metal armour (thus, they may wear only padded, leather or hide armour) and they must use only wooden shields.
Forest Mind Su: The mind of a voice of the forest is linked on a subconscious level with that of his home terrain type, and thus gains a +2 bonus to saving throws against the spell-like abilities of fey creatures. In addition, by entering a deep trance for one minute once per day per prestige class level, he gains a general sense of the land’s layout, gaining a +4 insight bonus to all navigational skill checks like Intuit Direction, Profession (sailor) or Profession (cartographer).
Voice of Beasts Sp: The voice can speak with animals as the spell Speak With Animals three times per day plus one per Wisdom modifier. Once per week per voice of the forest level, the character can summon animals as per the spell Summon Nature’s Ally II. At every consecutive level, he can summon a more powerful version of the spell. For example, at 3rd level he can summon animals as with a Summon Nature’s Ally III, and at 5th level as with Summon Nature’s Ally V.
Voice of the Trees Sp: The voice can speak with plants and plant creatures as the spell speak with plants three times per day plus one per Wisdom modifier. Once per week per voice of the forest level, the character can command plants to move in a 400-feet radius area, plus 40 feet per prestige class level. The voice of the forest chooses how the plants move to achieve one of the following results:
† Entrap any creature in the area as per the entangle spell as if cast by a druid of the voice of the forest’s total character levels.
† Help allies in combat by simulating a flanking condition for every opponent in the area, granting allies a +2 bonus to attack rolls and giving rogues the chance to do sneak attacks.
† Help allies in combat by moving wildly, ruining opponents’ aim and giving allies one-half concealment (20% chance to miss).
Voice of the Woods Su: The character can communicate telepathically with any plant creature, fey, beast or magical beast in sight. If the voice of the forest has levels in a spellcasting class, the DC of the spells he casts at a creature contacted increases by +2, although some creatures can take dire offense at this use of the ability.
One With the Forest Su: Once per day, the voice of the forest can step into the ground and expand his conscience to span the forest around him as far as five miles plus one mile per Wisdom modifier. On a Concentration check (DC 15) the character can focus on any place within the area and witness anything happening there as if he were present. Unlike divination magic, this does not create a sensor, but creatures with a Wisdom score of 15 or higher can roll a Spot check (DC equal to the character’s original Concentration check) to feel as if the forest was watching them. The character can maintain this condition for an hour per voice level plus his Constitution modifier and emerges from the ground as he wishes or when this duration ends. With a Fortitude save (DC 20), the voice of the forest can emerge at the spot he was spying into – failure means he emerges where he entered.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Forest mind |
2nd | +1 | +3 | +0 | +3 | Voice of beasts |
3rd | +2 | +3 | +1 | +3 | Voice of the trees |
4th | +3 | +4 | +1 | +4 | Voice of the woods |
5th | +3 | +4 | +1 | +4 | One with the forest |