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10/11/09(Sun)22:22 No.6234122Hit Die The Greenthumb gains 1d6 hit points per level. The character's constitution modifier applies.
Action Points The Greenthumb gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills The Greenthumb's class skills are as follows: Balance, Concentration, Climb, Craft (Pharmaceutical, Structural, Writing), Disable Device, Handle Animal, Hide, Knowledge (Current Events, Earth and Life Sciences, Theology and Philosophy), Listen, Move Silently, Navigate, Ride, Spot, Survival, Swim, Treat Injury Skill points at each level: 5 + Intelligence modifier
Greenthumb BAB: +0, +1, +1, +2, +2, +3, +3, +4, +4, +5 Fort: +2, +3, +3, +4, +4, +5, +5, +6, +6, +7 Ref: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3 Will: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5 Class Features: Animal Empathy, Divine Spells, Animal Friends, Divine Spells, Bonus Feat, Divine Spells, Herbalism, Divine Spells, Spontaneous Casting, Divine Spells, Bonus Feat, Divine Spells, Walk Lightly on the Earth, Divine Spells, Technophobia, Divine Spells, Bonus Feat, Divine Spells, Hayfever, Divine Spells Def: +1, +1, +2, +2, +3, +3, +4, +4, +5, +5 Rep: +1, +1, +1, +2, +2, +2, +3, +3, +3, +4
Class Features The following features pertain to the Greenthumb advanced class.
Animal Empathy At 1st level a Greenthumb gains the Animal Empathy ability. This is identical to the 1st level Wildlord ability of the same name.
Divine Spells The Greenthumb casts spells the same as Acolytes.
Animal Friends At 2nd level a Greenthumb gains the ability to find animals willing to travel with her. So long as they are not intelligent and their combined hit dice does not exceed the number of levels she has in the Greenthumb advanced class there is no limit to the number and type of animals she can can take on as friends. |