Post by Al on May 23, 2008 4:53:40 GMT -5
I have updated the class as per the discussion with Maerin. Here it is; enjoy!
Forester
Base Speed: 30’
End: d8
Class progression, attacks, and Fort and Reflex same as Kai Lord, Will same as Buccaneer
Skill Points
Skill points init: 5+int modifier x4
Per Level: 5+int mod
Racial Note: Character must come from a nation which has forests. The forester receives all bonuses of that nation.
1. Child of the Woods. Woodland Flair, Sneak Attack +1d6, 30'
2. Boon of the Woods
3. Man of the Woods (Ex)
4. Woodland Flair
5. Sneak Attack +2d6 30'
6. Master of the Woods
7. Woodland Flair
8. Wind through the Woods (Ex):
9. The Ram’s Horn
10. Woodland Flair, Sneak Attack +3d6 45'
11. Beasts of the Woods (SU)
12. Shadows of the Woods (EX)
13. Woodland Flair
14. Terror from the Trees, Scout the Woods
15. Improved weapons, Sneak Attack +4d6 45'
16. Ranger Flair
17. Deception of the Woods.
18. Lord of the Woods
19 Woodland Flair
20. Legend of the Forest Sneak Attack +5d6 45'
Class Skills
Acrobatics (Dex), Athletics (Str), Bluff (Cha), Climb (Str), Craft (any, taken as separate skills) (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha) Intimidate (Cha), Knowledge (geography) (Int), Knowledge: Warfare (Int) Perception (Wis), Profession (any, taken as separate skills) (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).
Class Features
All of the following are class features of Woodsman. Weapon and Armour Proficiency: A Woodsman is proficient with the all bows, one-handed melee weapons and the quarterstaff. He is proficient with padded and leather armour but not with shields of any kind. Note that Armour Check Penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using armour heavier than leather.
Ranger Flair: At 1st level and every third level thereafter the Woodsman selects another ability from the Flair section below.
Friend of the Woods. The bond between Forester and woodland is complex and mystical. As a forester grows, his ability to understand and operate within, some say even communicate with, the forest grows too.
Sneak Attack (Ex): The woodsman is the expert on stealth, ambush and sneak attack. Bands of woodsmen often attack much larger groups and it is by being able to hit hard and quick that they achieve their success. Accordingly, if a Woodsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. As the woodsman gains experience, his ability to target weak spots at a distance increases as well and at 10th level this increases to 45’, representing his ability to target creatures in the woods with only the minimal amounts of the creature showing.
The Ram’s Horn (Ex): The woodsman announces his presence with the blowing of a Ram’s Horn. Each woodsman has a different call. All allies who are able to hear the call within a 100” radius receive a plus two to their attack and damage rolls. If blown at the start of combat, all allies receive a plus two bonus to initiative. This will not function underground or indoors as the hard surfaces distort the call. This bonus lasts for 2d4 rounds, but can be blown indefinitely. Each blowing of the horn counts as a full round action.
Terror on the Trees (Ex): An additional plus two to the Ram’s Horn.
Legend of the Forest: All bonuses for Ram's Horn are increased a further two to plus 6.
Improved Weapons: A Ranger of 15th level has long learned how to maximise the effectiveness of his weapons. The Ranger increases the critical threat range of the Quarterstaff, axe and all bows to 18–20.
Friend of the Woods
Child of the Woods.
When operating in a woodland environment, the Ranger receives a +2 to Survival, Stealth, Handle Animal and Knowledge: Nature, and receives the Kai Lord ability to Follow the Trail
Boon of the Woods
While in a forest or wooded environment, the Forester can make quarterstaves, bows and arrows with a +3 bonus to the Craft skill checks and without taking the -2 penalty for using improvised tools in place of appropriate artisan's tools. Additionally, the materials cost to craft these weapons is reduced to zero.
Man of the Woods (Ex)
The Difficulty Class for any Acrobatics, Climb or Escape Artist check a Ranger has to make in a wooded environment is reduced by 5. He may also always take 10 on these skill checks while in the woods, despite conditions that would normally hinder or distract the Ranger.
Master of the Woods
Through his knowledge of the woods, the ranger is able to add his class level to survival, knowledge: nature, handle animal, perception and stealth when in the woods to his roll in addition to any other modifiers.
