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ErrantX
2010-08-09, 01:08 PM
It's Only Natural

---

Defenders of the natural world must come out of the woodwork to defend the land.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XXI

The contest begins with the posting of this thread and will run through midnight of September 6th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of September 16th.

Rules

1) You will be creating an 'original' prestige class. You will be writing a prestige class that in some way connects to the natural world, be it as a druid or ranger does with their divine magic, or through spirits as a spirit shaman does, or in some new and previously unused way. You could make a druid/barbarian class that uses his rage to buff his wild shapes, a primal hunter who draws strength from the land he loves, a warrior who commands the loyalty of one the land's most fierce animals, a paladin/ranger that defends a sacred wood dedicated to his god, a canny shaman who calls forth and incarnates spirits to fight with him, or a person who's innate connection to the woodlands allows him to cause plants to grow and move through a new type of magic called ecomancy. You may use any sourcebook from the WotC lineup to help you, anything else is on a case by case. Get cracking!

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=142083).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

ErrantX
2010-08-09, 01:12 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
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3rd|
+x|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
+x|
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+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
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+x|Class Ability

4th|
+x|
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5th|
+x|
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6th|
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7th|
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8th|
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9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

unosarta
2010-08-10, 12:17 AM
Child of Petriel

http://givnology.com/eve/forums/a/ga/ul/5041071141/inlineimg/Y/woman.jpg [1] ( http://givnology.com/eve/forums/a/ga/ul/5041071141/inlineimg/Y/woman.jpg)

“Sing with the birds, fly with the panthers, scream the fierce song of the wild beasts!” – Alariya Svithos Petriel, Child of Petriel.

The Child of Petriel is the druidic equivalent of a feral animal. They do not live in cities, they do not carry money. Quite a few do not know how to speak common. Higher level Children of Petriel may not even come out of their Wildshaped form at all. However, they still retain some semblance of humanity in the roaring ferality. Almost all Children of Petriel belong to House Petriel, in the Elven court, and those that do not are generally druids or bear warriors, who are especially feral, compared to their more calm druidic compatriots.

Most, if not all of the Children of Petriel live in the Nox’Cuotl desert, or the Vorde. They are usually untrusting of others, especially those who do not respect nature.

Children of Petriel often have shaky relationships within parties with almost everyone, and the relationships are further strained if the party member enjoyed harming animals, or nature. Most Children of Petriel refuse to harm innocent animals at all, instead hoping to use spells and abilities to calm the animals first. If that does not work, they almost never have a problem taking out an animal, simply because that if they didn’t the animal would likely harm them, or their party members. This really applies to anything of nature, be it magical beast, or treant. Few classes are able to garner the trust of a Child of Petriel, except for maybe a druid or ranger.

Children of Petriel tend to be elves, but do not have the usual arrogance associated with elves. Many other races have found their way into the ranks, especially those druids of the Dwarves, or from the Vorde.

Most Children of Petriel usually worship either Petriel herself, or Vaimus (probably some nature aspect of beasts.) A large amount worship their own racial god.

BECOMING A CHILD OF PETRIEL
Becoming a Child of Petriel isn’t all that hard. Most of the time, all you need to do is be a druid, and find another Child of Petriel to train under. Even this is not necessarily necessary for some Children of Petriel, whose Wildshaping abilities are especially great, such as the fey.

Requisites:
Base Attack Bonus: +4
Alignment: True Neutral
Feats: Any one [Wild] feat
Skills: Survival 9 ranks
Special: must have the Wild shape class ability


Child of Petriel
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| Child of Nature, Improved Wild shape (Large), Bestial Companion

2nd|
+1|
+3|
+1|
+3|Nature’s Conversion (Scent)

3rd|
+2|
+3|
+1|
+3|Improved Wild Shape (Small), Ferality 1/encounter

4th|
+3|
+4|
+1|
+4|Nature’s Conversion (Claws)

5th|
+3|
+4|
+2|
+4|Improved Wild Shape (Huge)

6th|
+4|
+5|
+2|
+5|Improved Wild Shape (Magical Beasts), Nature’s Conversion (bite)

7th|
+5|
+5|
+2|
+5|Improved Wild Shape (Tiny)

8th|
+6/+1|
+6|
+3|
+6|Nature’s Conversion (Pounce), Ferality 2/encounter

9th|
+6/+1|
+6|
+3|
+6|Improved Wild Shape (Gargantuan)

10th|
+7/+2|
+7|
+3|
+7|Nature’s Perfection[/table]

HD: d8
Skills per Level: 4 + intelligence modifier

The Child of Petriel’s class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features:


Weapon and Armor Proficiency: The Child of Petriel gains no weapon or armor proficiencies.

Child of Nature (Ex): The Child of Petriel can comprehend and communicate with animals, small and large. He is able to ask questions of and receive answers from animals, although this ability doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward the Child of Petriel, it may do some favor or service for him.

Improved Wild Shape: The Child of Petriel gains an additional use of Wild Shape for every level of Child of Petriel they gain. They also gain additional shapes usable.

