Forest keeper
Requirements
BAB: +3
Wildshape 1/day
Can Cast: Speak with plants
Has seen a forest.
HD d8
Class Skills: The keeper's class skills (and the key ability for each skill)
are, Concentration (Con), Craft (Int), Diplomacy (Cha), , Heal (Wis), Intuit
Direction (Wis), Knowledge (plants) (Int), Profession (Wis), Scry (Int,
exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Weapon and armour proficiencies: None gained
Level..BAB..F/R/W.....Special
..1....+1...+2/+0/+2..... Woodland living, Spellcasting
..2....+2...+3/+0/+3..... Barkskin 1/day
..3....+3...+3/+1/+3..... Plant Growth 1/day
..4....+4...+4/+1/+4..... Sense step, Hard as wood
..5....+5...+4/+1/+4..... Thorn chain
..6....+6...+5/+2/+5..... Treant wildshape
..7....+7...+5/+2/+5..... Permanent Bark skin
..8....+8...+6/+2/+6.....
..9....+9...+6/+3/+6..... Protective briar
.10...+10...+7/+3/+7.... Gaea’s Embrace
Woodland living (Ex): As the starting ability, the Forest keeper gains a +4
fortitude to all poisoness plants, fungi and other naturally occurring poisons,
s/he also gains a +4 bonus to hide and move silently checks inside woodlands.
Spellcasting: The Keeper can cast a small number of Divine spells based on
their Wisdom score and using the spell progression for assassins. He uses his
own spell list:
Spell notes:
Detect plants is as Detect animals and plants, but only plants, Plant messenger
is the same as animal messenger but A vine or similar plant is used, Meld into
plants is the same as Meld into stone, but the cast melds into plants and Spike
Growth as spike stone but it only effects vegitation
Barkskin (Sp): Conjuring up innate power, the Forest keeper may now make
His/her skin bark like, as the spell.
Sun Sustenance (Ex): Also at second level, the Forest keeper gains the ability
to draw energy from the sun. As long as s/he spends at least 4 hours of the day
outdoors, s/he can draw sustenance from the sun itself, and thus s/he requires
no food that day. S/he still thirsts, however, and needs the standard amount of
water to survive.
Plant growth (Sp): Usable 1/day the Forest keeper may cast plant growth, but
only the “Over growth” version.
Sense step (Ex): The Forest keeper gains Tremorsense, by sensing the vibrations
travelling along Roots and overhead vines. This is effects at a base range of
60ft
Hard as wood (Ex): Due to extensive magic and work with plants, his/her skin
hardens, granting the Toughness feat and DR --/3
Thorn chain (Su): The Forest keeper can now create a long, thorned vine from
any nearby tree branch. Equal to a +1 spiked chain per 3 levels of the Keeper,
this sacred weapon deals 2d4 piercing damage and +1d6 of sacred damage. The
keeper is automatically proficient in using this equivalent of the spiked
chain, and it breaks no oaths.
Treant Wild Shape (Sp): Beginning at sixth level, the Forest keeper can use
wild shape to take the form of a Treant and back again once per day. This
ability otherwise works like wild shape. Since a Treant has a voice and
manipulative appendages, the Forest keeper can cast spells normally while in
Treant wild shape.
Permanent Barkskin (Su): The Forest keeper's affinity of nature has granted
him/her toughened skin, And instead of the usual +4 , they gain +5.
Protective briar (Sp): The Forest keeper is, now able to call upon nature and
cover himself with a sharp tangle of vines. It has (Wis mod)d8 hit points, and
grants 60% concealment, but the Forest keeper is unhindered in his movements,
and the briar follows him. The briar fills the square so no other being may
enter, and any one without reach/ranged weapon takes 1d4 damage on a failed
reflex save of 13.
Gaea's Embrace: At 10th level, the Forest keeper permanently becomes a plant
creature, though all forms of wild shape that the character could previously
use remain available to him. His/her type changes to plant, and as a result
s/he gains low-light vision, is immune to poison, sleep, paralysis, stunning,
and polymorphing, and is not subject to critical hits or mind-influencing
effects (charms, compulsions, phantasms, patterns, or morale effects). S/he no
longer suffers penalties for aging and cannot be magically aged. Any aging
penalties s/he may already have suffered, however, remain in place. Bonuses still
accrue, and the Forest keeper still dies of old age when His/her time is uup.