Wind through the Woods (Ex):
Battles in the woods are often won through being the first to attack. Rangers develop a keen sense of the woods over time, making it very difficult to surprise them or seize the initiative from them. Taking advantage of openings in a fight is the key to. A Ranger with the Swift as the Wind class feature adds +4 to all Initiative checks and has a 50% chance not to lose his action during a surprise round. If this occurs, his Initiative for the surprise round is rolled without the benefit of this feature’s +4 bonus.
Beasts of the Woods (SU)
The Forester develops a growing affinity with animals and their nature. He gains an additional plus two to his Handle Animal skill as well as the ability to use the Handle Animal skill to calm an angry or attacking animal by opposing his Handle Animal skill check with the animal’s Will saving throw. This is a standard action and the effects will last for the Forester’s Charisma score in rounds. He also gains a bonus to all Handle Animal checks equal to his Animal Kinship level. In addition The Ranger may attempt to give a single order to a normal animal (not a monster). This must be a simple, one word order such as ‘stop’, ‘run’ or ‘follow’. This requires a standard action and a Handle Animal check (DC 10 + the animal’s End Dice) for success. The animal will obey the command for a number of rounds equal to 3 + the Ranger’s rank level (minimum 1 round). This ability applies to creatures encountered in woodlands and ones which would normally be found within a woods as well. The Forester may be able to use this ability with dogs of all sorts, with a DC penalty relative to how domesticated the animal is, with the more domesticated the dog, the greater the penalty. Accordingly, the Emperor’s lap dog will be a penalty of 15, while a guard dog will only have a penalty of 5
Shadows of the Woods (EX)
A consummate tracker and hunter at one with the woods, the Ranger then learns how to move effectively while remaining camouflaged. Within a wooded environment the Ranger receives a plus two bonus to his stealth check when moving at less than half his normal speed, and may now move at up to his base speed while hiding with no penalty to his Stealth check. He only suffers a –10 penalty to his Stealth check while moving faster than his base speed, and the penalty while charging an enemy is only –15 (see page 102 for further details of the Stealth skill).
Scout the Woods
The Ranger is able to lead his men though the woods with only a 25% reduction on movement. This applies to a total of 5 times his class level in companions.
Deception of the Woods.
The Ranger has become so familiar to the woodland settings, that a Ranger moving in natural surroundings does not leave any kind of tracks. This ability only works if the Ranger is not suffering any damage, is wearing light armour and is not suffering more than 25% wounds and is does not have his movement impeded. The Ranger gains an addition plus two bonus to survival, tracking (plus one outside of wooded areas) and knowledge: nature (woodlands only) for this skill. Due to the Ranger’s abilities with using all natural elements to confuse the sense of all around him, he gains an addition plus one to his bluff roll for feinting while in a wooded area.
Lord of the Woods
The Forester becomes so attuned to the natural environment, and the natural environment to him, that he receives what is in essence a familiar. This can be any creature the GM decides is appropriate, and will be a perfect example of the species (max HP, and two extra Str points) and have limited intelligence (an Int score of 4). The relationship between a forester and his familiar is complex, and borders on the mystical. By concentrating for one full round, the forester is able to see out of the familiar’s eyes and hear out of the familiar’s ears. So strong is the bond between forester and familiar, if the familiar is killed, the Forester must make a willpower save or be stunned for 3d6 minutes. If the familiar is killed due to negligence on the forester’s behalf, he may not gain a new one until he fulfils a quest (GMs discretion), but if the familiar is killed in the protection of nature, he will gain a new familiar in d4 months time. The ranger gains an addition plus two to his handle animal skill as well as a further plus two to the ability to handle the same kind of animal as his familiar.
Ranger Flairs
Every three class levels the Woodsman gains one of
the special abilities listed below.
Evasion (Ex) – May Only Be Taken Twice
The reflexes of a Woodsman have been honed over long years of living and fighting deep in the woods. If the Ranger 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 a Ranger is wearing light armour or no armour. A Ranger does not gain the benefit of Evasion.
Selecting this ability for a second time improves a Ranger's Evasion ability so that he is never badly affected by dangers he could possible dodge. He still takes no damage on a successful Reflex saving throw against attacks but henceforth he takes only half damage on a failed save. A helpless Ranger does not gain the benefit of Improved Evasion.
Rain of Arrows (Ex) The Forester receives an additional attack when using a bow at his highest attack score. All attacks are penalized at -2 when using this ability.
Mounted Shot (Ex)
A master of hit and run tactics, the Forester is able to use the longbow while mounted. Forester must make a Ride check or suffer a minus 10 to hit.
Improved Archery (Ex)
The forester is so adept with the bow, that he triples the first range increment to 300 feet.
