
Foresters are sentient plant-humanoids that look similar to Treants.
Foresters were created by Daelanthiel to serve as wardens and protector
of her most sacred shrines. Little is known of the Foresters, but from time
to time various ones emerge from ancient forest to explore the world
about them. The reasons for such missions are unknown, but sages
speculate that Foresters gather information to take back to their
communities. In the distant past an army of Foresters emerged from
their woods to turns back an immense invading hoard of dark spawned
creatures, the battle was costly but the combined might & magic of the
Foresters destroyed the invading force.
It is difficult to gage the attitude that Foresters have toward other races, it
is presumed that they have a natural liking for elves since they should
share the same wooded areas. Beyond that Foresters seem to shape
their attitude towards others based on that person’s respect for nature.
Sages do know this, Foresters bear an immense hatred for all dark spawn
and will shown them no mercy. They view all dark spawn as perversions
of nature and have no qualms about destroying creatures tainted by
demonic magics. Foresters have a number of special benefits and
penalties as a sentient plant.
1. Foresters are a magical combination of plant and sentient being.
Foresters drink & eat like normal characters, but do not eat meat or drink
alcohol.
2. Foresters have the night vision of elves.
3. Foresters do not sleep, as long as they remain motionless they may
regain FT as if they were sleeping.
4. Foresters receive Ranger at ½ the exp and they must specialize in
woods.
5. Foresters receive swimming at ½ the required exp and are naturally
buoyant and do not sink unless they are weighted.
6. Foresters bark is both durable and spongy and takes ½ damage from
class A & C weapons. This reduction is calculated after the damage
occurs to the Foresters.
7. Foresters are immune to College of the Mind because of the strange
and unusual way of thinking and perceiving. The have double resistance
to College of the Earth, but only ½ resistance to College of Fire.
8. Foresters receive Sage at ½ the required exp.
9. Drudic Foresters add 10% to spell percentages when using Earth
magics.
10. Regular healing spells do not work on Foresters, but they may use a
natural form of regeneration to heal themselves of damage. The base
chance is 40% and may be cast with either FT or EN. The regeneration
heals 2 points per pulse and 5 pulses plus one per rank in the talent.
EXP Multiple of 200. They may not backfire with this talent, but will loose
it for a 24 hours period if the roll 99 or 100.
11. Foresters have the ability to dose natural fires. 50% 20ft +20 per
rank and it will dose 5 square feet +1 per rank of the spell. EXP Multiple.
150
12. Animal Friendship: Foresters will not be attacked by normal creatures
unless they first attack them. (Which is something a Foresters is unlikely
to do)
13. Foresters can automatically take on the form of a nearby tree and can
change into a tree that looks identical to any tree within 500ft. If there are
no trees around they may not use this ability. While in tree-form they
appear like a regular tree, but can still see and hear like normal. It takes
10 seconds for them to assume this form, but they may leave it
automatically. If an opponent rolls under ½ his or her PC they will notice
something unusual about the tree and avoid an ambush situation. This
ability cost 2 FT to use.
14. Since the Foresters is a hybrid the GM will have to use his or her own
judgment to determine how a spells may or may not effect them.
15. Foresters do not make any rolls on the bogie table.
Warden Forester
PS +6 MD-2 AG-2 WP+5 EN+5 FT+5 NA=6 PC=12 MR+15
Drudic Forester
PS+2 MD-2 MA+5 WP+5 EN+3 FT+4 NA=8 PC=13 MR+25