At first level, the Child of Petriel may wild shape into a large Animal. At third level the Child of Petriel may wild shape into a small Animal. At level five the Child of Petriel may Wild Shape into a huge animal. At level six, the Child of Petriel may wild Shape into a Magical beast. He may only Wildshape into magical beasts with HD equal to half of his effective Druid level. He gains all of the supernatural abilities of the assumed shapes, however, if a supernatural effect would have a duration longer than that of the time used in the assumed form, that supernatural effect immediately ends, when the Child of Petriel exits that form. At seventh level the Child of Petriel may Wild Shape into a Tiny animal or magical beast. At ninth level the Child of Petriel may wild Shape into a Gargantuan animal or magical beast. All limitations that affect normal wild shape [such as HD limit, or any others] also affect the new forms of wild shape available to the Child of Petriel. His HD limit is equal to his Child of Petriel levels plus his druid levels.

Bestial Companion (Ex): The Child of Petriel can befriend and empower a Magical Beast, protector of nature. Child of Petriel levels progress the Child of Petriel's effective druid level for the Animal Companion class feature. In addition, whenever the Child of Petriel uses the Ferality ability, his companion gains the same effects. The Child of Petriel's companion may also be of the Magical Beast type. He may only have a Magical Beast Companion with HD equal to one half his Child of Petriel levels. He only counts as a druid with HD equal to half his effective druid level for the purpose of bonii provided to the Magical Beast Companion.

Ferality (Ex): The Child of Petriel enters a sort of instinctual survival mode, also going a little crazy and feral at the same time. At third level, the Child of Petriel may enter a feral mania once per encounter, gaining a +4 bonus to Strength and Dexterity, and a +2 bonus to reflex saves, and the Survival skill, but gains a -2 penalty to will saves. At eighth level, the Child of Petriel may use this ability twice per encounter. This effect lasts 5 rounds. He may use this ability while Wildshaping. After using this ability, the Child of Petriel is fatigued for 2 rounds.

Nature’s Conversion (Ex): Nature slowly transforms the Child of Petriel into a beast, bit by bit. At second level, the Child of Petriel gains the Scent ability. At fourth level the Child of Petriel gains claws. These claws deal 1d6+Strength modifier slashing damage. At sixth level, the Child of Petriel gains a bite attack. This attack deals 1d4+twice your strength modifier. At eighth level, the Child of Petriel gains the Pounce special ability. All of the abilities gained through this Class ability may be used while Wildshaped, or when not Wildshaped. The attacks gained from this class feature's damage scales based on the largest Wildshape form able to be assumed, like so:

Claw
{table=head]Size|Damage
Medium|1d6
Large|1d8
Huge|2d6
Gargantuan|3d6
[/table]

Bite
{table=head]Size|Damage
Medium|1d4
Large|1d6
Huge|1d8
Gargantuan|2d6[/table]

Nature’s Perfection: The Child of Petriel becomes intertwined with nature, and gains even more power. At tenth level, the Child of Petriel becomes a supreme force of nature. The Child of Petriel gains the Magical Beast Type. It is not affected by spells that would target humanoids. The Child of Petriel may now assume any form with the animal or magical beast subtype [as long as its HD is not more than half of the Child of Petriel's for Magical Beasts] at any time as a swift action. Because the Child of Petriel’s subconscious mind is so entrenched and intertwined with that of the beast that he follows only his instinct so much that it can no longer be affected by a spell that requires the target to have an intelligence higher than 2, or mind affecting spells; the Child of Petriel still may have a higher intelligence, but it is still unaffected by these spells.


PLAYING A CHILD OF PETRIEL
Most Children of Petriel focus on Wildshaping, saving their spells for buffing and for out of combat purposes.
Combat: The most common form of combat for a Child of Petriel is simply to Wildshape into the biggest and most powerful shape they know of, and to, put it bluntly, beat the opponent down. Even when not in Wildshape, because of the Nature’s Conversion ability, most Children of Petriel are still able to hit for a bit of damage.
Advancement: Most Children of Petriel go straight druid for ten levels, and then into Child of Petriel. Those that do not, most often go into other shapeshifting prestige classes, such as the Warshaper, or the Master of Many Forms.
Resources: The Children of Petriel are a tight nit group, almost like a family (In some cases, actually a family), and all of the benefits that come from this class besides its’ features itself are favors and requests to other Children of Petriel. Although this generally does not include monetary or material help, a fellow Child of Petriel is most certainly willing to lend support to a compatriot.

CHILDREN OF PETRIEL IN THE WORLD
“Did you see that? That girl jus’ wen’ turned to a, whasummacallit… a blink dog! An’ she ‘ad claws!” –Brian Clemett, blacksmith from the Thorp of Cottage-on-the-Mount.

Few people actually know specifically about the Children of Petriel, thinking them to be just some simple druid weirdo’s. The others elves of the Court have been searching for House Petriel for as long as most elves can remember, and would pay handsomely for any information on this class, and its’ practitioners, possibly even resorting to violence (Who am I kidding, they would definitely resort to violence.)
Daily Life: Most Children of Petriel wake up early in the morning, pray to their god, or various gods, and do whatever else a normal adventurer might do. Rarely do they need morning exercises or the like.
Notables: Kirrmal Feroselva, current leader of the House Petriel. He leads the activities of the House, and is currently located somewhere in the southern portion of the Nox’Cuotl desert.
Organizations: The only organization that dedicates itself entirely to Children of Petriel, is House Petriel. It exists in basically two locations; The Vorde, to the very north, and Nox’Cuotl, to the very south. The main portion of House Petriel lives in Nox’Cuotl, and frequently comes across dwarven tent cities. Thusly, the two factions have made great efforts and advances in creating a climate of peace (Despite the dwarven instinct to fight immediately.)

