Dagredhel
Explorer
I admit it. I hate the ranger core class. (Although I do think it makes a nifty PrC.) I know that the idea of an Alt.Ranger has been done to death, resurrected and done to death again, reincarnated as a small fuzzy bunny and done to death yet again... But I couldn't help myself, I swear. The forester is my take on a what a wilderness class should be. I originally called it the woodsman, but understand that the Wheel of Time uses that name. So, without further ado...
FORESTER Alternate Core Class
The forester is a wilderness expert, her abilities derived from long and intimate relationship with the outdoors. For some, this acquaintanceship comes as the natural consequence of a frontier or tribal upbringing. Others acquire their skills while pursuing their livelihood; these include but are certainly not limited to hunters, trappers, herders, woodcutters, herbalists, prospectors, and game wardens. Among humans, few foresters receive formal training. The exceptions are those trained to serve as elite military scouts or border wardens. Among wilderness dwelling races like elves, gnomes, and some humanoid peoples, foresters are common.
Foresters are hardened by wilderness life far from the comforts of civilization. They are toughened by the challenges posed by a sometimes-dangerous natural world, and while they lack formal combat training, they are no strangers to weapons. They often prove capable adversaries, especially in natural settings where the skills of hunting and stalking are readily adapted to two-legged prey.
Foresters develop keen senses, a light step, and often become expert trackers, making them ideal scouts. Adept at wilderness survival and travel, they are indispensable guides. In the wild, their stealth is superior to a city-bred thief’s. And while foresters are most effective in the wilds they have made their home, their skills often prove useful in even the most sterile urban setting.
While the archetypical outdoorsman who lends the class her name is a woodsman, the abilities of the class are adaptable to all terrain types and climates. The class can equally represent a character at home in the mountains, plains, jungle, swamp, or desert, in equatorial heat or frigid arctic climes.
Alignment: Any.
Hit Die: d8.
BAB: same as a cleric of equal level.
Saves: Good Fort and Reflex saves.
Class Skills: Animal Empathy (Cha), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (geography, local, and nature, taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points per additional level: 6 + Int modifier.
Weapon and Armor Proficiency: Foresters are familiar with weapons that are either used to hunt or are useful tools in the wild. This gives them proficiency in the following weapons: axe (throwing and hand), bow (any type), dagger, dart, club, javelin, quarterstaff, sling, and spear (any type). Foresters are proficient with light armor but not with shields.
Forester Bonus Feats: At 1st level and at every even level, the forester gains a bonus feat that reflects her special skill in the wilds. These bonus feats are selected from the following list: Acclimated*, Alertness, Animal Affinity*, Athletic, Cat Fall*, Defensive Climber*, Ear to the Wind*, Endurance, Feral Senses*, Ford*, Favored Terrain*, Hawk Eyed*, King of the Hill*, Mountaineer*, Skill Focus (any class skill), Stealth of the Hunter*, Surefooted*, Track, Trailblazer*, Weather Sense*, and Wilderness Guide*. (Feats marked by an asterisk ‘*’ are described below.)
Upon reaching 10th level and thereafter, a forester can opt to select Skill Mastery (as the rogue special ability) with any of her class skills, instead of selecting a bonus feat from the list above.
Fighter Bonus Feats: Foresters are able combatants. A forester selects a bonus feat from among those available as fighter bonus feats at 5th, 11th, and 17th level.
One with the Wilderness: With long experience, foresters become increasingly attuned to their environment. As a result, foresters become increasingly adept at both using the features of the terrain to their advantage, and at overcoming whatever protection the landscape might otherwise offer their foes. At 7th level, this allows the forester to treat the cover and/or concealment afforded in the wilderness as one step better as applied to herself, or as one step worse for any creature she targets. The forester must choose which of these benefits to apply in any given round, but can switch from one to the other as a free action. At 13th level, the forester can treat natural cover and/or concealment as two steps better as applied to herself, or two steps worse for her target. At 19th level, this increases to three steps better or worse.
Bonus Feat Descriptions
Acclimated: The character is inured to extremes of temperature, receiving a +4 inherent bonus to Fortitude saving throws to avoid the debilitating or damaging effects of heat or cold.
Animal Affinity: The character has a knack for dealing with a particular type of animal or beast. Animal Empathy and Handle Animal checks with respect to creatures of the type selected receive a +4 competence bonus. Additionally, if the creature is of a type that can be ridden, applicable Ride checks are made at +2. This feat can be gained multiple times, each time applying to a different creature type.
Cat Fall: The character can really take a fall. A successful Reflex save reduces lethal damage from falls. The DC of the check required is equal to 10 + 2 per 10 feet fallen. If the save is successful, half of the damage from the fall is treated as subdual damage.
Defensive Climber: The character is adept at avoiding attacks while climbing. The character does not lose her Dexterity bonus, if any, or suffer any penalty associated with loss of Dexterity bonus while climbing.
