As warforged who have formed a physical bond with the earth, landforged walkers see themselves both as guardians of the land and extensions of it. Even as they speak for nature, landforged walkers coax the living bounty of the earth to grow on their metal hides, drawing power from the environment around them.
|Level||Base Attack Bonus||Fort||Ref||Will||Special||0||1||2||3||4||5||6||7||8||9|
|1st||+ 0||+ 2||+ 0||+ 2||Body of Nature, Nature Bond, Nature Sense, Orisons, Wild Empathy||3||1||–||–||–||–||–||–||–||–|
|2nd||+ 1||+ 3||+ 0||+ 3||Woodland Stride||4||2||–||–||–||–||–||–||–||–|
|3rd||+ 2||+ 3||+ 1||+ 3||Trackless Step||4||2||1||–||–||–||–||–||–||–|
|4th||+ 3||+ 4||+ 1||+ 4||Green Mind, Wild Shape (1/day)||4||3||2||–||–||–||–||–||–||–|
|5th||+ 3||+ 4||+ 1||+ 4||–||4||3||2||1||–||–||–||–||–||–|
|6th||+ 4||+ 5||+ 2||+ 5||Wild Shape (2/day)||4||3||3||2||–||–||–||–||–||–|
|7th||+ 5||+ 5||+ 2||+ 5||–||4||4||3||2||1||–||–||–||–||–|
|8th||+ 6/+ 1||+ 6||+ 2||+ 6||Wild Shape (3/day)||4||4||3||3||2||–||–||–||–||–|
|9th||+ 6/+ 1||+ 6||+ 3||+ 6||Speak with Plants 1/day||4||4||4||3||2||1||–||–||–||–|
|10th||+ 7/+ 2||+ 7||+ 3||+ 7||Wild Shape (4/day)||4||4||4||3||3||2||–||–||–||–|
|11th||+ 8/+ 3||+ 7||+ 3||+ 7||–||4||4||4||4||3||2||1||–||–||–|
|12th||+ 9/+ 4||+ 8||+ 4||+ 8||Wild Shape (5/day)||4||4||4||4||3||3||2||–||–||–|
|13th||+ 9/+ 4||+ 8||+ 4||+ 8||Voice of Nature||4||4||4||4||4||3||2||1||–||–|
|14th||+ 10/+ 5||+ 9||+ 4||+ 9||Wild Shape (6/day)||4||4||4||4||4||3||3||2||–||–|
|15th||+ 11/+ 6/+ 1||+ 9||+ 5||+ 9||Timeless Body||4||4||4||4||4||4||3||2||1||–|
|16th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 10||Wild Shape (7/day)||4||4||4||4||4||4||3||3||2||–|
|17th||+ 12/+ 7/+ 2||+ 10||+ 5||+ 10||–||4||4||4||4||4||4||4||3||2||1|
|18th||+ 13/+ 8/+ 3||+ 11||+ 6||+ 11||Wild Shape (8/day)||4||4||4||4||4||4||4||3||3||2|
|19th||+ 14/+ 9/+ 4||+ 11||+ 6||+ 11||–||4||4||4||4||4||4||4||4||3||3|
|20th||+ 15/+ 10/+ 5||+ 12||+ 6||+ 12||Wild Shape (at will)||4||4||4||4||4||4||4||4||4||4|
Body of Nature (Su): As a 1st level landforged walker, you choose a terrain type to which you are forever bound. The available terrain types are desert, forest, jungle, mountains, plains, swamp, underground, and water. You cannot change your selection once it is made. You sprout a second skin composed of tiny plants native to your chosen terrain. For instance, a desert landforged walker might appear covered with tiny cacti, while an underground landforged walker might grow a skin of moss and fungi. This living skin is a mystical representation of your bond with the earth, and it requires neither water nor sunlight. Damaged or harvested areas regenerate almost instantly.
This living skin also provides you with a variety of benefits based on your class level. At 1st level, This functions as a ranger’s favored terrain, with all of the bonuses to skills. In addition, your body serves as a divine focus for your spells—you need no other item.
At 4th level, you gain resistance to cold 5 and electricity 5, and your natural armor bonus improves by 1.
At 6th level, you can coax beneficial herbs to grow upon your body. Three times per day, you can harvest these herbs as a move action. Once harvested, they remain potent for 1 hour. When consumed by a living creature (a standard action), the herbs heal damage equal to your ½ your class level × your Wisdom bonus. These herbs work equally well on all living creatures, including living constructs, but have no effect on other creatures.
At 8th level, your resistance to cold and electricity improves to 10, and your natural armor bonus increases by another 1 (+2 total).
At 10th level, you gain immunity to polymorph effects. These abilities replace the druid’s ability to wild shape into an animal.
Green Mind (Ex): After a time, landforged walkers gain some of the stoic quality of nature. At 4th level, you gain a +4 bonus on saves against mind-affecting spells and abilities. This replaces the druid’s resist nature’s lure ability.
Wild Shape (Su): At 4th level, you are able to wild shape into a plant as if she were 4 levels higher, but you cannot wild shape into an animal. This modifies the druid’s wild shape ability.
Speak With Plants (Sp): By 9th level, landforged walkers know the language of nature. Once per day you can use speak with plants, using your class level as your caster level. This replaces the druid’s venom immunity.
Voice of Nature (Sp): When you reach 13th level, you can enter a trance in which you become one with nature, seeing and hearing through the senses of all plant life in the area. You can use commune with nature once per day, using your class level as your caster level. This replaces a thousand faces.