Forest guardian-new feylike class that protects forests

White-Wolf

First Post
I would like some help balanceing this class. I know its not thier yet but i hope its close. please post your comments.


Forest Guardian

The forest guardian is a unique class, devoted entirely to the protection of nature. a forest guardian swears an oath to protect forests, along his or her personal Journey. Willing to protect these forests with their lives, the forest guardian gains power from mystical or enchanted woods such as groves where unicorns dwell or forests with pools of healing. Similar to a fey creature himself, the forest guardian also makes an oath to protect fey creatures both good and neutral. Should a forest guardian encounter a cursed forest or an evil faerie the nature of his oaths is often called into question. Though not obligated to care for cursed or other evil forests a forest guardian is still oath bound not to harm fey creatures he encounters. Should a faerie attack a forest guardian he may defend himself but should only deal non-lethal damage.

Adventures: A Forest Guardian see themselves as protectors of woodland areas and other places of rich earth magic. Some times forest guardians Aid travelers with their journeys through the forest, but usually this is a visod to keep an eye on them, in case injustice to nature is committed. Forest guardians feel they have a right to attack or kill any person violating sacred laws of nature and usually don’t think twice before attacking an offender. A forest guardian at times, travels with a group to explore the lands and find new forests to protect.

Characteristics: Skilled in many ways of forest lore the forest guardian is well attuned to the ways of the world and many possess a unique faith that they have an ultimate destiny or fate. They are quite capable fighters when the need arises. They have skills in witch to see others and not be seen. Only showing themselves when the need arises. For protecting the forest, they are granted unique powers of the forest.

Alignment: Forest Guardians primary concern is keeping nature intact and the lives other others, as a secondary concern, Though some times a forest guardian my grow an affinity for a specific creature, person, or party, this can cause lots of problems down the road. If this would to occur (witch happens more often then one would think) and if a player would have to chose were their loyalty lies a forest guardian can be extremely torn and may make rash decisions. A forest guardian may be any neutral or chaotic alignment, except for evil, however they may lean into evil from another alignment but usually evil FG’s draw attention to the forest and loose their class. Normally, they are ether good or natural though. Evil Forest guardians are rear but can happen at times. The alignment of a forest guardian manly dictates how they protect forests. A good or neutral forest guardian may kill or subdue those responsible for an injustice while an evil forest guardian may flip out and kill a whole town close to a forest if they feel they are a threat. Chaotic FG’s like to play mind games with travelers before revealing themselves (if at all) (see fey creatures in monster manual). Neutral FG’s tend to be more uptight and rigid. Almost to the point of lawful creatures. They tend to have a set manor in how they protect forests but at times a known to have a wacky encounters.

Religion: Forest Guardians Gain energy though the forest and thus worship gods and goddess such as Obad-Hai. They tend not to worship lawful gods, for it goes agenst their fey-like nature.

Background: Forest guardians come from all walks of life. But one thing that they all share is a love a nature. The earth calls to them and they call to the earth. A person may not merely wake up one day and decide to be a forest guardian. They are born to become one. Most forest guardians before discovering their calling, tend to feel that life lacks purpose, they feel that they are meant to do something and every moment they live a normal life, is a moment wasted. Blown away like sand. Even before they become a forest guardian, they feel a strong connection with nature. They may spend their days exploring woods for something they cant quite explain, until one day, perhaps sleeping under a willow tree, they have a strange dream. This dream may have occurred many times before but the dream may have not been completed. In this dream they are spoken to by the forest and fey and forest gods all as the same time. In this dream they are given a choce one that will affect them permanently forever. If the creature accepts, while waking, a weapon best suited for the player (player picks) lays next to them, infused with the power of nature. The Forest/nature tends to need forest guardians as much as they need the forest. Story purposes. If a Creature declines the offer to become a forest guardian no harm no foul. However the likelihood of being contacted again is unlikely unless the player truly feels as if they have made a mistake or if the fey feel this pension is truly needed

Races: Elves are the typical race for this class. Not many elves are forest guardians but most forest guardians are elves. They tend to stand out from most elves and gather primal magic about them. Or Tend to be a little more chaotic then the standard elf. Usually FG elves have a longing to be closer to their fey lineage and thus is the catalyst that drives them to be a forest guardian. However A FG can be any type of creature or race. Even unlikely races such as Dwarfs. Abandoning their cold stone mountains, and finding solitude in forest groves

Other classes: Forest Guardians, tend to travel with parties under the guise of being a ranger. They are weary of letting others know of their powers and don’t trust many people. They form strong bonds with those that they do trust though. Traveling in a group with others is a convenient way of going about the land learning more about themselves, and locations of forests in need. Hover if other places of natural spender is in need they will not look the other way. Forests though tend to be in more need then most other habitats.

