Gestalt Fist of the Forest (3.5e Class)

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FIST OF THE FOREST

Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it.

Fists of the Forest are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength, and it could not live in a lawful soul.

GAME RULE INFORMATION

Fists of the Forest have the following game statistics.

Starting Gold: 5d4 (12 gp, 5 sp)

Starting Age: As a barbarian.

Abilities: Strength for melee combat, Dexterity and Wisdom for defense and Constitution for hit points.

Alignment: Any nonlawful.

Hit Die: d10

 

Table 1-1: The Fist of the Forest

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Flurry of Blows

Unarmed
Damage

AC
Bonus

Unarmored
Speed Bonus

1st

+0

+2

+2

+2

Illiteracy, primal living, Fighting Style, flurry of blows,
unarmed strike, rage 1/day

–2/–2

1d6

+0

+0 ft.

2nd

+1

+3

+3

+3

Fighting style, evasion

–1/–1

1d6

+0

+0 ft.

3rd

+2

+3

+3

+3

Spirit totem

+0/+0

1d8

+0

+10 ft.

4th

+3

+4

+4

+4

Ki strike (magic), uncanny dodge, rage 2/day

+1/+1

1d8

+0

+10 ft.

5th

+3

+4

+4

+4

Purity of body

+2/+2

1d8

+1

+20 ft.

6th

+4

+5

+5

+5

Fighting style

+3/+3

1d10

+1

+20 ft.

7th

+5

+5

+5

+5

Feral trance, scent

+4/+4

1d10

+1

+30 ft.

8th

+6/+1

+6

+6

+6

Improved evasion, rage 3/day

+5/+5/+0

2d6

+1

+30 ft.

9th

+6/+1

+6

+6

+6

Improved uncanny dodge

+6/+6/+1

2d6

+1

+40 ft.

10th

+7/+2

+7

+7

+7

Ki strike (chaotic), lesser totem manifestation

+7/+7/+2

2d6

+2

+40 ft.

11th

+8/+3

+7

+7

+7

Diamond body, greater flurry

+8/+8/+8/+3

2d8

+2

+40 ft.

12th

+9/+4

+8

+8

+8

Greater rage, rage 4/day

+9/+9/+9/+4

2d8

+2

+50 ft.

13th

+9/+4

+8

+8

+8

Diamond soul

+9/+9/+9/+4

2d10

+2

+50 ft.

14th

+10/+5

+9

+9

+9

Untamed strike

+10/+10/+10/+5

2d10

+2

+60 ft.

15th

+11/+6/+1

+9

+9

+9

Ki strike (adamantine)

+11/+11/+11/+6/+1

2d10

+3

+60 ft.

16th

+12/+7/+2

+10

+10

+10

Tireless rage, rage 5/day

+12/+12/+12/+7/+2

3d6

+3

+70 ft.

17th

+12/+7/+2

+10

+10

+10

Timeless body

+12/+12/+12/+7/+2

3d6

+3

+70 ft.

18th

+13/+8/+3

+11

+11

+11

Greater totem manifestation

+13/+13/+13/+8/+3

3d8

+3

+80 ft.

19th

+14/+9/+4

+11

+11

+11

Mighty rage

+14/+14/+14/+9/+4

3d8

+3

+80 ft.

20th

+15/+10/+5

+12

+12

+12

Perfect self, rage 6/day

+15/+15/+15/+10/+5

3d8

+4

+80 ft.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Class Skills

The Fist of the Forest’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentrate (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the Fist of the Forest.

Weapon and Armor Proficiency: A Fist of the Forest is not proficient with any weapons, armor or shields.

Illiteracy: Fists of the Forest do not automatically know how to read and write. A Fist of the Forest may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A Fist of the Forest who gains a level in any other class automatically gains literacy. Any other character who gains a Fist of the Forest level does not lose the literacy he or she already had.

Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent a week living like an animal once more, or until someone casts atonement on you.

