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Forester

1 1 1 1 1 1 1 1 1 1 Rating 4.26 (23 Votes)
In a past age the elves were known for mixing woodcraft and arcane skill. The ruler of an ancient kingdom made a deal with the elves to send some of his subjects to learn from the elves in exchange for peace with his kingdom. Of those selected many became skilled woodsmen or powerful mages. The most skilled learned the elven secrets of combining both skills. These became the first foresters. They returned to their homes and taught their skills to others. Although the kingdom has long since vanished the foresters continue to roam the land teaching their skills to a selected few who then carry on the tradition themselves.

Alignment: Any

Hit Die
: d8

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable  Device (Dex), Disguise (Cha), Knowledge (Geography) (Int), Knowledge (Local)  (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex),  Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim  (Str)

Skill Ranks Per Level: 4 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +2 +2 Armored Caster, Skirmish +1d6,  Spells, Track
2nd +1 +0 +3 +3 Archery Master, Fast Movement +10 ft
3rd +2 +1 +3 +3 Evasion,  Skirmish +2d6
4th +3 +1 +4 +4 Mobile Stealth
5th +3 +1 +4 +4 Skirmish +3d6
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Skirmish  +4d6
8th +6/+1 +2 +6 +6 Hunter's Eye
9th +6/+1 +3 +6 +6 Skirmish +5d6, Woodland Stride
10th +7/+2 +3 +7 +7 Fast  Movement +10 ft
11th +8/+3 +3 +7 +7 Skirmish +6d6
12th +9/+4 +4 +8 +8 Deadly Shot
13th +9/+4 +4 +8 +8 Skirmish  +7d6
14th +10/+5 +4 +9 +9
15th +11/+6/+1 +5 +9 +9 Skirmish +8d6
16th +12/+7/+2 +5 +10 +10 Woodland Guardian
17th +12/+7/+2 +5 +10 +10 Skirmish  +9d6
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Skirmish +10d6
20th +15/+10/+5 +6 +12 +12 Woodland Master

Class Features

Weapon and Armor Proficiency: A forester is proficient with all simple and martial weapons, and light armors. While wearing light armor, the forester suffers from no arcane spell failure chance.

Skirmish (Ex): Whenever the forester moves at least 10 feet on her turn all of her attacks that turn do an extra 1d6 damage and gain a +2 bonus to armor class. At 3rd level that damage increases to 2d6 and increase by a d6 every other level from there on. Wearing medium or heavy armor interferes with the forester’s mobility and prevents her from using her Skirmish ability.

Spells: A forester has the ability to cast a small number of arcane spells, which are drawn from the forester spell list. A forester must choose and prepare her spells in advance.
To prepare or cast a spell, a forester must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throws against a forester's spell is 10 + the spell level + the forester's Charisma modifier.

Like other spellcasters, a forester can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Forester. In addition, she receives bonus spells per day if she has a high Charisma score.

A forester must spend 1 hour per day in quiet meditation to regain her daily allotment of spells. She must get at least 8 hours of rest prior to preparing her spells. A forester may prepare and cast any spell on the forester spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spells Per Day
Level1st 2nd 3rd 4th 5th 6th
1st 1
- - - - -
2nd 2
- - - - -
3rd 3
-
-
- - -
4th 3
1
-
- - -
5th 4
2
-
-
- -
6th 4
3
-
- - -
7th 4
3
1
-
-
-
8th 4
4
2
-
- -
9th 5
4
3
-
-
-
10th 5
4
3
1
-
-
11th 5
4
4
2
-
-
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5
5
5
5
5

Track (Ex)
: The forester adds half her level (minimum +1) to Survival skill checks to identify and follow tracks.

Archery Master (Ex): At 2nd level the forester gets Point Blank Shot as a bonus feat.

At 6th, 10th, 14th, and 18th level she 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. She must meet all prerequisites for the feat to take that feat.

Fast Movement (Ex): Starting at 2nd level the forester adds 10 feet to her base movement so long as she is wearing no armor or light armor. At 10th level the speed increases by an additional +10 feet.

Evasion (Ex): At 3rd level the forester’s reflexes become finely honed. Anytime she makes a Reflex saving throw for an attack that would normally do half damage, she takes no damage. This ability only works when the forester is wearing no armor or light armor, and is not denied her Dexterity bonus to her armor class.

Mobile Stealth (Ex): The forester can make a Stealth skill check even when moving at full speed, so long as she is not observed and is wearing no armor or light armor.

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 opponents as if she were part of the flank.

Woodland Stride (Ex): Starting at 9th level, a forester may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect her.

Deadly Shot (Ex): Once per round as a free action the forester can use this ability to make a ranged attack that if it hits reduces the target’s land speed by one-half for 1d4 rounds starting at 12th level.

Woodland Guardian (Ex): Staring at 16h level the forester no longer threatens attacks of opportunity when using ranged weapons in melee combat.

Woodland Master (Su): At 20th level, whenever the forester is within a wooded area she gains DR 5/- and Fast Healing 10.

Forester Spell List

1st Level

Animal Messenger
Charm Person
Cure Light Wounds
Endure Elements
Gravity Bow*
Obscuring Mist
Sleep
Summon Monster I
True Strike
Vanish*

2nd Level

Blur
Cure Moderate Wounds
Create Pit*
Darkvision
Daze Monster
Dust of Twilight*
Fog Cloud
Stone Call*
Summon Monster II
Web

3rd Level

Beast Form I
Campfire Wall*
Cure Serious Wounds
Daylight
Deep Slumber
Sleet Storm
Stinking Cloud
Summon Monster III
Tiny Hut
Wind Wall

4th Level

Ball Lightning*
Beast Form II
Charm Monster
Cure Deadly Wounds
Dimension Door
Hallucinatory Terrain
Locate Creature
Secure Shelter
Solid Fog
Summon Monster IV

5th Level

Animal Growth
Beast Shape III
Cone of Cold
Dominate Person
Geyser*
Hold Monster
Mirage Arcana
Summon Monster V
Transmute Mud to Rock
Transmute Rock to Mud

6th Level

Beast Shape IV
Chain Lightning
Cloak of Dreams*
Control Water
Eye Bite
Form of the Dragon I
Move Earth
Shadow Walk
Summon Monster VI

* is a spell from the Advanced Player's Guide

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 3.06 (17 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.15 (13 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 4.21 (14 Votes)