Ambush (Ex)
The Forester receives a bonus of 4 to his initiative when attacking during a surprise round and is able to make a full round attack during this round.
Woodsman Fighting – May Be Taken Up To
Two Times.
The Woodsmen generally prefer to wear light armour as heavier armour slows them in woods and interferes with their ability to hear what surrounds them. They also eschew shields, as these are too bulky and cumbersome in thick woods and in the treetops. The Quarterstaff and hand axe is their preferred weapon as it is gift from the woods themselves. At first level, the Forester is able to use both quarterstaves and axes, at second level each weapon counts as a different flair.
First Level – Double Attack Fighting (Ex) When the Ranger can use the Quarterstaff as a double weapon or may use two axes, he only takes a -1 penalty on each attack
Second Level Quarterstaff– Solid as Oak (Ex): Using the natural inner strength of the Quarterstaff, the Forester is able to use it both as a weapon and as a shield. When fighting with a quarterstaff, the ranger receives a bonus of two to his AC in addition to his extra attack.
Second Level Axe – Woodcutting (Ex): using his off hand axe, the Forester is able to attempt to disarm his opponent at a single attack at his highest attack bonus. His remaining attacks are as normal.
Both of these abilities deny the Ranger the ability to use his natural treeman ability at the same time.
Uncanny Dodge (Ex) – May Only Be Taken Twice
The Ranger retains his Dexterity bonus to Armour Class even when he is flat-footed or struck by an invisible attacker. This skill comes from his unique ability to sense his surroundings. Only complete immobilisation can negate this ability. Selecting this ability for a second time sharpens a Ranger's Uncanny Dodge to an incredible degree; he now reacts fully to all attackers trying to surround him for an advantage. Rangers with Improved Uncanny Dodge cannot be flanked, denying multiple attackers any flanking bonus. A Ranger with this ability can be amazing to watch in combat.
Dashing Attack: When using the attack action with a melee weapon, a Ranger can move both before and after the attack, provided that the total distance moved is not greater than his base speed. Moving in this way is so fast and agile that the Ranger gains a +2 bonus to his Armour Class until his next turn. Rangers cannot use this feature if they are wearing anything heavier than light armour. A Ranger must move at least 5 feet both before and after he makes his attack in order to utilise the benefits of Dashing Attack.
Forester
Base Speed: 30’
End: d8
Class progression, attacks, and Fort and Reflex same as Kai Lord, Will same as Buccaneer
Skill Points
Skill points init: 5+int modifier x4
Per Level: 5+int mod
Racial Note: Character must come from a nation which has forests. The forester receives all bonuses of that nation.
1. Child of the Woods. Woodland Flair, Sneak Attack +1d6, 30'
2. Boon of the Woods
3. Man of the Woods (Ex)
4. Woodland Flair
5. Sneak Attack +2d6 30'
6. Master of the Woods
7. Woodland Flair
8. Wind through the Woods (Ex):
9. The Ram’s Horn
10. Woodland Flair, Sneak Attack +3d6 45'
11. Beasts of the Woods (SU)
12. Shadows of the Woods (EX)
13. Woodland Flair
14. Terror from the Trees, Scout the Woods
15. Improved weapons, Sneak Attack +4d6 45'
16. Ranger Flair
17. Deception of the Woods.
18. Lord of the Woods
19 Woodland Flair
20. Legend of the Forest Sneak Attack +5d6 45'
Class Skills
Acrobatics (Dex), Athletics (Str), Bluff (Cha), Climb (Str), Craft (any, taken as separate skills) (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha) Intimidate (Cha), Knowledge (geography) (Int), Knowledge: Warfare (Int) Perception (Wis), Profession (any, taken as separate skills) (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).
Class Features
All of the following are class features of Woodsman. Weapon and Armour Proficiency: A Woodsman is proficient with the all bows, one-handed melee weapons and the quarterstaff. He is proficient with padded and leather armour but not with shields of any kind. Note that Armour Check Penalties apply to Acrobatics, Athletics, Climb, Escape Artist, Sleight of Hand and Stealth checks when using armour heavier than leather.
Ranger Flair: At 1st level and every third level thereafter the Woodsman selects another ability from the Flair section below.
Friend of the Woods. The bond between Forester and woodland is complex and mystical. As a forester grows, his ability to understand and operate within, some say even communicate with, the forest grows too.
