Prestige Class
In the days before the gods and goddesses of rose to power, there were those mages that saw the beauty and wonder of nature and strove to understand it. They learned the intricacies of Nature and were able to cast spells that were unheard of by other Wizards and Sorcerers. As the races took over more and more territory, these people decided to uphold and protect nature. They were often misunderstood and shunned by their fellow Mages for not practice proper magic.
As time went by, the god Barthula rose to power. His druids and clerics took over much of the work. These Forestmages became less and less common.
Today they still exist and can still be found wandering the forests and wilds of Philenos, protecting the great trees and animals from harm. Normally elves and half-elves are found in this profession, but Forest Mages of all races exist. . They are often shunned by clerics and Wizards alike for what many consider the unnatural way in which they cast their spells.
Forest Mage Forest Mages are arcane spell casters that focus on nature. They develop an intimate relationship ship with nature. They understand how things work in the natural world and learn to use their magic to that effect. Any many case, Forest Mages are normal mages that thru use of the Polymorph Self spell have developed and deeper appreciation for nature and want to learn more about it. They are not worshippers of nature as the druids and some clerics, they see themselves more as partners with nature. Requirements: Knowledge (Nature) 5 Wilderness Lore 5 Ability to cast Alter Self and Polymorph Self Forest Mages pledge to protect nature in all its forms wherever they may find it. Class Skills: Animal Empathy, Climb, Concentration, Handle Animal, Intuit Direction, Knowledge(Nature), Listen, Move Silently, Search, Spot, Swim, Wilderness Lore,. Class Features Skill points at each level: 2 + Int modifier. Hit Dice d6 BAB and Saves as mage The following are class features of the Forest Mage. Due to their exposure to nature and the outdoors, Forest Mages receive a d6 for hit dice. They are a bit hardier then the average mage. Armor and Weapon Proficiency: Forest mages disdain the use of any armor as it interferes with their magic. Forest Mages are proficient in weapons associated with nature, in other words, Staff, Axe, Knife, short bow, long bow. Spells: Forest mages cast spells according to the following chart. Their spells come from the list below. They are Arcane spell casters and casting is INT based. They combine their magic with nature to get the same effects as the druids. They keep a spellbook especially for these spells and must study their spells nightly like any other mage. Their spells come from the following list. 1st Level : Calm Animals Detect Animal Detect Plant Detect Poison Detect Snares & Pits Entangle Goodberry Magic Fang 2nd Level : Animal Messenger Animal Trance Barkskin Charm Person Charm Animal Hold Animal Summon Natures Ally I Produce Flame Woodshape 3rd Level : Commune with Nature Diminish Plants Dominate Animal Plant Growth Snare Spike Growth Tree Shape 4th Level :Anti-plant Shell Control Plants Neutralize Poison Poison Repel Vermin Summon Natures Ally II 5th Level : Animal Growth Tree Stride Wall of Thornes Lvl ability spell lvls 0 1 2 3 4 5 1 Nature Sense Plants 3 1 0 0 0 0 2 Nature Sense Animals 4 2 0 0 0 0 3 Pick One A 4 2 1 0 0 0 4 Natures Skin +1AC 4 3 2 0 0 0 5 Natures Teeth 4 3 2 1 0 0 6 Pick One B 4 3 3 2 0 0 7 Natures Ears 4 4 3 2 1 0 8 Natures Skin +2AC 4 4 3 3 2 0 9 Natures Tongue 4 4 3 3 2 1 10 Pick One C 4 4 4 3 3 2 Nature Sense Plants as the druid ability, but at first level, can only identify plants. Nature Sense Animals as the druid ability, but only works for animals. Pick One A: At 3rd level, the Forest Mage can choose one of the following. Animal Companion(as the druid ability), Woodland Stride(as the druid ability), or Craft(bowmaking) Natures Skin: Due to exposure to the outdoors and their study of Nature, Forest Mages develop a thicker skin. This acts as a +1 Natural Armor at level 4 and a +2 total, at level 8. Nature's Teeth: At 5th level, as Forest Mage has begun to understand nature well enough to incorporate additional effects into his/her spells. With Nature's teeth, the mage can take one spell per level starting at 5th and add one of the following effect to it when the cast that spell. This only works with plant based spells and the spell counts as one level higher then it previously was. Thorns: the plant in the spell now has thorns that do an additional 1d4. Poison: the plant in the spell is now poisonous, a successfully save negates poison, otherwise and additional 1d4 + 1d4 Con temporary damage. Color: with this, the color of the plant can be changed, it can be used to make the plant blend in to the background, or stand out. Pick One B: At 6th level, the Forest Mage can choose one of the following. Animal Companion(as the druid ability), Woodland Stride(as the druid ability), or Craft(bowmaking). If they have already chosen Animal Companion, then they have the option of choosing Bonded Companion, (this effectively makes the companion a familiar, if they already have a familiar, the this gives them an additional familiar). If they previously choose Woodland Stride, then they can choose Track (as the Feat). If they had previously chosen Craft(bowmaking) then they can choose Expert bowmaker, which lets them create bows that give a +1 to hit at all ranges. Nature's Ears: with this ability, the Forest mage has gotten to know nature well enough that they understand it. If the Forest Mage concentrates, they can understand the speech of plants and animals of the forest. This ability works once per day per level. Nature's Tongue: with this ability, if the Forest Mage is able to concentrate, they can communicate with the plants and animals of the forest. This ability works once per day per level. Pick One C: At 10th level, the Forest Mage can choose one of the following. Animal Companion(as the druid ability), Woodland Stride(as the druid ability), or Craft(bowmaking). If they have already chosen Animal Companion, then they have the option of choosing Bonded Companion, (this effectively makes the companion a familiar, if they already have a familiar, the this gives them an additional familiar). If they previously choose Woodland Stride, then they can choose Track (as the Feat). If they had previously chosen Craft(bowmaking) then they can choose Expert bowmaker, which lets them create bows that give a +1 to hit at all ranges. If they had chose Bonded Companion, then they can choose Far Ranged Familiar, this give the Familiar a range of 1 mile. If they choose Track, they can choose Skill Focus Track to make them better at it. If they choose Expert Bowmaker, they can choose Point Blank Shot(as the feat).
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