NPC Reaction
Most NPC’s would think the Child of Petriel a savage druid, especially the elves or humans. Although, rarely would either race come across the Child of Petriel, so most simply think of them as your run of the mill druid, albeit quite a bit more savage, and the Children of Petriel haven’t done much to change that opinion. Among druids, they are respected about as much as, well, pretty much everyone else.

CHILDREN OF PETRIEL IN THE GAME
The Child of Petriel shouldn’t harm the balance of parties all that much, with its inclusion. The Sixth level ability to Wildshape into a magical beast can be very powerful, allowing the change into a blink dog, or other strong magical beast, however, by that point, a wizard will have had Polymorph for five levels, at the very least.
Adaptation: The Child of Petriel is pretty easily adapted into a campaign setting. All it really is is a more wildshaping focused druid, but more using animal shaping, and eventually magical beasts, rather than gaining more and more forms, like the Master of Many Forms.
Encounters: Most encounters with a Child of Petriel that would be hostile would be an encounter where the Child of Petriel thinks a member of the party is harming nature, and is trying to protect it. Because most of it would be spent in Wildshape, the Child of Petriel wouldn’t really be able to explain his or her reasoning. If the PCs realize that the Child of Petriel is only trying to protect some animal, or object of nature, then if they explain what they were doing (And it really didn’t have to do with hurting any animal, unless that animal was attacking them), then they might be able to talk the Child of Petriel into calming down. If not, and they kill the Child of Petriel, and other Children of Petriel find out, they may try to seek vengeance.

Sample Encounter
EL 15: Kirrmal Feroselva is a darkly tanned, grey haired elf. He leans heavily on his walking stick when not in his Wildshape form. His eyes are a distinct green. He wears a light linen robe, and a dark cloak, made for the desert. You notice that his hands have large claws that seem to be retracting and coming forward every couple of seconds. His teeth are pointed.


Kirrmal Feroselva Petriel
TN/Male/Elf/ Level 15 (Druid 6/Child of Petriel 9)
Init +4, Senses: Listen +23, Spot +23,
Languages Common, Elven, Druidic
------------------------------------------------
AC 10, touch 10, flat-footed 10 (10 (Base))
hp 146 (15d8+75)
Fort +17, Ref +5, Will +17
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +15, Full Attack +15/+10/+5
Base Atk +13/+8/+3, Grp +15
Atk Options 2 Claws +15 (3d6+2), Bite +15 (2d6+4)
Spells Prepared 0th- Create Water, Cure Minor Wounds, Detect Magic, Know Direction, Guidance.
1st- Calm Animals, Charm Animals, Cure Light Wounds, Longstrider, Summon Nature’s Ally I.
2nd- Bull’s Strength, Cat’s Grace, Bear’s Endurance, Summon Nature’s Ally II.
3rd- Greater Magic Fang, Wind Wall.


Supernatural Abilities Wildshape 17/day (Medium, Large, Huge, Gargantuan, Small, Tiny, Magical Beast or Animal), Child of Nature
-----------------------------------------------
Abilities Str 14, Dex 10, Con 21, Int 10, Wis 20, Cha 8
SQ Pounce, Scent, Resist Nature’s Lure, Trackless Step, Wild Empathy, Nature Sense, Animal Companion, Ferality 2/encounter
Feats Improved Initiative, Blindsense, Hawk's Vision, Extra Wildshape x 2
Skills Survival +20, Handle Animal +17, Listen +23, Spot +23
Possessions Periapt of Wisdom +4

Cravel, Cheetah Companion
TN/Medium/Animal
Init +8, Senses: Listen +4, Spot +4,
------------------------------------------------
AC 22 ,Touch 18, flat-footed 14 (10(Base)+8(Dex)+4(Nat.))
HP 86 (11d8+33)
Fort +10, Will +4, Ref +14
------------------------------------------------
Speed 50 ft. (10 Squares)
Melee +14
Base Attack +8/+3, Grp +14
Atk Options Bite +18 (1d6+5), 2 Claws +13 (1d2+2)
-----------------------------------------------
Abilities Str 22, Dex 26, Con 15, Int 2, Wis 12, Cha 6
SQ Lowlight Vision, Scent, Sprint, Evasion, Devotion, Link, Share Spells, Multiattack.
Feats Alertness, Weapon Finesse, Improved Toughness
Skills Hide +11, Listen +4, Move Silently +11, Spot +4


House Petriel


House Petriel are the children of the Angele of Beasts, Petriel. The loved her like a mother, and verged on worship. She tended to not spend any time in civilized areas, and they tried to follow suit. A select few still stayed in Veshre in order to repudiate rumors that they were simply savage beasts with no minds at all. They were more close to their Angele than any other of the thirteen houses. They used to have a fairly coherent structure to the House, the leader dealing with most problems that are brought to him or her, and guiding the rest of the house in appropriate activities that will bring them closer to their Angele.

