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Forester 3E core class

by Rodger Burns

One other attempt on converting 0E elves to a 3E setting - essentially, creating a mini-core class with a mix of combat ability and arcane spellcasting, limited to 10 levels that 'elf'-class characters would take early in their adventuring careers. 0E Attack Ranks reflect multiclassing into Fighter or possibly Ranger; the GAZ5 "elven wizard" takes levels of arcane caster PrC. Hopefully this balances well against existing 3E classes and works well for elven characters on Mystara. Thoughts?

The Forester is a mix of warrior and wizard - an individual able to fight fairly effectively, wield arcane magic and move effectively through the wilderness. A class often adopted by elves and friends of elves, foresters are capable adventurers but may find themselves outstripped by the most powerful of wizards and other adventurers.

Abilities: Intelligence powers the forester's arcane spellcasting. Strength and Dexterity both provide useful combat benefits and allow the forester to function well in melee.
Alignment: Any.
Hit Die: d8.

Class Skills
A forester's class skills (and the key ability for each skill) are: Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

  BAB Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 0 2 2 3 0 -- -- -- -- -- -- -- --
2 +1 0 3 3 4 1 -- -- -- -- -- -- -- --

3 +2 1 3 3 4 1 0* -- -- -- -- -- -- --
4 +3 1 4 4 4 2 1 -- -- -- -- -- -- --
5 +3 1 4 4 4 2 1 0* -- -- -- -- -- --
6 +4 2 5 5 4 2 2 1 -- -- -- -- -- --
7 +5 2 5 5 4 3 2 1 0* -- -- -- -- --
8 +6/+1 2 6 6 4 3 2 2 1 -- -- -- -- --
9 +6/+1 3 6 6 4 3 3 2 1 0* -- -- -- --

10 +7/+2 3 7 7 4 3 3 2 2 1 -- -- -- --
--                            
11 n/a n/a n/a n/a 4 3 3 3 2 1 0* -- -- --
12 n/a n/a n/a n/a 4 3 3 3 2 2 1 -- -- --
13 n/a n/a n/a n/a 4 3 3 3 3 2 1 0* -- --
14 n/a n/a n/a n/a 4 3 3 3 3 2 2 1 -- --
15 n/a n/a n/a n/a 4 3 3 3 3 3 2 1 0* --
16 n/a n/a n/a n/a 4 3 3 3 3 3 3 2 1 --
17 n/a n/a n/a n/a 4 3 3 3 3 3 3 2 1 0*
18 n/a n/a n/a n/a 4 3 3 3 3 3 3 2 2 1
19 n/a n/a n/a n/a 4 3 3 3 3 3

3 3 2 2
20 n/a n/a n/a n/a 4 3 3 3 3 3 3 3 3 3

Class Features
All of the following are class features of the forester.

Weapon and Armour Proficiency
A forester is proficient with all simple weapons, as well as with light and medium armour and shields (except tower shields). A forester can cast forester spells while wearing light armour without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a forester wearing medium or heavy armour or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass forester still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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. She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her 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.

Spellbook
A forester must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her 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, she gains two new spells of any spell level or levels that she can cast (based on her new forester level) for her spellbook. At any time, a forester can also add spells found in other wizards' or foresters' spellbooks to her 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. Spell progression for levels 11-20 is listed above in the event that a forester takes prestige levels in a class that offers "+1 level of arcane spellcasting class"; this spell progression can't be achieved in any other manner.