Forest Guardian (3.5e Class)
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- 1 Forest Guardian
Members of this class are unique. They are given their gifts and strength from the spirits of the forest itself. These Guardians must serve the forest to the best of their ability by protecting any and all plant life in some way or another from any who would do harm to the forest. They are unable to inflict damage to plant-life, as they are themselves imbued with plant-like attributes. However, they are also unable to be hurt by any plants. Because they have chosen to become Guardians of the Forest, the Forest in turn grants them the abilities and strength of any plant within the Forest. For instance, the Forest gives the gifts of strength and sturdiness of a tree, resilience of a vine, among other traits.
Making a Forest Guardian
Abilities: Wisdom above all is important, and Dexterity is also important. Strength and Constitution are helpful, though not as important as Wis and Dex. Charisma is unnecessary for an Enhanced.
Races: Virtually any race is welcome to become Enhanced so long as the character has a general respect for plant life.
Alignment: Lawful Neutral.
Starting Gold: 2d4×10 gp
Starting Age: Simple to Moderate.
|Saving Throws||Special||Flurry of Blows
|1st||+0||+2||+2||+2||Bonus Feat, Flurry of Blows, Unarmed Strike||–2/–2||1d6||+0||+0 ft.|
|2nd||+1||+3||+3||+3||Bonus Feat, Woodland Stride, Evasion<||–1/–1||1d6||+0||+0 ft.|
|3rd||+2||+3||+3||+3||Trackless Step, Still Mind||+0/+0||1d6||+0||+10 ft.|
|4th||+3||+4||+4||+4||Enhanced Strength +2, Ki Strike (Magic), Slow Fall 20 ft.||+1/+1||1d8||+0||+10 ft.|
|5th||+3||+4||+4||+4||Haste (1/day), Plant Shape (1/day)||+2/+2||1d8||+1||+10 ft.|
|6th||+4||+5||+5||+5||Plant Shape (2/day), Bonus Feat, Slow Fall 30 ft.||+3/+3||1d8||+1||+20 ft.|
|7th||+5||+5||+5||+5||Plant Shape (3/day), Wholeness of Body||+4/+4||1d8||+1||+20 ft.|
|8th||+6/+1||+6||+6||+6||Enhanced Strength +4, Plant Shape (Large), Slow Fall 40 ft.||+5/+5/+0||1d10||+1||+20 ft.|
|9th||+6/+1||+6||+6||+6||Improved Evasion||+6/+6/+1||1d10||+1||+30 ft.|
|10th||+7/+2||+7||+7||+7||Haste (2/day), Plant Shape (4/day), Ki Strike (Lawful), Slow Fall 50 ft.||+7/+7/+2||1d10||+2||+30 ft.|
|11th||+8/+3||+7||+7||+7||Plant Shape (Tiny), Greater Flurry||+8/+8/+8/+3||1d10||+2||+30 ft.|
|12th||+9/+4||+8||+8||+8||Enhanced Strength +6, Slow Fall 60 ft.||+9/+9/+9/+4||2d6||+2||+40 ft.|
|14th||+10/+5||+9||+9||+9||Plant Shape (5/day), Slow Fall 70 ft.||+10/+10/+10/+5||2d6||+2||+40 ft.|
|15th||+11/+6/+1||+9||+9||+9||Haste (3/day), Plant Shape (Huge)||+11/+11/+11/+6/+1||2d6||+3||+50 ft.|
|16th||+12/+7/+2||+10||+10||+10||Enhanced Strength +8, Ki Strike (Adamantine), Slow Fall 80 ft.||+12/+12/+12/+7/+2||2d8||+3||+50 ft.|
|17th||+12/+7/+2||+10||+10||+10||Tongue of the Sun and Moon||+12/+12/+12/+7/+2||2d8||+3||+50 ft.|
|18th||+13/+8/+3||+11||+11||+11||Plant Shape (6/day), Slow Fall 90 ft.||+13/+13/+13/+8/+3||2d8||+3||+60 ft.|
|20th||+15/+10/+5||+12||+12||+12||Haste (4/day),Enhanced Strength +10, Slow Fall Any Distance||+15/+15/+15/+10/+5||2d10||+4||+60 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Forest Guardian.
Weapon and Armor Proficiency: Forest Guardian are proficient with club, crossbow (light or heavy), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, but are prohibited from wielding metal weapons; thus, they may wield also wooden weapons that have been altered by the Ironwood spell so that it functions as though it were steel.
