Prestige Classes

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 wilderness 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.

PLAYING A FOREST REEVE

Like all Guardians of the Green, forest reeves vary widely in attitude. But the one ideal you all share is an undying love for the earth. More intense, even, than a parent’s love for a 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 particularly adept at guerrilla warfare—tracking enemies to their lairs, ambushing them while they sleep, or engaging in other such surreptitious tactics. Between fast movement and woodland stride, you can usually escape through the forest before your enemies know what hit them.

Hit Die: d10.

Requirements

To qualify to become a forest reeve, a character must fulfill all of the following criteria.

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.

Class Skills

The forest reeve's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.


Table: The Forest Reeve

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Earth’s defender +1, fast movement, nature’s rejuvenation 1/day
2nd +2 +0 +3 +0 Woodland stride
3rd +3 +1 +3 +1 Earth’s defender +2, nature’s rejuvenation 2/day, swift tracker
4th +4 +1 +4 +1 Camouflage
5th +5 +1 +4 +1 Earth’s defender +3, nature’s rejuvenation 3/day, whispers of the forest
Class Features

All of the following are class features of the forest reeve prestige class.

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.

Earth’s Defender (Su): Once per day as a move action, you can channel nature’s power through your body and into any one weapon you wield, making it temporarily magical for 1 minute/character level you possess. When you are 1st level, this ability grants your weapon a temporary +1 bonus. The value of this bonus increases to +2 when you attain 3rd level and to +3 when you attain 5th level. The ability can be used while you wield a magic weapon, but its effects do not stack with the weapon’s existing bonus (if any).

Fast Movement (Ex): Your base land speed is 10 feet faster than the norm for your race. See the barbarian class feature (PH 25). If you have fast movement from another source, the benefits stack.

Nature’s Rejuvenation (Sp): Once per day, you can channel the rejuvenating power of nature to restore or 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 restoration (caster level equals your character level). You can use 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.

Woodland 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 you already have woodland stride, you gain a +10-foot bonus to 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 from another source, the penalties are lessened by an additional 5 feet.

Camouflage (Ex): Beginning at 4th level, you can use the Hide skill in any sort of natural terrain, even while being observed.

Whispers of the Forest (Su): When you attain 5th 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 simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM’s discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.