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I have a one-shot Thyatian military 3.5 D&D adventure(levels 6-9) coming up, and I am working on a few pre-gens characters based on James Ruhland's work here.

So most of the classes in the Thyatian armed forces are fighters, clerics, wizards, as well as foresters.

All of these are present in 3.5 D&D, with the exception of foresters. So I took a look at what is out there, and decided to use the previous efforts to take another crack at building the 3.5 D&D forester, using the efforts of Roger Girtman, and Rodger Burns as a start point. I also took a look at the Blackmoor Arcane Warrior core class for some input.

Now my primary goal here is to capture the abilities, play and feel of the BECMI D&D Forester, with sticking to 3.5 D&D design goals as a lesser priority. Since this is a one-shot I could just build the character ad-hoc but with 3.5 the way it is designed I figured it wouldn't hurt to try and build out the class progression especially since most of what I need has already been done by other writers.

3.5E Forester base class

by David Keyser

Alignment
Any good. The character must be adopted into the Vyalia clan of Forest Elves in a special ceremony. Must be a Thyatian human citizen.

Hit Die
d6.

Class Skills
The Forester’s class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Survival (Wis).

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

Skill Points at Each Additional Level
4+ Int modifier.

Class Features

Lvl BAB Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Special
1 +0 2 0 2 3 0* -- -- -- -- -- -- -- -- Arcane Armor (5%), Elfkin
2 +1 3 0 3 4 1 -- -- -- -- -- -- -- -- Woodwise
3 +2 3 1 3 4 1 0* -- -- -- -- -- -- -- Arcane Armor (10%)
4 +3 4 1 4 4 2 1 -- -- -- -- -- -- -- Bonus Feat
5 +3 4 1 4 4 2 1 0* -- -- -- -- -- -- Arcane Armor (15%)
6 +4 5 2 5 4 2 2 1 -- -- -- -- -- --
7 +5 5 2 5 4 3 2 1 0* -- -- -- -- -- Arcane Armor (20%)
8 +6/+1 6 2 6 4 3 2 2 1 -- -- -- -- -- Bonus Feat
9 +6/+1 6 3 6 4 3 3 2 1 0* -- -- -- -- Arcane Armor (25%)
10 +7/+2 7 3 7 4 3 3 2 2 1 -- -- -- -- Arcane Armor (30%)

All of the following are class features of the forester.

Weapon and Armor Proficiency
A forester is proficient with all simple weapons, as well as with light and medium armor and shields (except tower shields). They also have the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

Spells
A forester casts arcane spells which are drawn from the sorcerer/wizard spell list. Like a wizard, a forester has a spellbook and must learn and prepare spells ahead of time.

To learn, prepare, or cast a spell, the forester must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a forester's spell is 10 + the spell level + the forester's Intelligence modifier.

Unlike a bard or sorcerer, a forester may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour studying his spellbook. While studying, the forester decides which spells to prepare.

A forester is not as adept in the arts of magic as some other casters; at certain levels, new spells are only gained if the character has a high enough Intelligence to qualify for a bonus spell of that level. (This is shown with the notation '0*'.) If the character's Intelligence is insufficient to qualify for a bonus spell, no spells of that level may be cast, prepared or learned.

Spellbooks
A forester must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all foresters can prepare from memory.

A forester begins play with a spellbook containing all 0-level wizard spells, plus three 1st-level spells of your choice. For each point of Intelligence bonus the forester has, the spellbook holds one additional 1st-level spell of your choice. At each new forester level, he gains two new spells of any spell level or levels that he can cast (based on his new forester level) for his spellbook. At any time, a forester can also add spells found in other wizards' or foresters' spellbooks to his own.

Limited Class Progression
Unlike other core classes, a forester's level progression is limited to 10th level. After this level is reached, the character must multiclass or select a prestige class. No further arcane spell progression is possible, so only non-arcane caster classes may be selected. Any divine spell casting must be from a class which gets spells that are compatible with the Immortal Ilsundal.

Arcane Armor
A forester learns how to combine weapons, armor, and arcane spells into a flawless whole. Starting at 1st level, the arcane spell failure penalty the forester suffers when wearing armor is reduced by 5%.The ability continues to improve, as shown by the table. This ability does stack with the Armor Casting, Greater Armor Casting, Improved Armor Casting and Shield Casting feats. See the 3.5 Blackmoor book for details.

Bonus Feats
At fourth and eighth level, a forester may select any Fighter or Metamagic Feat as a bonus feat. He may also select one of the four feats mentioned in the Arcane Armor paragraph to further reduce the arcane spell failure penalty.

Elfkin
Due to the foresters’ affinity for the elven way of life, he receives a +1 circumstance bonus on all Cha-based skills and ability checks when dealing with elves.

Woodwise
At second level, the forester’s affinity for the elven lifestyle has granted him the uncanny visual acuity and senses of the elves. He gains a +2 bonus on Listen, Search, and Spot checks. A forester who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it, just as an elf does.