Ear to the Wind: The character can pick out faint sounds at a distance. Distance penalties to Listen checks are canceled out to 50’(accruing normally at –1 for each 10’ thereafter.) At the DM’s discretion, this may allow a Listen check to be substituted for the normal Spot check to determine when an encounter is first noticed.
Feral Senses: Prerequisite: Alertness. The character’s senses are attuned to nature, making her harder to catch unaware. Listen and Spot checks are made at a +2 bonus when in natural surroundings. This bonus is cumulative with that from Alertness, if applicable.
Ford: The character is accustomed to wading through water. No penalties apply to combat while in up to waist-high, and a competency bonus of +5 applies to checks to avoid going under in fast-moving water.
Favored Terrain: The character is particularly knowledgeable about a specific type of wilderness. Wilderness Lore and Knowledge (Nature) checks with respect to the type of terrain chosen receive a +4 bonus. This feat can be gained multiple times, applying each time to a different terrain type.
Hawk Eyed: The character has vision of exceptional range. Distance penalties to Spot checks are canceled out to 50’ (accruing normally at –1 for each 10’ thereafter,) and Spot checks made at the beginning of an encounter receive a +5 bonus.
King of the Hill: The character is well practiced at fighting on uneven ground. Attacks made against the character by an opponent on higher ground receive no bonus, while attacks made by the character from higher ground receive a +2 circumstance bonus (instead of the normal +1).
Mountaineer: The character is an accomplished climber. Climb and Use Rope checks receive a +2 bonus.
Stealth of the Hunter: In the wild, the character moves unseen and unheard. Hide and Move Silently checks receive a +2 bonus in natural surroundings.
Surefooted: The character seldom slips. Balance checks receive a +2 bonus. Furthermore, Dexterity or Strength checks to avoid Trip attacks are made at +4.
Trailblazer: The character treks rapidly through pathless wilderness. Hampered movement penalties are reduced by one quarter, and overland movement distance through trackless terrain is increased by a like amount.
Weather Sense: Subtle environmental cues allow the character to predict future weather conditions. Use of this feat requires a successful Wilderness Lore check; the DC of the check depends on how far ahead the character wishes to forecast. Accurately adjudging the weather for the rest of the current day is DC 10, determining what the next day’s weather will be is DC 15, and correctly predicting weather trends for the coming week is DC 20. Forecasting the general trends for the coming season is DC 25; gauging very general trends for the coming year is DC 30.
Wilderness Guide: Prerequisite: Trailblazer. The character’s expert assistance and direction allows a party he leads to increase its overland movement rate by one quarter.
Edit: Reduced skill point progression to 6 + Int modifier per additional level. Changed Cat Fall feat.
Edit: Renamed Eagle Eyed feat. New name: Hawk Eyed. Added Alertness as prerequisite to Feral Senses.
FORESTER Alternate Core Class
The forester is a wilderness expert, her abilities derived from long and intimate relationship with the outdoors. For some, this acquaintanceship comes as the natural consequence of a frontier or tribal upbringing. Others acquire their skills while pursuing their livelihood; these include but are certainly not limited to hunters, trappers, herders, woodcutters, herbalists, prospectors, and game wardens. Among humans, few foresters receive formal training. The exceptions are those trained to serve as elite military scouts or border wardens. Among wilderness dwelling races like elves, gnomes, and some humanoid peoples, foresters are common.
Foresters are hardened by wilderness life far from the comforts of civilization. They are toughened by the challenges posed by a sometimes-dangerous natural world, and while they lack formal combat training, they are no strangers to weapons. They often prove capable adversaries, especially in natural settings where the skills of hunting and stalking are readily adapted to two-legged prey.
Foresters develop keen senses, a light step, and often become expert trackers, making them ideal scouts. Adept at wilderness survival and travel, they are indispensable guides. In the wild, their stealth is superior to a city-bred thief’s. And while foresters are most effective in the wilds they have made their home, their skills often prove useful in even the most sterile urban setting.
While the archetypical outdoorsman who lends the class her name is a woodsman, the abilities of the class are adaptable to all terrain types and climates. The class can equally represent a character at home in the mountains, plains, jungle, swamp, or desert, in equatorial heat or frigid arctic climes.
Alignment: Any.
Hit Die: d8.
BAB: same as a cleric of equal level.
Saves: Good Fort and Reflex saves.
Class Skills: Animal Empathy (Cha), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (geography, local, and nature, taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points per additional level: 6 + Int modifier.
Weapon and Armor Proficiency: Foresters are familiar with weapons that are either used to hunt or are useful tools in the wild. This gives them proficiency in the following weapons: axe (throwing and hand), bow (any type), dagger, dart, club, javelin, quarterstaff, sling, and spear (any type). Foresters are proficient with light armor but not with shields.
