Complete Champion - 3.5e

Page 82

FOREST REEVE "Most trees can't defend themselves. That's why we do it for them. " —Denon, Knight of the Green Forest reeves are chosen by the Guardians of the Green to patrol local wilderness areas to check for dangers and humanoid activities that could be harmful to the land. The forest reeve's job is to defend the forest whenever he can, and to inform the Guardians of the Green when more force becomes necessary.

BECOMING A FOREST REEVE Rangers and barbarians are the most likely characters to take up the mantle of the forest reeve, but members of this prestige class can come from a wide variety of backgrounds. A forest reeve is chosen more for his devotion to the wilder­ ness than for any specific skill he possesses. The Guardians of the Green want to be certain that anyone they choose for such a post can be trusted never to shirk his duties to the forest. ENTRY REQUIREMENTS Base Attack Bonus: +5. Skills: Knowledge (nature) 2 ranks, Listen 4 ranks, Spot 4 ranks, Survival 6 ranks. Feats: Endurance, Track. Special: Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green.

TABLE 2-3: THE FOREST REEVE

Level 1st

2nd 3rd

4th 5th

H I T DIE: D10

Base Attack Fort Ref Will Bonus Save Save Save Special +1 +0 +2 +0 Earth's defender+1, fast movement, nature's rejuvenation 1/day +2 +0 +3 +0 Woodland stride +3 +1 +3 +1 Earth's defender+2, nature's rejuvenation 2/day, swift tracker +4 +1 +4 +1 Camouflage +5 +1 +4 +1 Earth's defender+3, nature's rejuvenation 3/day, whispers of the forest

Class Skills (6 + Int modifier per level): Balance, Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Search, Spot, Survival, Swim, Use Rope.

CLASS FEATURES As a forest reeve, you patrol the forest and defend it from harm, and the earth itself supports your efforts. You also serve as an advance scout for the Guardians of the Green and aid them in battle when necessary.

E a r t h ' s Defender (Su): Once per day as a move actio: you can channel nature's power through your body and int any one weapon you wield, making it temporarily magical for 1 minute/character level you possess. When you an 1st level, this ability grants your weapon a temporary +| bonus. The value of this bonus increases to +2 when you attain 3rd level and to +3 when you attain 5th level. This ability can be used while you wield a magic weapon, I its effects do not stack with the weapon's existing bom (if any). Fast Movement (Ex): Your base land speed is 10 feet fasti than the norm for your race. See the barbarian class feature (PH 25). If you have fast movement from another source, til benefits stack. N a t u r e ' s R e j u v e n a t i o n (Sp): Once per day, you can channel the rejuvenating power of nature to restore J invigorate yourself. If you spend 1 full minute in direct physical contact with a living plant or fertile ground, you are affected as if by your choice of any one of the following spells: bear's endurance, cure moderate wounds, or lesser restora tion (caster level equals your character level). You can us this power only on yourself. At 3rd level, you can use this ability twice per day, and at 5th level, you can use it three times per day. W o o d l a n d Stride (Ex): Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH 36). If ycu already have woodland stride, you gain a +10-foot bonus 1 your land speed. Swift Tracker (Ex): Beginning at 3rd level, you can move at your normal speed while following tracks. See the ranger class feature (PH 48). If you have swift tracker fro! another source, the penalties are lessened by an addition; 5 feet. Camouflage (Ex): Beginning at 4th level, you can use the Hide skill in any sort of natural terrain, even while being observed. W h i s p e r s of t h e Forest (Su): When you attain 5a level, the plants, trees, and rocks begin to speak to you bringing you news wherever you are. Once per day, these voices of the forest give you a short answer to any simp] question you pose pertaining to current events in a wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. J the DM's discretion, when the forest deems an issue paticularly important, the whispers bring you news without your request.

PLAYING A FOREST REEVE Like all Guardians of the Green, forest reeves vary widely i attitude. But the one ideal you all share is an undying love for the earth. More intense, even, than a parent's love for child, this passion brings out a fierce protectiveness in you In fact, you would die to defend your forest home, without question, should it become necessary.

Combat Though skilled at all forms of combat, you are particular adept at guerrilla warfare—tracking enemies to their lair ambushing them while they sleep, or engaging in other sue surreptitious tactics. Between fast movement and woodland


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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