Mielikki - Woodscout (Character Kit)

Class Information 	Class Information
Racial Requirements 	Elf, half-elf, human
Ability Requirements 	Constitution 14,Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Ranger
Save as 	Priest
Advance as 	Druid
Spell Ability? 	Yes
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	All but Rogue
Bonus Proficiencies 	Animal lore, tracking
Recommended Proficiencies	Direction sense, weather sense
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==Overview==
The woodscouts are a special group of priests with ranger abilities. They act as guides, enforcers of Mielikki's doctrines, and intermediaries with the "civilized" world.
==Description==
It is easy to confuse Mielikki's woodscouts for "ordinary" rangers. Woodscouts wear leather or studded leather armor, and cloaks of any color from forest green or gray, to tan or dark brown. They favor short bows and long swords.
==Role-Playing==
Woodscouts see themselves as knowledgeable in the ways of city- and town-dwelling men, and also learned in
Mielikki's ways of the forest. They do their best to live out her ethos of coexistence between the wild and the civilized. Wise and patient, woodscouts often go exploring with adventuring parties, and they combat threats to the forests while trying to instruct their companions on the harmony of the woods.
==Special Abilities==
Woodscouts get the ranger's benefits of the warrior's attack table, a chosen species enemy (+4 to attack rolls, -4 to reaction rolls), and the tracking nonweapon proficiency. Even though they are not rangers, woodscouts do not suffer the -6 proficiency penalty for nonrangers using the tracking skill.
==Special Disadvantages==
Woodscouts cannot turn undead. Their spells are limited to the spheres of Animal, Combat, Plant, Sun, Weather, and Healing. Their armor choices are limited to leather or studded leather.