Unfortunately, and fortunately for some, depending on who you ask, House Petriel was so closely tied to Petriel, that they knew the exact moment that she was sealed away. They fled, even the ones in Veshre, knowing that the Diablo would come, and they had an extreme fear of one so powerful as to shut down their Angele. They went into hiding, either in the extreme north, in the Vorde; or in the far, far south, in the Nox’Cuotl desert. They no longer hold any structure to the House, and are basically just a few distantly related elves. Their current leader, Kirrmal Feroselva Petriel, wanders the deserts of the Dwarves, almost mindlessly. He seems aimless, but if questioned, he says that he is searching for the mother.

Because House Petriel fled Veshre before the elves started their empire, they missed out on all of the slavery their brethren started, and are often treated far worse because of it, for reasons unknown to them. They often do not know how to react to those who they meet in passing in the deserts and forests. Those who live in the Nox’Cuotl and have come across the Fax’Cuotl tend to treat dwarves more favorably, seeing as most dwarves treat them more favorably than other mortal races, having a kindred spirit to nomads, and being relatively unaffected by the Elvin conquests.

Members of House Petriel rarely, if ever, settle down in one location, unless they live in the Vorde, where it is often more favorable to do so. It is not unknown for members of House Petriel in the Vorde to actually enter a city and live there for extended periods of time, again because those people who live in the Vorde tend to not have been quite so affected by the Elvin conquests.

Joining House Petriel: It is impossible to join House Petriel unless you were born into it. All elves are born into a house. All members of House Petriel are elves, however it is possible to become an honorary member of House Petriel, but extremely, extremely rare.

Character Benefits: One does not gain very many benefits for being a member of House Petriel, seeing as it is so broken and fragmented. They might gain a little bit of respect and recognition among druids, but not all that much.

Roleplaying Suggestions: Many members of House Petriel tend to be rather violent and unrestrained. They act like animals, and have no qualms doing the opposite of what would be considered what “polite” society does. Those who are not have managed to understand and control their bestial aspects that their gain from their Angele, and use that in order to understand animals better.

Typical Member: The typical member of House Petriel is a druid or ranger, and is an Elf. They generally just start out as members of House Petriel from birth. It is impossible to move “up in the ranks” of House Petriel, like in other Elvish houses, mostly because there are no ranks to climb. When an Elf is born as a member of House Petriel, they generally just know. It is not really a hidden fact, especially not if they were raised by Elvish parents. If they were born by an Elf and another race (which is certainly not uncommon, for House Petriel), then if they were raised by the parent of the other race, they are less likely to know about it, especially if that parent felt some sort of shame over it.

Prestige Classes: Most members of House Petriel are Children of Petriel, or Masters of Many Forms. It is not unknown to have a non-druidic member of House Petriel, it is unheard of to have a member of House Petriel that can cast arcane magic, mostly because they weren’t even in Veshre at the time point when the Elves were taught arcane magic.

Lore of the House: Tales of acts made by members of House Petriel are all but unheard of, mostly because the other Elvish houses do a lot of work in order to put down any rumors about the missing house. Few tales are told about the members of House Petriel also because they tend to stay mostly under the radar, in order to stay away from the attention of the other houses.

A House Petriel Campaign: A campaign centering on House Petriel would probably need to have almost all PC’s actually in the guild. It is not impossible to imagine, the House Petriel being rather numerous before they fled Veshre. Most likely a lot of the campaign would focus on their run from the other houses, and how they deal with those trying to find and or kill them. Incorporating members of the House into a campaign is fairly easy, and having a PC that is a member is easy as well, but actually playing a campaign of the House would be a little bit harder.


Elves of House Petriel
http://www.elfwood.com/art/a/d/adele/feral2_s.jpg

• +2 Strength, -2 Intelligence.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Meditation: Because of the vigilance of the Elves ancestors, and their need to fight against monsters for days at a time, the Angeles developed a type of meditation, to help them spend less time resting. The elves have gained a trait of this, and only need to meditate for 4 hours to be rested. Elven characters still must rest for 8 hours to gain per day abilities back.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Survival checks.
• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Orc [only if exposed to them, which is highly unlikely], and Sylvan.
• Favored Class: Druid or Ranger. A multiclass elf’s Druid or Ranger class does not count when determining whether she takes an experience point penalty for multiclassing.



From the Campaign Setting: Kasande (http://www.giantitp.com/forums/showthread.php?p=9118601#post9118601).

FlamingKobold
2010-08-10, 02:16 AM
Nature’s Betrayer

They use the might of Mother Nature to fulfill their own gains
But that is not enough for us, we bind her powers in shadowed chains
They say they are divine champions, with souls pure as summer breeze
And yet we shame their way of life by bringing Mother Nature to her knees

-The Betrayers’ description of druids

http://i155.photobucket.com/albums/s311/darkfire2210/Screenshot2010-08-09at112226PM.png
Alyssea Mallar, a Nature’s Betrayer bound to Nellan, Avatar of Death



Nature’s Betrayers are individuals that were formerly devout servants of the natural world but were frustrated by its limitations. For in the normal world, if a druid gained mastery over the forest, once they left their wooded glade they would be considerably weaker. The betrayers started off as a small druidic sect that decided that they wanted to bring their homes, their terrain and nature in general with them wherever they went. To accomplish this task, they bound the spirits of their favored terrain to their souls. Over time, this sect became more and more radical as its members turned away from the druidic path and trapped more of nature against its will. The gods of nature were adverse to this new technique, and stripped the sect of its powers. But the Betrayers, as they were now called, were more and more hungry for powers, and what they were not given they decided to take by force by binding the power of avatars of different parts of natures, literally part of Mother Nature herself.

