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In the days before the gods and goddesses rose to power, there were mages that saw the beauty and wonder of nature and strove to understand and protect 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 take a more active stance to protect nature, thus the Forestmages were born. They were often misunderstood and shunned by their fellow magic-users, and still are today. Many don't feel they practice proper magic. As time went by, the god Barthula rose to power. His druids and clerics took over much of the work, and these Forestmages become less common. Today, they still exist and can be found wandering the forests and wilds of Philenos. They protect the trees and animals from harm. Normally elves and half-elves are found in this class, but Forestmages of all races do exist. They are still often shunned and misunderstood by Divine and Arcane spell casters. Many consider the way they practice their magic unnatural, as many don't understand it.
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Forestmages are arcane spell casters that focus on nature. They develop and intimate relationship with nature. They understand how things work in the natural world and learn to use their magic to mimic and enhance nature. Any many cases, Forestmages are normal mages that through use of the Polymorph Self spell, have developed a deeper appreciation for nature and want to learn more about it. Many things in Society can force this change as well, but one cannot fully be a Forestmage unless they have the ability to truly be one with nature. They are usually not worshippers of nature and its gods as the druids and some clerics are. They see themselves more as partners with nature.
Requirements: Alignment: any non evil Knowledge (Nature) 5 ranks Wilderness Lore 5 ranks Ability to cast Alter Self and Polymorph Self
Forestmages pledge to protect nature in all its forms where-ever they may find it.
Class Features Class Skills: Animal Empathy, Climb, Concentration, Handle Animal, Intuit Direction, Knowledge(Nature), Listen, Move Silently, Search, Spot, Swim, and Wilderness Lore.
Skill Points at each level: 2 + Int modifier Hit Dice d6 BAB and Saves as Wizards
Due to their exposure to the outdoors, Forestmages are a bit hardier then the average mage, they receive a d6 for hit dice to reflect this.
Armor Proficiency: Forestmages just as normal arcane special users, wear no armor as it interferes with their spell casting.
Weapon Proficiency: Forestmages are proficient with weapons associated with outdoors and usefulness in nature, such as Staff, Axe, Knife, Short Bow, and Long Bow.
Forestmages cast their spells according to the following chart. They also have a special spell list that is listed below the chart. They are arcane spell casters and casting is Int Based. They combine their magical knowledge with nature to get the same effects as druids and clerics of nature. They keep a spellbook especially for these spells and must study their spells nightly, like any other mage. The abilities they gain per level are also on the chart with descriptions below the spell lists
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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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The Forestmage's spells come from this 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
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