AC Bonus (Ex): A Fist of the Forest is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the Fist of the Forest adds her Wisdom bonus (if any) to her AC. At 7th level, a Fist of the Forest also adds her Constitution bonus (if any) to her AC. In addition, a Fist of the Forest gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Fist of the Forest 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 Fist of the Forest 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.

Unarmed Strike (Ex): Fists of the Forest are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Fist of the Forest gains Improved Unarmed Strike as a bonus feat. A Fist of the Forest’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Fist of the Forest may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Fist of the Forest striking unarmed. A Fist of the Forest may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a Fist of the Forest’s unarmed strikes deal 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 Fist of the Forest’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 (such as the magic fang and magic weapon spells).

A Fist of the Forest also deals more damage with her unarmed strikes than a normal person would, as shown on Table 1-1: The Fist of the Forest. The unarmed damage on Table 1-1 is for Medium Fists of the Forest. A smaller Fist of the Forest deals less damage than the amount given there with her unarmed attacks, while a larger Fist of the Forest deals more damage; see Table: 1-2: Fist of the Forest Unarmed Damage by size.

 

Table 1-2: Fist of the Forest Unarmed Strike Damage by Size

1st-2nd

1

1d2

1d3

1d4

3rd-5th

1d2

1d3

1d4

1d6

6th-7th

1d3

1d4

1d6

1d8

8th-10th

1d4

1d6

1d8

1d10

11th-12th

1d6

1d8

1d10

2d6

13th-15th

1d8

1d10

2d6

2d8

16th-17th

1d10

2d6

2d8

2d10

18th-20th

2d6

2d8

2d10

3d6

1st-2nd

1d8

2d6

2d8

3d6

3rd-5th

2d6

2d8

3d6

3d8

6th-7th

2d8

3d6

3d8

4d8

8th-10th

3d6

3d8

4d8

5d8

11th-12th

3d8

4d8

5d8

6d8

13th-15th

4d8

5d8

6d8

7d8

16th-17th

5d8

6d8

7d8

8d8

18th-20th

6d8

7d8

8d8

9d8

 

Flurry of Blows (Ex): When unarmored, a Fist of the Forest 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 1-1: The Fist of the Forest.

This penalty applies for 1 round, so it also affects attacks of opportunity the Fist of the Forest might make before her next action. When a Fist of the Forest reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A Fist of the Forest must use a full attack action (see page 143) to strike with a flurry of blows. When using flurry of blows, a Fist of the Forest may attack only with unarmed strikes.

When a Fist of the Forest 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.

Fighting Style (Ex): A 1st-level Fist of the Forest must select one of the fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains at 1st, 2nd, and 6th level. In addition, at 1st level she gets a +2 bonus on checks involving a skill of her selection. Finally, she gains a bonus ability at 6th level.

Cobra Strike: Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.

1st-Level Skill Bonus: Escape Artist.

1st-Level Feat: Dodge.

2nd-Level Feat: Mobility.

6th-Level Feat: Spring Attack.

6th-Level Bonus Ability: The dodge bonus to Armor Class granted by your Dodge feat increases to +2.

Denying Stance: The Denying Stance monk seeks to neutralize the opponent’s maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.

1st-Level Skill Bonus: Tumble.

1st-Level Feat: Improved Grapple.

2nd-Level Feat: Combat Reflexes.

6th-Level Feat: Improved Disarm.

6th-Level Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts.

Hand and Foot: Students of the Hand and Foot style learn to use their appendages for both offense and defense.

1st-Level Skill Bonus: Balance.

1st-Level Feat: Stunning Fist.

2nd-Level Feat: Deflect Arrows.

6th-Level Feat: Improved Trip.

6th-Level Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed.

Invisible Eye: Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.

1st-Level Skill Bonus: Listen.

1st-Level Feat: Combat Reflexes.

2nd-Level Feat: Lightning Reflexes.