BECOMING A NATURE’S BETRAYER
Almost all nature’s betrayers are ex-druids or rangers that discover the endless possibilities offered by forgoing gifts in favor of force.

ENTRY REQUIREMENTS
Alignment: Any non-lawful and non-good
Skills: Survival 8 ranks, Knowledge (Nature) 8 ranks
Feats: 2 [Terrain] feats (http://www.giantitp.com/forums/showthread.php?t=116528)*
Spellcasting: Must be able to cast first level druid or ranger spells

*If the character possesses the Favored Terrain class feature they do not need to meet this requirement

Class Skills
The Nature's Betrayer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skills Points at Each Level: 4 + int mod

Hit Dice: d8

{table=head]Level|
Base Attack Bonus|
Fort Save |
Ref Save |
Will Save |
Special |
Maximum Avatar Level|
Essences Unearthed

1st|
+0|
+0|
+0|
+2|Chains of Treachery (1 avatar), Nature’s Foe, Essences Unearthed |
1st|
2

2nd|
+1|
+0|
+0|
+3| Malignant Reformation |
2nd|
2

3rd|
+2|
+1|
+1|
+3| Natural Dominance |
2nd|
3

4th|
+3|
+1|
+1|
+4| Betrayer’s Beguiling Tongue |
3rd|
4

5th|
+3|
+1|
+1|
+4| Chains of Treachery (2 avatars) |
3rd|
4

6th|
+4|
+2|
+2|
+5| Deceiver’s Unnoticed Steps |
4th|
5

7th|
+5|
+2|
+2|
+5|Beyond World’s Touch|
4th|
6

8th|
+6|
+2|
+2|
+6|Hasty Reformation|
5th|
6

9th|
+6|
+3|
+3|
+6| Chains of Treachery (3 avatars)|
5th|
7

10th|
+7|
+3|
+3|
+7|Nature’s Immured Matriarch|
6th|
8 [/table]

Weapon Proficiencies: A Nature’s Betrayer gains no new weapon or armor proficiencies.

Chains of Treachery (Su): A Nature’s Betrayer no longer receives the gifts of the natural world, but still wishes to harness its powers. What cannot be simply received must be taken for a Betrayer, so they learn to create metaphysical shackles to bind the essences of avatars of nature to their souls. At first level, a Nature’s Betrayer may only have one avatar bound at a time. At levels five and nine, the Betrayer gains the ability to bind an additional avatar. Binding an avatar takes 10 minutes. The effects of the avatar last for 24 hours or until a new avatar beyond the maximum number of bound avatars the Betrayer may have is bound, whichever is shorter.

Nature’s Betrayer (Ex): The Nature’s Betrayer has forever forgone the path of nature, and loses all druidic and ranger spellcasting abilities in addition to any wildshaping granted by the ranger or druid class. However, their class levels in Nature’s Betrayer stack with levels in both ranger and druid to determine the Betrayer’s Animal Companion class feature. All animal and plant-type creatures have a starting attitude of either indifferent or hostile towards the Betrayer.

Essences Unearthed (Su): Through spiritual searching, wilderness wanderings, paging through ancient tomes or some combination, the Betrayer unearths legends and tales of the different avatars’ essences that they can bind. At first level, the Betrayer has unearthed two first-level avatars. At levels 3, 4, 6, 7, 9 and 10, the Nature’s Betrayer learns an additional essence of any level up to their maximum avatar level, as given on the table.

Malignant Reformation (Su): The Betrayer’s no longer believe that nature is sacred and must no be marred. They no longer take great pride and passion into the trees of the forest or the rush of the stream. Instead, they see it as something that can be used to their advantage and they twist the natural world to form their own image. As a move action, a Betrayer may alter any natural environment in any of the following ways, and last until dismissed by the Betrayer. However, at any one time, a Nature’s Betrayer may only have a number of reformations in effect up to her wisdom modifier.

Hamper: A number of contiguous squares in a natural terrain up to the Betrayers class level + wisdom modifier become difficult terrain.

Clearing: Any non-magical natural obstacles (trees, rock, water, etc) in a number of contiguous squares up to the Betrayer’s class level + wisdom modifier are suppressed.

Elevate: Up to a number of contiguous squares containing natural features equal to the Betrayer’s class level + wisdom modifier are elevated up to 5 feet. Using multiple squares’ worth of elevation to raise a single square even higher is acceptable (i.e. at level 6, instead of raising six squares by 5 feet, the Betrayer may raise two squares by 30 feet).


Natural Dominance (Ex): Those who forsake the wilderness find themselves shunned by its inhabitants, and Nature’s Betrayers are no exception. Any creatures with the plant or animal type must make a Will Save (DC 10 + ½ HD + wis mod) or be unable to directly harm the Betrayer.