Forester Bonus Feats: At 1st level and at every even level, the forester gains a bonus feat that reflects her special skill in the wilds. These bonus feats are selected from the following list: Acclimated*, Alertness, Animal Affinity*, Athletic, Cat Fall*, Defensive Climber*, Ear to the Wind*, Endurance, Feral Senses*, Ford*, Favored Terrain*, Hawk Eyed*, King of the Hill*, Mountaineer*, Skill Focus (any class skill), Stealth of the Hunter*, Surefooted*, Track, Trailblazer*, Weather Sense*, and Wilderness Guide*. (Feats marked by an asterisk ‘*’ are described below.)
Upon reaching 10th level and thereafter, a forester can opt to select Skill Mastery (as the rogue special ability) with any of her class skills, instead of selecting a bonus feat from the list above.
Fighter Bonus Feats: Foresters are able combatants. A forester selects a bonus feat from among those available as fighter bonus feats at 5th, 11th, and 17th level.
One with the Wilderness: With long experience, foresters become increasingly attuned to their environment. As a result, foresters become increasingly adept at both using the features of the terrain to their advantage, and at overcoming whatever protection the landscape might otherwise offer their foes. At 7th level, this allows the forester to treat the cover and/or concealment afforded in the wilderness as one step better as applied to herself, or as one step worse for any creature she targets. The forester must choose which of these benefits to apply in any given round, but can switch from one to the other as a free action. At 13th level, the forester can treat natural cover and/or concealment as two steps better as applied to herself, or two steps worse for her target. At 19th level, this increases to three steps better or worse.
Bonus Feat Descriptions
Acclimated: The character is inured to extremes of temperature, receiving a +4 inherent bonus to Fortitude saving throws to avoid the debilitating or damaging effects of heat or cold.
Animal Affinity: The character has a knack for dealing with a particular type of animal or beast. Animal Empathy and Handle Animal checks with respect to creatures of the type selected receive a +4 competence bonus. Additionally, if the creature is of a type that can be ridden, applicable Ride checks are made at +2. This feat can be gained multiple times, each time applying to a different creature type.
Cat Fall: The character can really take a fall. A successful Reflex save reduces lethal damage from falls. The DC of the check required is equal to 10 + 2 per 10 feet fallen. If the save is successful, half of the damage from the fall is treated as subdual damage.
Defensive Climber: The character is adept at avoiding attacks while climbing. The character does not lose her Dexterity bonus, if any, or suffer any penalty associated with loss of Dexterity bonus while climbing.
Ear to the Wind: The character can pick out faint sounds at a distance. Distance penalties to Listen checks are canceled out to 50’(accruing normally at –1 for each 10’ thereafter.) At the DM’s discretion, this may allow a Listen check to be substituted for the normal Spot check to determine when an encounter is first noticed.
Feral Senses: Prerequisite: Alertness. The character’s senses are attuned to nature, making her harder to catch unaware. Listen and Spot checks are made at a +2 bonus when in natural surroundings. This bonus is cumulative with that from Alertness, if applicable.
Ford: The character is accustomed to wading through water. No penalties apply to combat while in up to waist-high, and a competency bonus of +5 applies to checks to avoid going under in fast-moving water.
Favored Terrain: The character is particularly knowledgeable about a specific type of wilderness. Wilderness Lore and Knowledge (Nature) checks with respect to the type of terrain chosen receive a +4 bonus. This feat can be gained multiple times, applying each time to a different terrain type.
Hawk Eyed: The character has vision of exceptional range. Distance penalties to Spot checks are canceled out to 50’ (accruing normally at –1 for each 10’ thereafter,) and Spot checks made at the beginning of an encounter receive a +5 bonus.
King of the Hill: The character is well practiced at fighting on uneven ground. Attacks made against the character by an opponent on higher ground receive no bonus, while attacks made by the character from higher ground receive a +2 circumstance bonus (instead of the normal +1).
Mountaineer: The character is an accomplished climber. Climb and Use Rope checks receive a +2 bonus.
Stealth of the Hunter: In the wild, the character moves unseen and unheard. Hide and Move Silently checks receive a +2 bonus in natural surroundings.
Surefooted: The character seldom slips. Balance checks receive a +2 bonus. Furthermore, Dexterity or Strength checks to avoid Trip attacks are made at +4.
Trailblazer: The character treks rapidly through pathless wilderness. Hampered movement penalties are reduced by one quarter, and overland movement distance through trackless terrain is increased by a like amount.
Weather Sense: Subtle environmental cues allow the character to predict future weather conditions. Use of this feat requires a successful Wilderness Lore check; the DC of the check depends on how far ahead the character wishes to forecast. Accurately adjudging the weather for the rest of the current day is DC 10, determining what the next day’s weather will be is DC 15, and correctly predicting weather trends for the coming week is DC 20. Forecasting the general trends for the coming season is DC 25; gauging very general trends for the coming year is DC 30.
Wilderness Guide: Prerequisite: Trailblazer. The character’s expert assistance and direction allows a party he leads to increase its overland movement rate by one quarter.
Edit: Reduced skill point progression to 6 + Int modifier per additional level. Changed Cat Fall feat.
Edit: Renamed Eagle Eyed feat. New name: Hawk Eyed. Added Alertness as prerequisite to Feral Senses.
Last edited: