Fist of the Forest
Description
"To be one with the wild, you must become wild yourself. It's only natural."
For some, the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. Some become fists of the forest on their own by listening to and defending nature, while others are part of clans, druidic circles, or other collectives who defend and embody the wild.
To learn and maintain their bestial powers, fists of the forest must live like a wild animal. They must sleep in natural environments, never inside buildings, unless forced by circumstances (imprisonment). Furthermore, they cannot purchase food—fists of the forest 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 any month in which a fist of the forest buys food or voluntarily sleeps indoors more than three times, all fist of the forest class features cease to function until they have spent thirty consecutive days living like an animal once more, or until an ally devoted to the ways of the fist of the forest casts atonement on you.
Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it.
A character can achieve a maximum of 3 levels in the Fist of the Forest prestige class.
Requirements
Base Attack Bonus +4
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.
Skills: Survival 4.
Class Features
Hit Die: d10
Base Attack Bonus: High.
High Saves: Fortitude, Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
- Skill Points: 2 + Int modifier.
Class Skills: Acrobatics, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore: Arcana, Parry, Move Silently, Spot and Survival.
Class Abilities
Level 1: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase
Level 2: Uncanny Dodge, Ki Strike (Magic)
Level 3: Feral Stance 2/day, Blind-Fight
AC Bonus: While unarmored and/or without using a shield, you gain a bonus to your Armor Class ("innate" AC type, like what is granted via Luck of Heroes) equal to your Constitution bonus (if any). Modified Constitution is used for this bonus (spell/item enhancements are now calculated (as of year 2024/25). This bonus will not work while Wild Shape.
Feral Stance: 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. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.
Unarmed Damage Increase: Your unarmed attacks deal more damage than usual. You deal +1d4 blunt damage when not wielding any weapons.
Gameplay Notes
The Fist of the Forest's AC bonus is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)