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Fist of the Forest

(Complete Champion variant, p. 80)

For some among the Guardians of the Green, the pursuit of an animalistic lifestyle is a form of asceticism.

Hit die

d0

Skill points

2 + Int

Class Features

Hit die: d10

Entry requirements:

Base Attack Bonus +4
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.
Skills: Survival 4 ranks, Handle animal 4 ranks.
Special: Must gain aproval as fist of the forest by a leader a band of Guardians of the Green, and then adopt the life style of an animal (See Primal living below).

- AC Bonus (Ex): While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40).

- Fast movement (Ex): Your base land speed is faster than normal for your race. See barbarian class feature (PH 25). If you already have fast movement for another class you the bons to your speed stack.

- Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroing any shoes and gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action. The damage of the bite is 1d6 + Strength modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in trance you cannot perform certain actions, and afterwards you are fatiguated. These restrictions are the same as those for the Barbarian's Rage class feature (PH 25-26). If you have the ability to enter a rage, you can do so while in trace and use your modefied Constituion score to determine the duration of both effects.

- Unarmed Damage Increase (Ex): Your unarmed attacks deal more damage than usual. You deal 1d8 damage with your unarmed strike. When you attain 3rd level, your damage increases to 1d10 points (See the monk class feature (PH 41). If your unarmed damage already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.

- Uncanny Dodge (Ex): At 2nd level you cannot be caught flat-footed, and you react to danger before your senses would normally allow you to do so. See the Barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge.

- Untamed strike (Su): On attaining 2nd level, you can channel untamed power of nature when you attack. Your unarmed attacks are treated as magic weapons; see the monk's ki strike class feature (PH 41). If your unarmed strikes are alread magical, they instead are treated as lasses ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half the damage the rest of the time.

- Scent (Su): Beggining at the 3rd, you gain the supernatural ability to detect aproching enemies, sniff out hidden foes and track by sense of smell. This ability otherwise function like the extraordinary ability of the same name (MM 314).

- Primal living (Ex): To mantain your bestial powers, you must live like an wild animal. You must live in natural enviroments, never inside buildings, unless forced by circumtances. Furthermore you cannot purcase food, you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools and all possessions, but such extremes are not required. In each month you buy food or sleep voluntarily sleep indoors more than tree times, all your fist of the forest class features cease to function until you have spend thirdy consecutive days living like an animal once more, or until a fellow guardian of the green cast atonement on you.

Advancement

Level BAB Fort Ref Will Special Unarmed Damage
1st +1 +2 +2 +0 AC Bunus, Feral trance 1/day, Fast movement, primal living 1d8
2nd +2 +3 +3 +0 Uncanny Dodge, Untamed strike 1d8
3rd +3 +3 +3 +1 Feral trance 2/day, scent 1d10

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Handle Animal CHA yes no
Intimidate CHA no no
Jump STR no yes
Listen WIS no no
Move Silently DEX no yes
Sense Motive WIS no no
Spot WIS no no
Survival WIS no no
Swim STR no yes

Skill points at Each Level:

2 + Int modifier.

Spells for Fist of the Forest

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