From Compendium of Worldly Lore
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'''Special:''' Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green. | '''Special:''' Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green. | ||
=== Summary === | === Summary === | ||
{{Class | {{Class | ||
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|+Table 1-1: Forest Reeve Progression | |+Table 1-1: Forest Reeve Progression | ||
!Level | !Level | ||
!Base | !Base | ||
Attack Bonus | Attack Bonus | ||
!Fort | !Fort | ||
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| +4 | | +4 | ||
| +1 | | +1 | ||
| | |Camouflage | ||
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|5th | |5th |
Latest revision as of 04:02, 14 September 2023
Requirements
Base Attack Bonus: +5
Skills: Knowledge (nature) 2 ranks, Listen 4 ranks, Spot 4 ranks, Survival 6 ranks
Special: Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green.
Summary
Forest reeves are chosen by the Guardians of the Green to patrol local wilderness areas to check for dangers and humanoid activities that could be harmful to the land. The forest reeve's job is to defend the forest whenever he can, and to inform the Guardians of the Green when more force becomes necessary.
Rangers and barbarians are the most likely characters to take up the mantle of the forest reeve, but members of this prestige class can come from a wide variety of backgrounds. A forest reeve is chosen more for his devotion to the wilderness than for any specific skill he possesses. The Guardians of the Green want to be certain that anyone they choose for such a post can be trusted never to shirk his duties to the forest.
Role: DPS
Characteristics: Woodland protectors, excellent at defending the lands around them
Source: Complete Champion
Game Rule Information
The Forest Reeve has the following game statistics.
Abilities: Strength for dealing damage, Wisdom for Wilderness Lore and tracking
Alignment: Any
Hit Die: d10
Starting Gold: N/A
Class Skills
The Forest Reeve's class skills are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex) and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Forest Reeve.
Weapon and Armor Proficiency: A Forest Reeve is proficient with whatever they were already proficient with prior to taking levels in this class.
Earth's Defender Su: Once per day as a move action, you can channel nature's power through your body and into any one weapon you wield, making it temporarily magical for 1 minute/character level you possess. When you are 1st level, this ability grants your weapon a temporary +1 bonus. The value of this bonus increases to +2 when you attain 3rd level and to +3 when you attain 5th level. The ability can be used while you wield a magic weapon, but its effects do not stack with the weapon's existing bonus (if any).
Fast Movement Ex: Your base land speed is 10 feet faster than the norm for your race. See the barbarian class feature. If you have fast movement from another source, the benefits stack.
Nature's Rejuvenation Sp: Once per day, you can channel the rejuvenating power of nature to restore or invigorate yourself. If you spend 1 full minute in direct physical contact with a living plant or fertile ground, you are affected as if by your choice of any one of the following spells: Bear's Endurance, Cure Moderate Wounds, or Lesser Restoration (caster level equals your character level). You can use this power only on yourself. At 3rd level, you can use this ability twice per day, and at 5th level, you can use it three times per day.,
Woodland Stride Ex: Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH36). If you already have woodland stride, you gain a +10-foot bonus to your land speed.
Swift Tracker Ex: Beginning at 3rd level, you can move at your normal speed while following tracks. See the ranger class feature (PH48). If you have swift tracker from another source, the penalties are lessened by an additional 5 feet.
Camouflage Ex: Beginning at 4th level, you can use the Hide skill in any sort of natural terrain, even while being observed.
Whispers of the Forest Ex: When you attain 5th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day, these voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM's discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +1 | +0 | +2 | +0 | Earth's defender +1, fast movement, nature's rejuvenation 1/day |
2nd | +2 | +0 | +3 | +0 | Woodland stride |
3rd | +3 | +1 | +3 | +1 | Earth's defender +2, nature's rejuvenation 2/day, swift tracker |
4th | +4 | +1 | +4 | +1 | Camouflage |
5th | +5 | +1 | +4 | +1 | Earth's defender +3, nature's rejuvenation 3/day, whispers of the forest |