Sneak Attack (Ex): The woodsman is the expert on stealth, ambush and sneak attack. Bands of woodsmen often attack much larger groups and it is by being able to hit hard and quick that they achieve their success. Accordingly, if a Woodsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. As the woodsman gains experience, his ability to target weak spots at a distance increases as well and at 10th level this increases to 45’, representing his ability to target creatures in the woods with only the minimal amounts of the creature showing.
The Ram’s Horn (Ex): The woodsman announces his presence with the blowing of a Ram’s Horn. Each woodsman has a different call. All allies who are able to hear the call within a 100” radius receive a plus two to their attack and damage rolls. If blown at the start of combat, all allies receive a plus two bonus to initiative. This will not function underground or indoors as the hard surfaces distort the call. This bonus lasts for 2d4 rounds, but can be blown indefinitely. Each blowing of the horn counts as a full round action.
Terror on the Trees (Ex): An additional plus two to the Ram’s Horn.
Legend of the Forest: All bonuses for Ram's Horn are increased a further two to plus 6.
Improved Weapons: A Ranger of 15th level has long learned how to maximise the effectiveness of his weapons. The Ranger increases the critical threat range of the Quarterstaff, axe and all bows to 18–20.
Friend of the Woods
Child of the Woods.
When operating in a woodland environment, the Ranger receives a +2 to Survival, Stealth, Handle Animal and Knowledge: Nature, and receives the Kai Lord ability to Follow the Trail
Boon of the Woods
While in a forest or wooded environment, the Forester can make quarterstaves, bows and arrows with a +3 bonus to the Craft skill checks and without taking the -2 penalty for using improvised tools in place of appropriate artisan's tools. Additionally, the materials cost to craft these weapons is reduced to zero.
Man of the Woods (Ex)
The Difficulty Class for any Acrobatics, Climb or Escape Artist check a Ranger has to make in a wooded environment is reduced by 5. He may also always take 10 on these skill checks while in the woods, despite conditions that would normally hinder or distract the Ranger.
Master of the Woods
Through his knowledge of the woods, the ranger is able to add his class level to survival, knowledge: nature, handle animal, perception and stealth when in the woods to his roll in addition to any other modifiers.
Wind through the Woods (Ex):
Battles in the woods are often won through being the first to attack. Rangers develop a keen sense of the woods over time, making it very difficult to surprise them or seize the initiative from them. Taking advantage of openings in a fight is the key to. A Ranger with the Swift as the Wind class feature adds +4 to all Initiative checks and has a 50% chance not to lose his action during a surprise round. If this occurs, his Initiative for the surprise round is rolled without the benefit of this feature’s +4 bonus.
Beasts of the Woods (SU)
The Forester develops a growing affinity with animals and their nature. He gains an additional plus two to his Handle Animal skill as well as the ability to use the Handle Animal skill to calm an angry or attacking animal by opposing his Handle Animal skill check with the animal’s Will saving throw. This is a standard action and the effects will last for the Forester’s Charisma score in rounds. He also gains a bonus to all Handle Animal checks equal to his Animal Kinship level. In addition The Ranger may attempt to give a single order to a normal animal (not a monster). This must be a simple, one word order such as ‘stop’, ‘run’ or ‘follow’. This requires a standard action and a Handle Animal check (DC 10 + the animal’s End Dice) for success. The animal will obey the command for a number of rounds equal to 3 + the Ranger’s rank level (minimum 1 round). This ability applies to creatures encountered in woodlands and ones which would normally be found within a woods as well. The Forester may be able to use this ability with dogs of all sorts, with a DC penalty relative to how domesticated the animal is, with the more domesticated the dog, the greater the penalty. Accordingly, the Emperor’s lap dog will be a penalty of 15, while a guard dog will only have a penalty of 5
Shadows of the Woods (EX)
A consummate tracker and hunter at one with the woods, the Ranger then learns how to move effectively while remaining camouflaged. Within a wooded environment the Ranger receives a plus two bonus to his stealth check when moving at less than half his normal speed, and may now move at up to his base speed while hiding with no penalty to his Stealth check. He only suffers a –10 penalty to his Stealth check while moving faster than his base speed, and the penalty while charging an enemy is only –15 (see page 102 for further details of the Stealth skill).
Scout the Woods
The Ranger is able to lead his men though the woods with only a 25% reduction on movement. This applies to a total of 5 times his class level in companions.
Deception of the Woods.