Betrayer’s Beguiling Tongue (Ex): The members of this sect are those who tell untruths and weave webs of lies to further themselves. The Betrayer receives a +1 bonus to bluff checks per class level. Against intelligent creatures of the animal and plant types as well as those with at 6 ranks in Knowledge (Nature) this bonus doubles.

Deceiver’s Unnoticed Step (Ex): Most Nature’s Betrayers still inhabit the lands that they once walked favorably, but now are forbidden and forsaken by their former homes. They must walk unseen and unheard through these lands, and as such receive twice their class level as a bonus to all hide and move silently checks in natural environments. These bonuses also apply to the Betrayer’s animal companion, if they have one.

Beyond World’s Touch (Su): The druids and rangers of the world seek to avenge the imprisonment at the hands of Nature’s Betrayers and seek to hunt down and wipe out the ancient and radical sect. To combat this unveiled hatred, the Betrayers developed ways to protect themselves against the magic of their foes. The Betrayer gains spell resistance equal to 10 + twice their class level against druid spells, ranger spells, and spells cast by clerics with the animal, plant or weather domains. This spell resistance may be dismissed or resumed as a swift action that does not provoke attacks of opportunity.

Hasty Reformation (Su): The Betrayer has become so practiced in the art of bending nature to their every whim that they may do it with but a thought. At their choice, the Betrayer may now use Malignant Reformation as a swift action, rather than a move action.

Nature’s Immured Matriarch (Su): The pinnacle of the Nature’s Betrayers is to move beyond the binding and constraining of mere parts of Mother Nature by means of taming the essences of her avatars, but rather to bind the Mother herself. At tenth level, the Betrayer unearths the essence of Gaia, Sacred Mother of Earth (detailed below). This does count against the Nature’s Betrayer’s maximum number of essences unearthed.

Avatars and Essences

The Avatars of Mother Nature and Provinces
{table=head]Name|Province|Level
Gerrard|Wind|1
Alena|Snow|1
Riarn|Plains|1
Melayl|Caverns|1
Jaitan|Mountains|2
Osara|Thunder and Lightning|2
Talev|Marshes|2
Petrel|Flowers|3
Nellan|Death|3
Nayori|Life|3
Balan|Volcanoes|3
Arala|Forests|4
Kaili|Oceans|4
Saland|Deserts|4
Rianna|Tundras|4
Dasith|Weather|5
Soran|Sun|5
Lora|Moon|5
Gaia|Nature|6[/table]

Still WIP, these have no fluff in them. Most are done, but I’m not sure about a lot of them.

Alena


http://i155.photobucket.com/albums/s311/darkfire2210/images.jpg

SNOW

* * *

Level: 1

History:


Abilities

Flurry: As a standard action, the Betrayer may block all vision but their own within 20 feet + 5 feet per class level. Moving in the area of effect by any other creatures requires a Balance check vs. DC 10. Success allows 1⁄2 movement, while failing by 5 or more causes the target to fall down.

Snowshoes: The Betrayer may move on ice and snow as though it were normal land. Additionally, when using the ability, the Betrayer leaves no trail behind her.

Terrain Focus: Any time the Betrayer is in an area naturally covered with ice or snow, all Betrayer class features that require saves add +2 to the DC, the Betrayers’ arctic favored terrain bonus (if any) is doubled and the Flurry ability deals ½ class level d6 cold damage to all enemies in the area.



Arala


http://i155.photobucket.com/albums/s311/darkfire2210/Forest_God_by_randis.jpg

FORESTS

* * *

Level: 4

History:


Abilities

Timberland Traveler: The Betrayer may Tree Stride at will.

Rising Roots: If the Betrayer is within 10 feet per class level of a tree, as an immediate action they may block any physical attack with roots. The roots intercept one attack and have 30 hp. Any damage beyond what destroys the root is dealt to the Betrayer. They Betrayer may use this ability after a hit is confirmed.

Terrain Focus: Any time the Betrayer is in a forest, all Betrayer class features that require saves add +2 to the DC, the Betrayers’ forest favored terrain bonus (if any) is doubled, the roots used in Rising Roots gain hardness 20 and enables the Betrayer to use the Forest Controller ability.


Forest Controller:[/i] The Betrayer may turn one touched tree into a treant under their control. The treant remains for 1 minute per class level. Multiple uses of this ability end the duration of the previous touch and reset the duration, regardless of whether or not the target was the same or a different tree.



Balan


http://i155.photobucket.com/albums/s311/darkfire2210/hawaii2007volcanopeleerupts.jpg

VOLCANOES

* * *

Level: 3

History:


Abilities

Fireskin: The Betrayer gains fire immunity and immunity to any effects of high temperatures.

Overheat: If the Betrayer succeeds on a ranged touch attack against a creatures within 30 feet, the target takes 1d6 fire damage per class level. This ability deals double damage to metal objects, creatures containing a significant amount of metal and creatures carrying a large quantity of metal or wearing metal armor.

