Reign of Tonir
Alignment: Any (typically N)
Hit Die: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis),Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier
|Spells per Day|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special Abilities||1st||2nd||3rd||4th||5th||6th|
|1st||0||0||2||2||Track, orisons, nature sense||1||-||-||-||-||-|
|2nd||1||0||3||3||Archery Master (bonus feat), Mobile Stealth||2||-||-||-||-||-|
|3rd||2||1||3||3||Favored Terrain, Endurance||3||-||-||-||-||-|
|6th||4||2||5||5||Archery Master (bonus feat)||4||3||-||-||-||-|
|8th||6/1||2||6||6||Hunter’s Eye, 2nd favored terrain||4||4||2||-||-||-|
|10th||7/2||3||7||7||Archery Master (bonus feat)||5||4||3||1||-||-|
|11th||8/3||3||7||7||Shot of Opportunity||5||4||4||2||-||-|
|13th||9/4||4||8||8||3rd favored terrain||5||5||4||3||1||-|
|14th||10/5||4||9||9||Archery Master (bonus feat)||5||5||4||4||2||-|
|17th||12/7/2||5||10||10||Hide in plain sight||5||5||5||4||4||2|
|18th||13/8/3||6||11||11||Archery Master (bonus feat), 4th favored terrain||5||5||5||5||4||3|
Weapon and Armor Proficiency: A forester is proficient with all simple and martial weapons, and light armors.
Spells (Sp): A Forester casts divine spells, which are drawn from the forester spell list. To prepare or cast a spell, the Forester must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Forester’s spell is 10 + the spell level + the Forester’s Wisdom modifier.
Like other spellcasters, a Forester can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A Forester must spend 1 hour each day in a trance-like meditation communing with the land to regain his daily allotment of spells. A Forester may learn and cast any spell on the forester spell list, however there is a limit on how many spells he can remember, given in the table below.
|Spell Level||Number of Spells|
Track (Ex): The forester adds half his level (minimum +1) to Survival skill checks to identify and follow tracks.
Orisons (Sp): Foresters may known a number of orisons, or 0-level spells, each day, as noted on the “Spells Known” Table. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Nature Sense (Ex): A forester gains a +2 bonus on Knowledge (nature) and Survival checks.
Favored Terrain (Ex): At 3rd level, a forester may select a type of terrain from the Favored Terrains table. The forester gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A forester traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the forester may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the forester’s bonuses do not stack; he simply uses whichever bonus is higher.
- Cold (ice, glaciers, snow, and tundra)
- Desert (sand and wastelands)
- Forest (coniferous and deciduous)
- Mountain (including hills)
- Planes (pick one, other than Material Plane)
- Underground (caves and dungeons)
- Urban (buildings, streets, and sewers)
- Water (above and below the surface)
Archery Master (Ex): At 2nd level the Forester gets Point Blank Shot as a bonus feat.
At 6th, 10th, 14th, and 18th level he can select from the following feats as a bonus feat: Far Shot, Improved Precise Shot, Manyshot, Pinpoint Targeting, Precise Shot, Rapid Shot, and Shot on the Run. The Forester must meet all prerequisites for the feat to take that feat.
Mobile Stealth (Ex): The Forester can make a Stealth skill check even when moving at full speed, so long as he is not observed and is wearing no armor or light armor.
Terrain Bond (Ex)
At 4th level, the Forester forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the Forester grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the Forester’s allies leave no trail and can’t be tracked. The Forester can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires.
Swift Tracker (Ex): Beginning at 5th level, a Forester can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Woodland Stride (Ex): Starting at 7th level, a Forester may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed without taking damage or being impeded. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Hunter’s Eye (Ex): Starting at 8th level whenever a Forester’s allies have an opponent flanked, the forester can make ranged attacks or cast ranged spells against that opponent as if she were part of the flank.
Evasion (Ex): When he reaches 9th level, a Forester can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Forester is wearing light armor, medium armor, or no armor. A helpless Forester does not gain the benefit of evasion.
Shot of Opportunity (Ex) At 11th level, a Forester can make attacks of opportunity with arrows from his bow. The Forester threatens all areas in a 30-foot range, and can still only make one attack of opportunity per round (unless he has Combat Reflexes). Penalties for shooting into melee and cover still apply, as well as the -2 for Rapid Shot, if it was used within the last round.
Camouflage (Ex): A Forester of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Improved Evasion (Ex): At 16th level, a Forester’s evasion improves. This ability works like evasion, except that while the Forester still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Forester does not gain the benefit of improved evasion.
Woodland Guardian (Ex): Staring at 16h level the Forester no longer threatens attacks of opportunity when using ranged weapons in melee combat.
Hide in Plain Sight (Ex): While in any of his favored terrains, a Forester of 17th level or higher can use the Stealth skill even while being observed.
Penetrating Shot (Ex) At 19th level, when a Forester confirms a critical hit with a bow, the arrow pierces the target and can strike another creature in line behind it. The Forester must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack.
Woodland Master (Su): At 20th level, whenever the Forester is within a favored territory she gains DR 5/- and Fast Healing 10.