6th-Level Feat: Blind-Fight.

6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1.

Overwhelming Attack: A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.

1st-Level Skill Bonus: Intimidate.

1st-Level Feat: Power Attack.

2nd-Level Feat: Improved Bull Rush.

6th-Level Feat: Improved Overrun.

6th-Level Bonus Ability: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent.

Passive Way: The Passive Way focuses on making your opponent overreach himself or underestimate your skill.

1st-Level Skill Bonus: Bluff.

1st-Level Feat: Combat Expertise.

2nd-Level Feat: Improved Trip.

6th-Level Feat: Improved Feint.

6th-Level Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.

Sleeping Tiger: The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.

1st-Level Skill Bonus: Hide.

1st-Level Feat: Weapon Finesse.

2nd-Level Feat: Improved Initiative.

6th-Level Feat: Improved Sunder.

6th-Level Bonus Ability: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability.

Undying Way: Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.

1st-Level Skill Bonus: Concentration.

1st-Level Feat: Toughness.

2nd-Level Feat: Endurance.

6th-Level Feat: Diehard.

6th-Level Bonus Ability: When fighting defensively, using

Combat Expertise, or using the total defense action, the monk gains damage reduction 2/–.

Rage (Ex): Upon gaining this ability you must choose between Reckless Rage, Whirling Rage or Berserker Rage.

A Fist of the Forest can fly into a screaming blood frenzy a certain number of times per day. While raging, a Fist of the Forest cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A Fist of the Forest may prematurely end her rage. At the end of the rage, the Fist of the Forest loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A Fist of the Forest can fly into a rage only once per encounter. At 1st level she can use her rage ability once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Fist of the Forest can do it only during her action (see Initiative, page 136), not in response to someone else’s action. A Fist of the Forest can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if she had gone into a rage earlier in the round, before the arrow struck

Reckless Rage: In a reckless rage, a Fist of the Forest gains phenomenal strength and durability but becomes less able to defend herself. She temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but she takes a –2 penalty to Armor Class.

The increase in Constitution increases the duration of the rage as well as the Fist of the Forest’s hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.)

Whirling Rage: In a whirling rage, a Fist of the Forest swings wildly into combat. A Fist of the Forest with whirling rage enters a rage, she temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling rage, the Fist of the Forest 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. This penalty applies for 1 round, so it also affects attacks of opportunity the Fist of the Forest might make before his next action.

Berserker Rage: Whenever your current hit point total is below 5 × your Fist of the Forest level, your berserker rage automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/—, and a –2 penalty to your AC. The damage reduction granted by berserker strength stacks with any similar kind of damage reduction.

There is no limit to the number of times per day your berserker rage can activate. You cannot voluntarily end your berserker rage, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current hit points above the threshold.

When you select this ability you gain the rage ability. However, you do not receive any uses per day at 1st level or on any further levels of Fist of the Forest. You can gain uses per day from other classes, however they may not be used to activate berserker rage.

Evasion (Ex): A Fist of the Forest of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a Fist of the Forest is wearing no armor. A helpless Fist of the Forest (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Spirit Totem (Su): Choose a spiritual totem from the following list. Once you do so, you are forever bound to that animal spirit. Your connection grants you special abilities based on the totem you have chosen (or that has chosen you, as some see it). Your connection to your totem increases at 10th and 18th level.

Ape: The noble ape grants you a climb speed equal to one-half your base land speed (round down to the nearest 5-foot interval).

Bear: The mighty bear is known for her crushing embrace. If you adopt her as your spiritual totem, you gain the Improved Grab ability (MM 310).

Boar: The tenacious boar grants you the Diehard feat, even if you don’t meet the normal prerequisites.

Cat: The nimble cat allows you to begin a climb by making a Jump check as a free action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Jump check as being made with a running start even if you didn’t move at least 20 feet.