Terrain Focus: Any time the Betrayer is inside or on top of a volcano, all Betrayer class features that require saves add +2 to the DC, the Betrayers’ volcanic favored terrain bonus (if any) is doubled, the Overheat ability automatically hits, requiring no attack roll and enables the Betrayer to use the Lava Wave ability.


Lava Wave: The Betrayer may use this ability against only a target square that is no farther from a pool of lava than 20 feet + 10 feet per class level. The area of effect consists of a 5 feet per class level burst centered on the target square in addition to any square that is directly between any point in the burst and the original pool of lava. All creatures and objects in the area take 2d6/class level damage from lava (see DMG, reflex DC 10 + class level + wis mod for half damage) and are bull rushed by the wave, which has a bull rush modifier of twice the Betrayer’s class level + their wisdom modifier. This ability may only be used once every 5 rounds.



Dasith


http://i155.photobucket.com/albums/s311/darkfire2210/Wind_Serenity.jpg

WEATHER

* * *

Level: 5

History:


Abilities

Weathermaster: The Betrayer has ultimate command over the weather. As a standard action, the Betrayer may change the weather in a 1000 foot radius spread centered on themselves. Any negative effect that would happen to the Betrayer as a result of using any of these abilities is negated. As a standard action, the Betrayer may either add an additional weather effect or expand the radius of the weather my 1000 feet. Each weather effect may only be added once per use of this ability.


Downpour: All creatures gain Concealment at 5’, Total Concealment at 10’, movement at 1⁄4 speed, ranged attacks automatically miss, spells require Concentration checks vs. DC (10 + class level + wis mod + level of spell being cast). This ability may be sustained as a swift action.

Tornado: The Betrayer may form a tornado within line of sight that can move up to 60 feet per round. All creatures within 50 feet of the tornado at any point during it’s move must make a fortitude save (DC 10 + class level + wis mod) or suffer a wind effect. Colossal or gargantuan creatures are checked, huge creatures are knocked down and larger and smaller creatures are sucked towards that tornado 1d4 x 10 feet, taking 1d6 points of non-lethal damage per 10 feet traveled. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled 4d6 x 5 feet from a height of 2d6 x 5 feet. Within 100 feet of the tornado, ranged attacks are impossible and all flames are extinguished within 400 feet. The Betrayer may use a standard action to both sustain and move the tornado.

Sleet Storm: All vision is blocked within the area of effect, and moving in the area of effect requires a Balance check vs. DC 10. Success allows 1⁄2 movement, while failing by 5 or more causes the target to fall down.

Lightning Storm: The Betrayer may call lightning strikes within the storms radius that deal a total damage of 3d6 electricity damage per class level, divided as the Betrayer wishes (Reflex save DC 10 + class level + wis mod). This ability may be sustained as a standard action. Alternately, the Betrayer may choose to only deal 1d6 damage per class level, in which case it only requires a move action to sustain.

Hail: All creatures and objects in the area take 4d6 bludgeoning damage per round. This ability may be sustained as a standard action. Alternately, the Betrayer may choose to have this effect deal half damage to instead use a move action to sustain it.

Blizzard: Each round, all creatures take 1d6 cold damage per two class levels (Reflex halves). This ability may be sustained as a swift action. Alternately, it may be sustained as a move action to deal 1d6 cold damage per class level, or as a standard action to deal 3d6 cold damage per class level.

Windstorm: The Betrayer generates winds of between 50 and 75 miles per hour, which make ranged attacks impossible (except large ranged weapons, such as siege engines which only take a -6 penalty to attack rolls). All fires in the area are extinguished. In addition, all creatures that are huge or smaller must make a fortitude save (DC 10 + class level + wis mod) or be affected by the wind. A huge creature is checked, a medium or large creature is knocked down and a small or smaller creature is blown away. Flying creatures count as one size category smaller. This ability may be sustained as a move action.


Gaia


http://i155.photobucket.com/albums/s311/darkfire2210/gaia_by_hannsaki.jpg

NATURE

* * *

Level: 6

History:
å

Abilities

ability 1:
etc




Gerrard


http://i155.photobucket.com/albums/s311/darkfire2210/mudvolleyball2002windgod.jpg

WIND

* * *

Level: 1

History:


Abilities

Buffeting Wind: The Betrayer may perform bull rushes against any target within 30 feet. Instead of using their BAB + strength mod in the opposed roll, a Betrayer uses their HD + wisdom modifier. The target is pushed back as though the Betrayer moved with them.

Windwalker: The Betrayer gains a fly speed with good maneuverability and speed equal to double their base land speed.

Wind Barrier: Arrows & bolts automatically miss the betrayer, and other ranged weapons (such as javelins) have a 10% miss chance per two class levels. Large ranged weapons, such as a giant’s boulders, are not affected.

Terrain Focus: Any time the Betrayer is not touching the ground or walls, all Betrayer class features that require saves add +2 to the DC, the Betrayers’ skies favored terrain bonus (if any) is doubled, and the Wind Barrier grants an additional 10% miss chance.


Jaitan


http://i155.photobucket.com/albums/s311/darkfire2210/LionMountain-1024x768.jpg

MOUNTAINS

* * *

Level: 2

History:


Abilities

Unyielding Mountain: The Betrayer gains their wisdom bonus on any check or save to resist being moved and to all bull rush and grapple rolls.