Role: The Forest guardian tends to be the mysterious 5th party member that keeps to itself but will fight valiantly for a cause as long as it does not go ageist their core beliefs (forest stuff). At times they may be substitute for the primary fighter if their abilities and stats are high enough.

Game Rule Information
Forest Guardians have the following game statistics.
Abilities: Dexterity is important for a FG because he tends to wear light armor and because several FG’s skills are based on that ability. Strength is important because they use combat to protect and fight. Wisdom is a very, very important skill for it is connected with all their summoning powers. Constitution I also good for a FG if it is available.

Alignment: any chaotic/neutral except for evil/lawful. However a FG can turn evil for short amounts of time.
Hit Die: d8

Class Skills
The rangers class skills (and the key abilities for each skill) are climb, Concentration, Decipher script, use magical device, Disguise, Escape artist, Handle Animal, Heal, Hide, jump, Listen, Move Silently, ride, Search, Spot, Survival, Swim, Knowledge Wilderness, Knowledge Arcane
Skill Points at 1st Level (6+int modifier) x 4
Skill points at each additional level: 6+int modifier

Class Features
All the following are class features of the Forest Guardian

Weapon Proficiency: Forest guardians are proficient with many kinds of weapons including simple weapons and martial proficiency. Forest guardians get limited starting gold (1d4x10) but should begin the game with a weapon of their choice. This weapon is their ‘fey’ weapon and the source of much of their power, weapons with existing enchantments may not be selected. If a player wishes, they may use an exotic weapon as their fey weapon but this will require using the first level feat for the required proficiency. No matter the type of weapon selected all fey weapons become magical weapon and are made purely of fey energy. The weapon is adorned with four gemstones that issue the bearer mystic powers as he becomes more aware of himself. For purposes of game-play this weapon is assumed to be acquired at no cost to the guardian and should be either found, inherited or discovered by some device of storytelling.

Armor Proficiency: A Forest Guardian has proficiency with light and medium armor, as well as with shields, (except tower shields) but have the limitations on what type or material of armor/shields they may use. Many materials or types of armor interfere with the guardian’s ability to connect with the forest, limiting him to the use of armor made from natural materials or mythril. Such types include padded, leather, hide, bark, shell, leather scale, bond leaf wrap, moon ivy, bone, mythril, and rhino hide. More exotic armors may also be used presuming they are of a natural material as well (leaf weave Elven, dark leaf Elven, Chitin, dragon hide, dark wood, bronze wood and elven chain. Similarly shields must also be made of a natural material or mythril. Mythril is the only metal a player can ware as a shield or armor.

Wearing armor that a forest guardian is not proficient with not only gives them a penalty on their attack, but it also prevents them from summoning willow sprites.


Cold iron: If a character chooses to become a forest guardian they become fey-like and adopt the fey aversion to cold iron. A forest guardian suffers the same as a fey creature would when in contact with cold iron and cannot touch or wear the material. See page 284 in the dungeon masters guide for more information. cold iron bypasses any damage reduction that the player may have. It also prevents the use of quick healing on any damage made by a cold iron weapon. Willow sprites cannot heal any hp lost by cold iron attacks. For convenience a player may want to note how much damage they have taken from cold iron attacks. A player may say “my willow sprites are healing damage done by normal weapons” the willow sprites will heal the player but can never heal past the damage done by cold iron. A player will heal only naturally heal half the hp of a cold iron attack (resting at an inn). Also any healing done by clerics or scrolls only do half the amount of healing on cold iron damage. Resting in a forest will heal cold iron wounds normally. Heal spells cast by druids do full healing for they know the ways of the forest. They must make, however a dc (knowledge nature) check to do full healing on cold iron damage. If a player is shackled with cold iron, they take 1d4 damage every 8 hours they are chained/shackled. Strength checks made on cold iron shackles are halved.

