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==D20== '''The Shinomen Guard (Prestige Class)''' The samurai collectively referred to as the Shinomen Guard are a motley crew, encompassing Shinjo Shono’s sentries, the Horiuchi family’s vassals and yojimbo, and Akasha’s ronin soldiers. Most come from the ranks of the fighter, samurai, and rogue class, but others can gain entry as well. '''Hit Die''': 1d8 '''Requirements''': To qualify to become a Shinomen Guard, a character must fulfill the following criteria. *'''Base Attack Bonus''': +6<br> *'''Knowledge (Shinomen Mori)''': 8 ranks<br> *'''Wilderness Lore''': 8 ranks '''Class Skills''' The Shinomen Guard’s class skills (and key ability for each skill) are Animal Empathy (Cha), Climb (Str), Heal (Wis), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis). Skill Points per Level: 2 + Int modifier <table>'''The Shinomen Guard Class''' <p> </p> <tr> <td>'''Level'''</td> <td>'''BAB'''</td> <td>'''FS'''</td> <td>'''RS'''</td> <td>'''WS'''</td> <td>'''Special'''</td> </tr> <tr> <td>1st</td> <td>+0</td> <td>+2</td> <td>+0</td> <td>+0</td> <td>''Soul of the Forest''</td> </tr> <tr> <td>2nd</td> <td>+1</td> <td>+5</td> <td>+2</td> <td>+2</td> <td>''Bonus Feat''</td> </tr> <tr> <td>3rd</td> <td>+2</td> <td>+5</td> <td>+2</td> <td>+2</td> <td>''Herbal Remedy''</td> </tr> <tr> <td>4th</td> <td>+3</td> <td>+6</td> <td>+3</td> <td>+3</td> <td>''Bonus Feat''</td> </tr> <tr> <td>5th</td> <td>+3</td> <td>+7</td> <td>+3</td> <td>+3</td> <td>''Spell-like Abilities''</td> </tr> </table> '''Class Features''' *''Weapon and Armor Proficiency'': Shinomen Guards are proficient with all simple weapons as well as the katana, wakizashi, yumi, sling, and Naga blade. They are also proficient with light armor. They retain any proficiencies from other classes as well. *''Soul of the Forest'': Training within the forest as they do, the Shinomen Guard are particularly adept at moving through it quickly and quietly. The guard gains a +4 competence bonus on all Hide and Move Silently checks while in a forest environment, and gains a +4 competence bonus on all Wilderness Lore checks. *''Bonus Feat'': At 2nd and 4th level, the Shinomen Guard selects a bonus feat from the following list: Alertness, Endurance, Point Blank Shot, Skill Focus (Hide), Skill Focus (Move Silently), Skill Focus (Wilderness Lore), Toughness, Track, and Versatile. *''Hunter’s Spirit'': A true hunter can easily overcome obstacles when bringing their prey down. Reduce an individual’s cover by one fourth (from three quarters cover to fifty percent cover, for example) when they are the target of a ranged attack made by the Shinomen Guard. *''Herbal Remedy'': The Shinomen forest is home to many rare herbs, and the Shinomen Guard knows full well how to make excellent use of them. The guard may craft simple herbal droughts with no more than the herbs and fresh spring water. These droughts are created exactly like potions, but only retain their potency for up to one week after creation. The guard may create droughts that simulate the following potions: potion of cure light wounds, potion of cure moderate wounds, potion of vision, potion of delay poison, potion of remove disease, and potion of neutralize poison. *''Spell-like Abilities'': The final stage of a Shinomen Guard’s training involves long periods of time spend alone in the wilderness, scouting the distant reaches of the forest. This time tends to change the guards, giving them a deep sense of connection to the wilderness. The guard may cast a number of the following spells per day equal to twice their Wisdom modifier. These spells are cast as a druid of equal level. The spells a guard can cast are: ''detect poison'', ''know direction'', ''purify food and drink'', ''animal friendship'', ''detect animals or plants'', ''detect snares and pits'', ''pass without trace'', ''animal messenger'', and ''animal trance''.
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