Crocodile: The rugged crocodile grants you a swim speed equal to one-half your base land speed (round down to the nearest 5-foot interval).

Dragon: The ancient dragon grants you Energy Resistance 5 to Acid, Cold, Electricity or Fire.

Eagle: The keen-eyed eagle can see clearly over great distances and often notices details that are not obvious. If you embrace him as your spiritual totem, you gain a reduced the penalty on Spot checks due to range by half (-1 per 20 feet of distance instead of 10 feet).

Fox: The cunning fox uses stealth to gain the upper hand. Should you choose her as your spiritual totem, you gain a +4 bonus on Hide and Move Silently checks.

Horse: The swift horse grants you the Run as a bonus feat.

Lion: The regal lion grants you the pounce ability (MM 313).

Rhinoceros: The unstoppable rhinoceros grants you a +2 Natural Armor bonus.

Serpent: The wise serpent grants you Lightning Reflexes as a bonus feat.

Shark: The tireless shark grants you a swim speed equal to your base land speed.

Wolf: The wolf is a loyal ally who uses pack tactics to subdue her foes. If you choose her as your spiritual totem, you gain an additional +2 bonus on attack rolls when flanking an opponent.

Wolverine: The ferocity of the wolverine increases your daily uses of rage by 1.

Fast Movement (Ex): At 3rd level, a Fist of the Forest gains an enhancement bonus to her speed, as shown on Table 1-1. A Fist of the Forest in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su): At 4th level, Fist of the Forest’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction, page 291 of the Dungeon Master’s Guide). Ki strike improves with the character’s Fist of the Forest level. At 10th level, her unarmed attacks are also treated as chaotic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness (see Smashing an Object, page 165).

Lesser Totem Manifestation (Su): Your connection to your spiritual totem grows.

Ape: Gain Power Attack as a bonus feat, even if you do not meet the normal prerequisites.

Bear: Gain Improved Grapple as a bonus feat, even if you do not meet the normal prerequisites.

Boar: Your rage lasts for 2 rounds longer than normal.

Cat: You can run or charge across a difficult surface without needing to make a Balance check (PH 67).

Crocodile: Gain the Improved Grab ability (MM 310).

Dragon: Gain the frightful presence ability (see page 309 of the Monster Manual). The save DC is equal to 10 + 1/2 fist of the forest level + fist of the forest’s Cha modifier.

Eagle: Gain the ability to make spot checks as free actions.

Fox: Add your wisdom modifier to reflex saves in addition to your dexterity modifier.

Horse: Gain Endurance as a bonus feat.

Lion: While in a Feral Trance (see below), you gain a Rake attack that deals 1d4+1/2 Str damage. If a Fist of the Forest charges a foe, it can make a full attack, including two rake attacks.

Rhinoceros: Deal bonus damage on a charge equal to your Strength modifier.

Serpent: Gain a venomous bite attack whose damage and Fort Save DC is based on size (Diminutive: 1 DC 9, Tiny: 1d2 DC 10, Small: 1d3 DC11, Medium: 1d4 DC 12, Large: 1d6 DC 13, Huge: 1d8 DC 14). The poison deals 1d4 initial and secondary Con damage.

Shark: Gain the ability to locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Wolf: Gain Improved Trip as a bonus feat.

Wolverine: Gain a climb speed equal to one-half your base land speed (round down to the nearest 5-foot interval).

Uncanny Dodge (Ex): At 2nd level, a Fist of the Forest gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Fist of the Forest already has uncanny dodge from a different class (a Fist of the Forest with at least four levels of rogue, for example), she automatically gains improved uncanny dodge (see below) instead.

Purity of Body (Ex): At 5th level, a Fist of the Forest gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

Feral Trance (Su): At 7th level, a Fist of the Forest becomes more animalistic while raging. While raging you enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become claw-like (destroying any shoes or gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action. The damage for this attack is 1d6 + your Str modifier, regardless of your size. A feral trance is activated and ends along with your rage. Any effect that activates or ends your rage or feral trance also activates or ends the other at the same time.

Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

The Fist of the Forest can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a Fist of the Forest detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Fist of the Forest can take a move action to note the direction of the scent. Whenever the Fist of the Forest comes within 5 feet of the source, the creature pinpoints the source’s location.

A Fist of the Forest with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Fists of the Forest tracking by scent ignore the effects of surface conditions and poor visibility.

Improved Evasion (Ex): At 9th level, a Fist of the Forest’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless Fist of the Forest (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): At 9th level and higher, a Fist of the Forest can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack the Fist of the Forest by flanking her, unless the attacker has at least four more rogue levels than the target has Fist of the Forest levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Diamond Body (Su): At 11th level, a Fist of the Forest is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Greater Rage (Ex): At 11th level, a Fist of the Forest’s bonuses while raging are as follows:

Reckless: Strength and Constitution increase to +6, and her morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Whirling: Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3.

Berserker: Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/— (or your existing damage reduction of the same kind improves by 3).

Diamond Soul (Ex): At 13th level, a Fist of the Forest gains spell resistance equal to her current Fist of the Forest level + 10. In order to affect the Fist of the Forest with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the Fist of the Forest’s spell resistance.

Untamed Strike (Su): On attaining 14th level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time.

Tireless Rage (Ex): At 17th level and higher, a Fist of the Forest no longer becomes fatigued at the end of her rage.

Timeless Body (Ex): Upon attaining 17th level, a Fist of the Forest no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Fist of the Forest still dies of old age when her time is up.

Greater Totem Manifestation (Su): Your connection to your spiritual totem intensifies.

Ape: Your climb speed increases to equal your base land speed.

Bear: Gain 1 extra hit point per Fist of the Forest level.

Boar: Gain the ability to continue fighting without penalty while disabled or dying.

Cat: Gain the ability to ignore the additional movement and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148).

Crocodile: Gain the ability to hold your breath for a number of rounds equal to 4 × your Constitution score before you risk drowning.

Dragon: Your Energy Resistance improves by 5.

Eagle: Gain low-light vision.

Fox: Add your wisdom modifier as a dodge bonus to your Armor Class. Any condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus.

Horse: When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat in medium or heavy armor, or if you’re carrying a medium or heavier load. If you are charging, you must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.

Lion: Gain the ability to loose a powerful and intimidating roar. When you roar, every creature within a 30-foot radius must succeed on a Will save (DC 10 + 1/2 your Fist of the Forest level + your Str modifier) or be shaken for a number of rounds equal to your barbarian level. This ability can be used once per day, and you gain an additional use per day at each level at which your damage reduction would increase (10th, 13th, 16th, and 19th levels).

Rhinoceros: Gain an additional +2 Natural Armor bonus.

Serpent: Your bite damage and poison Save DC increase as follows (Diminutive: 1d2 DC 12, Tiny: 1d3 DC 13, Small: 1d4 DC14, Medium: 1d6 DC 15, Large: 1d8 DC 16, Huge: 1d10 DC 17).

Shark: Gain the ability to notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. This ability works only when the shark is underwater.

Wolf: A Fist of the Forest that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Fist of the Forest.

Wolverine: Gain a burrow speed equal to one-half your base land speed (round down to the nearest 5-foot interval).

Mighty Rage (Ex): At 20th level, a Fist of the Forest’s bonuses while raging are as follows:

Reckless: Strength and Constitution increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Whirling: Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

Berserker: Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/— (or your existing damage reduction of the same kind improves by 4).

Perfect Self: At 20th level, a Fist of the Forest has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her.

Additionally, the Fist of the Forest gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction (see Damage Reduction, page 291 of the Dungeon Master’s Guide). Unlike other outsiders, the Fist of the Forest can still be brought back from the dead as if she were a member of her previous creature type.


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