Sacred Forest and normal Forests: Around the world there are forests and enchanted or sacred forests. A forest guardian can use power from these forests to enhance his abilities. Forests have natural energy stored up that the forest guardian can tap into, to make their magic stronger. Sacred forests enhance their powers even more then normal forests do. Wo to the stranger who offends a forest guardian in sacred forest. In every sacred forest there is a core to the forest, weather it be a old tree, or a small pond or a clearing, or grove. this is the point at witch the energy of the forest is at its strongest. This is were a Forest guardian may do many things he would not normally be able to do. Later in on this place will be known as the heart of the forest.

Fey Weapon: (gift) When a player takes a class in Forest Guardian, They are given a magical weapon. It has the normal +1 to hit like normal masterworks weapons. This weapon is the focus in witch their affinity to nature manifests itself. It Focuses natural energy from the forest and the player, into the gem stones and back to the player or an enemy.

Weapon enchantment: If a player wishes, they may enhance their weapon for the price it would coast to enhance a normal weapon but these enhancements may only be made in a sacred forest. The guardian should leave his weapon in the heart of the forest along with any gold or items required for the enhancement. Any gold or items needed should be considered offerings to the forest. It takes the normal amount of time to enhance the weapon. 24 hours for every 1000gp? A player while in a enchanted forest may have their weapon re-crafted into another material (emulated) but it takes 150% gold, a sample of the meteral, and time to re craft that weapon into the new material

Weapon limitation: The guardian’s magical weapon is made of fey energy it is not 100% physical or of this world. However the weapon may be sundered or broken. If it is misused such as if a player critically fails an attack, and then rolls a miserable percentage it may also break. The weapon may also break if a player treats it badly.

Broken Forest Guardian weapon: If the weapon is broken somehow the weapon may do multiple things at the discretion of the dm. A generous dm may decide that the weapon only blinds those who look (for one round) at it at the moment of its shattering, letting its stones clatter onto the floor. A less generous dm, or one who feels you somehow deserved to have your weapon break may describe that it explodes into spears of terrible light, dissipating its energy with horrific damage. What happens is really dependant on the dm’s decision and how spectacularly you fail your rolls.
Until the weapon can be repaired the player must use another weapon that they are proficient with but will take a -2 to the amount of times they may summon willow sprites. A broken weapon may be repaired if it is taken to an enchanted forest. It takes the standard 1/5 time and gold to repair. Should the weapon be completely destroyed or broken beyond repair, the weapon may be recreated with all enchantments assuming the player still possesses the 4 jewels that were set into the weapon. These hold the key to the weapons enchantments and power to summon willow sprites and even if the weapon is completely destroyed the four jewels will remain. (Problems occur if the gemstones are stolen or if in the destruction of the weapon are scattered to various places). A player can collect these jewels and journey to a sacred forest to have the weapon remade. Reconstruction takes 1/5th the amount of time and money spent on the original enchantments.

Fey like precision (ex): Fey like precision grants supernatural powers of accuracy when using the guardian’s magical weapon. Should a forest guardian choose a bow or other ranged weapon he will achieve the point blank ability at this time, should a sword or other melee weapon have been chosen this talent should be treated as a bonus feat* to be used for combat purposes.
Advanced Faerie Precision(ex): At level seven the forest guardian has become more acclimated to his magical weapon and will gain further powers when using it in combat. For guardians with ranged weapons this talent takes the form of the close combat shot. A guardian with a melee weapon may have his pick of combat related* bonus feat at this time.

If a FG picks a non Bow weapon as their Fey Weapon they get bonus feats at level 2 5 7

Willow Sprite summoning: By swearing an oath to the forest, a player is granted the ability to use the power of the spirit. One of the greatest powers of the forest guardians, the guardian is able to summon forest sprites, minor forest spirits with abilities that advance over time. The weapon of the forest guardian is a Weapon made of fey energy and is the main instrument of a forest guardian’s power, each gemstone embedded in this weapon represents a willow sprite that the guardian may summon to aid him in his quests. Because sprite summoning is an advanced skill of the forest guardian the further the guardian advances on his quest the more adapt he will become at summoning.

Sprites may be summoned once a day plus the wisdom ability modifier. (For example, if your ability modifier for wisdom is 2 you would be able to summon your sprites three times a day). The base number of summons per day increases to two at level five, and continues to increase by one every fifth level. Once summoned a sprite will remain in this plane for 1d6 rounds plus your forest guardian level divided by three. (Example: A sixth level forest guardian will maintain his forest sprites for 1d6 plus two.)

