Classes

HOME

Characters

Races

Classes

Forestmage

Warriormage

Misc

Forestmage

Geology &
Governments

 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
.

Other

  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

                Spell Level               Special
Level    0   1   2   3   4   5           Ability
  1       3   1   0   0   0   0      Nature Sense Plants
  2       4   2   0   0   0   0      Nature Sense Animals
  3       4   2   1   0   0   0      Pick One A
  4       4   3   2   0   0   0      Nature's Skin +1AC
  5       4   3   2   1   0   0      Nature's Teeth
  6       4   3   3   2   0   0      Pick One B  
  7       4   4   3   2   1   0      Nature's Ears
  8       4   4   3   3   2   0      Nature's Skin +2 AC
  9       4   4   3   3   2   1      Nature's Tongues
 10      4   4   4   3   2   2      Pick One C

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).  

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

Continents

Countries

Pantheon

Forum

History

About Me

Organizations

This file is not intended to be viewed directly using a web browser. To create a viewable file, use the Preview in Browser or Publish to Yahoo! Web Hosting commands from within Yahoo! SiteBuilder.