Guardians of the Forest - The Enhanced are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a Forest Guardian loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus: When unarmored and unencumbered, the Enhanced adds her Wisdom bonus (if any) to her AC. In addition, an Enhanced gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Enhanced levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the Enhanced is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
These bonuses to AC apply even against touch attacks or when the Forest Guardian is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows: When unarmored, a Forest Guardian may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Forest Guardian. This penalty applies for 1 round, so it also affects attacks of opportunity the Forest Guardian might make before her next action. When a Forest Guardian reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Forest Guardian must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a Forest Guardian may attack only with unarmed strikes or with special Forest Guardian weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special Forest Guardian weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Forest Guardian applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The Forest Guardian can’t use any weapon other than a special Forest Guardian weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a Forest Guardian may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a Forest Guardian reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a Forest Guardian gains Improved Unarmed Strike as a bonus feat. A Forest Guardian’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Forest Guardian may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Forest Guardian striking unarmed. A Forest Guardian may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Forest Guardian’s unarmed strikes deals lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A Forest Guardian’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Forest Guardian also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Forest Guardian. The unarmed damage on Table: The Forest Guardian is for Medium Forest Guardian. A Small Forest Guardian deals less damage than the amount given there with her unarmed attacks, while a Large Forest Guardian deals more damage; see Table: Forest Guardian Unarmed Damage by Size.
Bonus Feat: At 1st level, an Enhanced may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. An Enhanced need not have any of the prerequisites normally required for these feats to select them.
Evasion: At 2nd level or higher if an Enhanced makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if an Enhanced is wearing light armor or no armor. A helpless Enhanced does not gain the benefit of evasion.
Fast Movement: At 3rd level, an Enhanced gains an enhancement bonus to her speed, as shown on Table: The Forest Guardian. An Enhanced in armor or carrying a medium or heavy load loses this extra speed.
Woodland Stride: Starting at 2nd level, an Enhanced 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Still Mind: A Forest Guardian of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment
Slow Fall: At 4th level or higher, an Enhanced within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Enhanced’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Enhanced level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Wholeness of Body: At 7th level or higher, a Forest Guardian can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Forest Guardian level each day, and she can spread this healing out among several uses.
Haste: At 5th level and every 5 levels after, an Enhanced person gains the use of Haste. The Enhanced move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted Enhanced may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted Enhanced gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted Enhanced's modes of movement (including land movement, burrow, climb, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the enhanced's jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Improved Evasion: At 9th level, an Enhanced’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Enhanced does not gain the benefit of improved evasion.
Enhanced Strength: Starting at 4th level, an Enhanced gains a gift of Strength +2 from the Forest Spirit. At 8th, 12th, 16th, and 20th levels, there is also an increase of +2 for Strength.
Plant Shape: At 5th level, At 5th level, an Enhanced gains the spell-like ability to polymorph self into a Small or Medium-size plant and back again once per day. Unlike the standard use of the spell, however, the Enhanced may only adopt one form. As stated in the spell description, the Enhanced regains hit points as if he or she has rested for a day. The Enhanced does not risk the standard penalty for being disoriented while in the wild shape. The Enhanced can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the Enhanced gains the ability to take the shape of a Large plant at 8th level, a Tiny plant at 11th level, and a Huge plant at 15th level.
There is a catch to being in Plant form however. For every hour spent in Plant Form, one must roll a d100. If the roll is above 50, they must then roll a Fortitude save with a DC 15 +1 for every increment of 10 above 50 of the d100 roll. If the Fort save is successful then meditating for 2 hours after resting will restore one's body to their natural shape. However, failing the save will cause a percentage of your body equal to half to d100 roll to become permanently study in Plant form. Once 75% of an Enhance's body has become permanently transformed they must undergo one of two options. First, they can find a Tula tree and meditate within the tree's roots for a whole day, undisturbed, which will restore the Enhanced to their normal form once again. Note: Tula trees, while similar to Mangrove trees, are surrounded by violent and carnivorous plants that will attack anything with body heat, that regenerate rapidly. Second, the Enhanced can search for a Druid Guardian of the Forest, who will help the Enhanced to revert back into their normal form for a "nominal" fee.
Tongue of the Sun and Moon: An Enhanced of 17th level or higher can speak with any living creature.
A Forest Guardian who becomes nonlawful cannot gain new levels as a Forest Guardian but retains all Forest Guardian abilities. Like a member of any other class, a Forest Guardian may be a multiclass character, but multiclass Enhanced face a special restriction. An Enhanced who gains a new class or (if already multiclass) raises another class by a level may never again raise her Enhanced level, though she retains all her Enhanced abilities.
Epic Forest Guardian
|25th||+5||+80 ft.||Bonus Feat|
|30th||+6||+100 ft.||Bonus Feat|
4 + Int modifier skill points per level.
AC Bonus: The Enhanced’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Unarmed Strike: The damage for a Forest Guardian’s unarmed strike does not increase after 20th level.
Fast Movement: The epic Forest Guardian’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven Enhanced increases by 5 feet instead of 10 feet.
Ki Strike: The Forest Guardian’s ki strike ability does not automatically increase with class level after 16th level.
Wholeness of Body: The epic Forest Guardian can cure up to twice his or her level in hit points each day, as normal.
Bonus Feats: The epic Forest Guardian gains a bonus feat (selected from the list of epic Forest Guardian bonus feats) every five levels higher than 20th.
Epic Forest Guardian Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike. .
Forest Guardian Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Forest Guardian
Other Classes: .
Forest Guardians in the World
Daily Life: .
NPC Reactions: .
Forest Guardian Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Forest Guardians in the Game
Sample Encounter: .
EL : .