Willow sprites resemble glowing balls of colored energy, not unlike a will of the wisp and poses perfect flying skills. The willow sprite is invulnerable to physical attacks and up to four of them may occupy the same space/square as a character. Willow sprites have no set speed but are able to move along with the guardian and keep up with him under any circumstances. These creatures give off different aura colors that specify the aid a forest guardian may ask of them. Willow sprites originally project a green aura but gain other aura colors and their corresponding abilities as the forest guardian’s skill progresses. A willow sprite can only be one aura at a time and all sprites must have the same color aura (until the guardian is granted Aura Color Mix).

A willow sprite may be attacked with cold iron weapons. Their ac is determined by adding a forest guardians dex ability mod and wis ablity mod to 10

If in an anti magic area a player must use concentration checks to keep the willow sprites from dissipating. Willow sprites are also vulnerable to dispel magic. To maintain your willow sprites in an anti magic area or against a dispel magic spell the player should roll a concentration check higher than the dc for the spell to prevent the willow sprites from dissipating.

Number of Sprites: The forest guardian gains the ability to summon one willow sprite when he reaches level four. This increases to two sprites at level 8, three at level 13, and four at level 18. The maximum amount of sprites available will not proceed past four even if the character enters epic levels of play.

Green Aura Sprite Blast: The base color of the first level willow sprite, this aura represents the willow sprite’s combat mode. Willow sprites with green auras can emit laser-like beams of light to deal their opponents 1d4 points of damage. Willow sprites can also draw energy from their surroundings and their attack increases to 1d8 in areas of mystical forest or 1d6 in normal forests or magically heightened areas (such as enchanted rooms, mystical lakes or other magic areas (at the discretion of the dm)). Willow spirits can only attack an enemy when guided by a forest guardian, this essentially means that if a forest guardian attacks a creature and if the hit is successful the forest sprite can attack the same enemy with its energy beam. Each sprite present deals its own damage and damage from energy beams should stack with damage dealt by the weapon. Sprites should not gain extra attacks if a player has multi-shot or another similar ability, each sprite may use its energy beam only once per round.
Critical: If the attack is a critical and critical threat is confirmed a 1d8 becomes a 1d10 a 1d6 becomes a 1d8 and a 1d4 becomes a 1d6. Do not multiply!

Element atonement: at level eleven many forest guardians will have added an enchantment to their weapon. Using the element atonement ability the guardian may command his willow sprites to take on some facets of the weapon’s enchantment. Only applicable for certain enchantments this ability allows green mode sprites to emit an elemental charge similar to that of the weapon. For example, a player with a flame enchantment on his fey weapon may elect to have his willow sprites also deal fire damage instead of their traditional energy beams.
With burst weapons however, the sprites do not deal extra damage if the burst is in effect, they simply deal their normal damage but of the same kind as the weapon.

Blue Aura Healing water: At level 8 a forest guardian can summon willow sprites with blue auras, this aura represents the willow sprite’s healing mode. Willow sprites with blue auras can be sent by the guardian to encircle allies or other characters and the sprites will heal whoever they encircle. The guardian must always keep at least one sprite with him in order to maintain the proper connection. Willow sprites can use their healing once a round and may heal a player for their entire ‘lifetime’ of their summons. As with all willow sprite abilities, location is essential to the level of power the willow sprite can use. In a magic forest the sprite can repair1d4 of hp, in forest or other magic areas 1d2 and in normal areas 1 point of hp. More than one willow sprite can be assigned to heal a player, these benefits should be rolled per willow sprite and should stack with each other.
Heal disperse: At level 10 sprites with blue auras gain the ability to cast a heal spell at the end of their summoning life. One heal spell will be cast by all of the sprites, but the benefit will increase with the number of sprites in the casting:
1 sprite; cure minor wounds 1
2 sprites; cure light wounds 1d8
3 sprites; cure moderate wounds 2d8
4 sprites; cure serious wounds 3d8
If sprites are split between party members, the heal Disperse goes to the forest guardian and only the sprites circling him should be calculated for the casting.
Heal disperse benefits also from the area in which it is cast, it takes a +2 in enchanted forests and a +1 in forest/enchanted areas (no added benefit elsewhere).
The Aura also must be in effect the same number of rounds as there are sprites for them to cast the heal. If 4 sprites are in blue aura mode for 3 rounds they would only do a 2d8.



