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<table>'''The Shinomen Guard Class'''
 
<table>'''The Shinomen Guard Class'''
<p>
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<p></p>
</p>
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<tr><td>'''Level'''</td> <td>'''BAB'''</td> <td>'''FS'''</td> <td>'''RS'''</td> <td>'''WS'''</td> <td>'''Special'''</td></tr>
<tr>
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<tr><td>1st</td> <td>+0</td> <td>+2</td> <td>+0</td> <td>+0</td> <td>''Soul of the Forest''</td></tr>
<td>'''Level'''</td>
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<tr><td>2nd</td> <td>+1</td> <td>+5</td> <td>+2</td> <td>+2</td> <td>''Bonus Feat''</td></tr>
<td>'''BAB'''</td>  
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<tr><td>3rd</td> <td>+2</td> <td>+5</td> <td>+2</td> <td>+2</td> <td>''Herbal Remedy''</td></tr>
<td>'''FS'''</td>  
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<tr><td>4th</td> <td>+3</td> <td>+6</td> <td>+3</td> <td>+3</td> <td>''Bonus Feat''</td></tr>
<td>'''RS'''</td>  
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<tr><td>5th</td> <td>+3</td> <td>+7</td> <td>+3</td> <td>+3</td> <td>''Spell-like Abilities''</td></tr>
<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>
 
</table>
  
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*''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''.
 
*''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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==D10==
 
==D10==

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