The Ranger has become so familiar to the woodland settings, that a Ranger moving in natural surroundings does not leave any kind of tracks. This ability only works if the Ranger is not suffering any damage, is wearing light armour and is not suffering more than 25% wounds and is does not have his movement impeded. The Ranger gains an addition plus two bonus to survival, tracking (plus one outside of wooded areas) and knowledge: nature (woodlands only) for this skill. Due to the Ranger’s abilities with using all natural elements to confuse the sense of all around him, he gains an addition plus one to his bluff roll for feinting while in a wooded area.
Lord of the Woods
The Forester becomes so attuned to the natural environment, and the natural environment to him, that he receives what is in essence a familiar. This can be any creature the GM decides is appropriate, and will be a perfect example of the species (max HP, and two extra Str points) and have limited intelligence (an Int score of 4). The relationship between a forester and his familiar is complex, and borders on the mystical. By concentrating for one full round, the forester is able to see out of the familiar’s eyes and hear out of the familiar’s ears. So strong is the bond between forester and familiar, if the familiar is killed, the Forester must make a willpower save or be stunned for 3d6 minutes. If the familiar is killed due to negligence on the forester’s behalf, he may not gain a new one until he fulfils a quest (GMs discretion), but if the familiar is killed in the protection of nature, he will gain a new familiar in d4 months time. The ranger gains an addition plus two to his handle animal skill as well as a further plus two to the ability to handle the same kind of animal as his familiar.
Ranger Flairs
Every three class levels the Woodsman gains one of
the special abilities listed below.
Evasion (Ex) – May Only Be Taken Twice
The reflexes of a Woodsman have been honed over long years of living and fighting deep in the woods. If the Ranger 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 a Ranger is wearing light armour or no armour. A Ranger does not gain the benefit of Evasion.
Selecting this ability for a second time improves a Ranger's Evasion ability so that he is never badly affected by dangers he could possible dodge. He still takes no damage on a successful Reflex saving throw against attacks but henceforth he takes only half damage on a failed save. A helpless Ranger does not gain the benefit of Improved Evasion.
Rain of Arrows (Ex) The Forester receives an additional attack when using a bow at his highest attack score. All attacks are penalized at -2 when using this ability.
Mounted Shot (Ex)
A master of hit and run tactics, the Forester is able to use the longbow while mounted. Forester must make a Ride check or suffer a minus 10 to hit.
Improved Archery (Ex)
The forester is so adept with the bow, that he triples the first range increment to 300 feet.
Ambush (Ex)
The Forester receives a bonus of 4 to his initiative when attacking during a surprise round and is able to make a full round attack during this round.
Woodsman Fighting – May Be Taken Up To
Two Times.
The Woodsmen generally prefer to wear light armour as heavier armour slows them in woods and interferes with their ability to hear what surrounds them. They also eschew shields, as these are too bulky and cumbersome in thick woods and in the treetops. The Quarterstaff and hand axe is their preferred weapon as it is gift from the woods themselves. At first level, the Forester is able to use both quarterstaves and axes, at second level each weapon counts as a different flair.
First Level – Double Attack Fighting (Ex) When the Ranger can use the Quarterstaff as a double weapon or may use two axes, he only takes a -1 penalty on each attack
Second Level Quarterstaff– Solid as Oak (Ex): Using the natural inner strength of the Quarterstaff, the Forester is able to use it both as a weapon and as a shield. When fighting with a quarterstaff, the ranger receives a bonus of two to his AC in addition to his extra attack.
Second Level Axe – Woodcutting (Ex): using his off hand axe, the Forester is able to attempt to disarm his opponent at a single attack at his highest attack bonus. His remaining attacks are as normal.
Both of these abilities deny the Ranger the ability to use his natural treeman ability at the same time.
Uncanny Dodge (Ex) – May Only Be Taken Twice
The Ranger retains his Dexterity bonus to Armour Class even when he is flat-footed or struck by an invisible attacker. This skill comes from his unique ability to sense his surroundings. Only complete immobilisation can negate this ability. Selecting this ability for a second time sharpens a Ranger's Uncanny Dodge to an incredible degree; he now reacts fully to all attackers trying to surround him for an advantage. Rangers with Improved Uncanny Dodge cannot be flanked, denying multiple attackers any flanking bonus. A Ranger with this ability can be amazing to watch in combat.
Dashing Attack: When using the attack action with a melee weapon, a Ranger can move both before and after the attack, provided that the total distance moved is not greater than his base speed. Moving in this way is so fast and agile that the Ranger gains a +2 bonus to his Armour Class until his next turn. Rangers cannot use this feature if they are wearing anything heavier than light armour. A Ranger must move at least 5 feet both before and after he makes his attack in order to utilise the benefits of Dashing Attack.