Yellow Aura Harmonic Shield: This aura crates a harmonic shield around the player. It slows down the weapon of an enemy and guides weapons to the left or right of the player as if the player and attacker were of opposing magnetic polarities and translates into an ac bonus. If in a sacred forest, the ac bonus becomes 3ac/number of sprites, in a sacred area or normal forest it should be 2/number of sprites and in a normal area /number of sprites. This does not work with cold iron weapons

Advanced Auras At level 14 a player must chose a path that their fey energy takes. A player may Chose between A Purple aura and Energy Strike. Purple aura is more of a magic caster aura and Energy strike is more suitable for Heroic Fighter. Using one of these auras, These auras have a limit per a day and use up a summoning uses. Using it ends the summon. Every level after 14 increase the power of the aura to a max of 10d6 or 8d6. This is like every other aura so a player cannot strike a green aura with a energy strike. As well every sprite must be a purple aura to do a purple aura and same with energy strike


Purple Aura: This aura is the most powerful of the auras but also the most difficult to use as it uses energy from the player or character. This aura may only be used if the guardian has all four sprites with him and all must have the dark aura. After the forest guardian summons dark sprites he must spend his next immediate turn preparing their attack. The dark aura energy attack lances lighting from the heavens to attack a high level foe or a group of up to ten mid level foes for a maximum attackee CR of roughly 30 (for example, ten CR 3’s, three CR 9’s or one CR 30). The guardian is considered flat footed during the preparation for this attack and must still roll to beat his opponents AC(s) for hit. This attack yields 10d6 damage which may be divided among the opponents at a minimum of 1d6 damage each. For division purposes it is encouraged that the guardian only attack quantities of enemies that they can easily calculate the damage roll for.
(# of opponents/damage roll each: 1/10, 2/5, 5/2, 10/1) if all else fails do the best you can and round down (3/3, 4/2, 8/1, etc). This aura may only be used once a day+wis, using it ends the summon

Variant: The first enemy takes a 6d6 then the second a 4d6 and so on. If only one enemy gets hit then they take full 8d6 damage

Energy Strike: This aura summons willow sprites onto the weapon of the player and aids them in striking down the players enemy. This aura may be used 1+wis times a day. With this aura a player’s fey weapon glows with a Brilliant energy. If player has a sword, the player does a change attack towards the opponent. The player jumps into the air and comes crashing down attacking the opponent. The player lands in the square in front of the enemy, and then immediately slides back one square (5ft), along with the enemy. Doing this does not does not incur an attack of opportunity. If a bow is used, the player may not move but can only attack for a full round action. The player and the enemy are knocked back 1 square. The Energy from the aura does 8d6 + weapon damage. A player must Do a successful attack for the aura to take full effect. If the player misses on the attack in a threatened square the enemy gets an attack of opportunity.

Aura Change (Ex): A guardian can ask his sprites to change their aura color as a full turn action. This improves to standard action (6), move action (11) and free action (19) as the character progresses.
Aura color mix (Ex): This talent allows the guardian to request different sprites to be different colors. For example, one sprite may be blue, to heal his wounds, another two may be yellow to protect an ally and the fourth may be green, hovering near him to help fight enemies. Single sprites may not be given the dark aura, only the group of them collectively.


Earth’s Embrace (Ex): To be used 1(+ wisdom modifier) times per day, earth’s embrace is a spell like ability. Earth’s embrace allows you to call on nature to fight alongside you, adding 1d4 damage upon successful hit. Earth’s embrace also offers the chance of casting entangle on your target. Rolling above the opponent’s ac will cast entangle upon them, calling the earth itself to snare them in their place. A successful entangle should be followed by a percentile check, 01-25% yields their entanglement by nearby vegetation, 26-50% yields their miring in mud, 51-75% involves their entrapment in quicksand, and 76-100% calls the very stone and dirt at their feet to rise up and encase their ankles. (trapped enemies may try an escape artist check every turn or their friends may attempt to free them (strength check) the dc’s for each kind of entanglement are 15, 18, 20, 25)
The amount of times available to use this ability should increase by one time every five levels and each attempt counts as a full use, whether or not you hit with entangle.

Nature’s water (Ex): If In a sacred forest, a forest guardian may create heal potions if the necessary ingredients are present. Ingredients should be verified from the dungeon master’s guide and any gold or xp required should be considered an ‘offering’ to the spirits of the woods. The guardian does not need to travel to the heart of the forest, to use this ability but should be within a 30 foot radius of it. For purposes of mapping the heart of the forest should occupy a 20 foot square and is the area roughly at the center of the forest area. This area should be predetermined by the dm, made clear to players that might have need of such knowledge and should remain constant for as long as the forest retains its original dimensions. Forests enlarged by planting or reduced by deforestation may acquire a new ‘heart’ to better apply to their shifting boundaries. Changes in the heart of the forest should be made by the dm and follow all the regulations of the original heart. The dm does not have to change the heart if she/he can give a good storytelling reason not to but this too should be clear to the players.

Natures Fury: Persons attempting to harm a forest are especially vulnerable to attacks from a guardian. Whether or not the guardian is aware of an enemy’s intent on harming the forest if he she or it has effects or intentions that will be harmful to the forest divine earth powers will lean in to help him defeat the foe. A magical bonus of +3 is given for the hit roll when attacking such a foe, and if the foe endangers a magical forest an extra d4 is given for damage.
Foes that pose a threat to the forest can take many forms, from a woodsman with an axe to a rabid or diseased wild animal anything that will have a negative effect on the forest as a biome falls under this attack bonus. The downside, or obligation, linked with this ability is that should the guardian know of a threat to the forest he is bound to halt such a threat. This halting does not always need to bring the death of that person/creature, on the contrary a guardian may help a woodcutting village find other ways of survival rather than wiping them out, but every threat must be dealt with and if combat occurs the magical bonuses are inevitable. Also, sadly, is the inability to deal non-lethal damage against opponents of the forest.

Forest Blink (Ex): A guardian may, as a move action, hide behind a tree and re appear in behind a another tree. This ability is not dissimilar to teleportation or tree walk abilities and should be treated similarly in regard to anti magic fields and items the guardian may bring with them as they travel this way. The tree that the player is teleporting to must be on the battle grid or within visual range. (Variant 200 to 300 feet)


Inner Self: At level 20 a forest guardian can weald his willow sprites as if it were apart of his own soul (because it now is). If His fey weapon is broken or destroyed, a Forest guardian may summon it the next day with all enchantments. However a the fey weapon may damage the FG at discursion of dm if it is broken or destroyed. (the weapon is now a part of the FG)

Become fey: A player Now is a true fey creature. He his welcomed by all good and neutral fey




Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st 1 0 2 0 Wild Empathy, Cold iron Aversion, Fey Weapon
2nd 2 0 3 0 Fey like precision
3rd 3 1 3 1 Earths Embrace
4 4 1 4 1 extinguish flame 1/day, Willow Sprite summoning +1
5 5 1 4 2 (Bonus feat*) Woodland stride,
6 6 2 5 2 Aura change standard action
7 7 2 5 3 Advanced fey like Precision, Nature’s water : Woodland Stride
8 8 2 6 3 Blue aura, Willow Sprite summoning +2,
9 9 3 6 3 Evasion
10 10 3 7 4 Heal disperse, Sprite Control +1, Natures Fury :
11 11 3 7 4 Aura change Free Action Element atonement
12 12 4 8 5 Yellow aura,
13 13 4 8 5 Willow sprite summoning +3
14 14 4 9 5 Aura color mix Aura choice
15 15 5 9 6 Sprite Control+2, Forest Blink+1 energy strike 4d6 Purple aura 4d6
16 16 5 10 6 Energy strike 5d6 Purple aura 5d6
17 17 5 10 7 - Forest Blink+2 energy strike 6d6 Purple aura 66d6
18 18 6 11 7 Willow sprite summoning + 4 : energy strike 7d6 Purple aura 7d6
19 19 6 11 8 Forest Blink+3 : energy strike 8d6 Purple aura 8d6
20 20 6 12 8 : Sprite Control+3 : Inner Self : Become fey
*only if a non bow weapon is selected


the chart got messed up.

at lvl 20 the bab is 20

Fort Save 6
Ref Save 12
Will Save 8
hopefully the rest can be seen ok
 
Last edited:

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