Fissure: This ability creates a fissure 15 feet wide and in a line that is 30 feet + 5 feet per class level long. All creatures within or adjacent to the line must make a reflex save (DC 10 + class level + wis mod) or fall into the fissure that is 40 feet + 10 feet per clas level deep.

Climber: The Betrayer gains a climb speed equal to half of their movement speed.

Terrain Focus: When in a mountainous area, the Betrayer adds +2 to the DC of all class features that require a save, the Betrayers’ mountain favored terrain bonus (if any) is doubled, and may use the Avalanche ability.


Avalanche : The Betrayer chooses any point that is above at least 20 feet of steep slopes (see DMG) as the origin of the avalanche. Consult the following table to determine the effects.
{table=head]Creature Location|Damage|Additional Effects
Higher altitude than point of origin|0|none
Within 10 feet/class level of point of origin and downhill|1d6 damage per class level (reflex ½)|Creature is buried (See DMG) and the area is treated as dense rubble.
Downhill, not within 10 feet per class level|1d4 damage per class level (Reflex ½)|Knocked prone and area is treated as difficult terrain[/table]



Kaili


http://i155.photobucket.com/albums/s311/darkfire2210/1130965809_swaterquizJPG.jpg

OCEANS

* * *

Level: 4

History:


Abilities

Waterrider: The Betrayer gains the ability to walk on water, a swim speed equal to their base land speed and the ability to breathe underwater.

Oceanic Soul: The Betrayer is constantly under the effects of a freedom of movement spell.

Tsunami: This ability creates a wave of water that has its starting point in any large body of water within 30 feet + 10 feet per class level and then moves in whatever direction the Betrayer wishes for 1 round per class level. All creatures struck by the wave take 1d6 bludgeoning damage per class level (Fort1⁄2). If a creature of up to large-size fails its save, it is pulled into the wave & takes damage each round (but gets a new Fortitude save each round for half damage). The wave is 20’ per class level wide, 10’ long, 40’ tall and moves 5’ per class level per round.

Terrain Focus: When on or in a body of water, all class features that require a save add +2 to their DC and the Betrayers’ aquatic favored terrain bonus (if any) is doubled.



Lora


http://i155.photobucket.com/albums/s311/darkfire2210/AradiaMoonGoddess.jpg

MOON

* * *

Level: 5

History:


Abilities

Moonsight: The Betrayer gains low-light vision and darkvision that pierces magical darkness with infinite range.

Moonblade: The Betrayer is constantly aided by a moonblade, which is treated as a +2 brilliant energy keen silvered longsword of speed that the Betrayer is automatically proficient with. The blade adds the Betrayer’s wisdom modifier to attack and damage rolls instead of strength, and deals an additional 1d6 cold level on a successful hit per two class levels.

Terrain Focus: Any time the Betrayer has line of sight to the moon, all Betrayer class features that require saves add +2 to the DC, any time the Moonblade deals damage to a creature that is not in its natural form or under the effects of a transmutation spell, the creature must make a fortitude save (DC 10 + class level + wis mod) or revert to its natural form with all transmutation effects dispelled and may use the Lunar Madness ability.


Lunar Madness: One creature with intelligence 3 or greater that has line of sight to the moon and is within 30 feet is permanently confused unless they pass a will save (DC 10 + class level + wis mod). A creature may only be targeted by this ability once every 24 hours and once the ability is used, the Betrayer must wait 5 rounds to use it again.



Melayl


[picture here]

CAVERNS

* * *

Level: 1

History:


Abilities

Excavate: The Betrayer gains a burrow speed equal to their base land speed. They may move through dirt and rock.

Create Cave: The Betrayer may move rock or dirt beneath a creature or object with 60 feet, creating a pit beneath them that is 30 feet deep + 5 feet per class level. IF the target is intelligent, it may make a reflex save (DC 10 + ½ HD + wis mod) to move to an adjacent location not on top of the pit and thus avoiding falling damage.

Terrain Focus: Any time the Betrayer is underground, all Betrayer class features that require saves add +2 to the DC, the Betrayers’ underground favored terrain bonus (if any) is doubled, Create Cave creates a pit that is 20 feet deeper and they may use the Cave-in ability.


Cave-in: The Betrayer creates a cave-in the affects all creatures and objects within 30 feet + 5 feet per class level except the Betrayer. All creatures and objects in the area take 2d6/class level bludgeoning damage, and must make a reflex save or be buried. Buried creatures take 1d6 non-lethal damage per turn, and must succeed on a DC 20 strength check to escape or be freed.



Nayori


http://i155.photobucket.com/albums/s311/darkfire2210/images-3.jpg

LIFE

* * *

Level: 3

History:


Abilities

Turn Undead: The Betrayer may turn undead as a cleric of a level equal to their HD.

Touch of Life: The Betrayer may bring back to life with a touch any creature that has been dead for no longer than one round.

Deathbane: The Betrayer is immune to negative levels, negative energy and death effects.


Nellan


http://i155.photobucket.com/albums/s311/darkfire2210/Roland_sketch_by_Sergon.jpg

DEATH

* * *

Level: 3

History:


Abilities

Rebuke Undead: The Betrayer may rebuke or command undead as a cleric of a level equal to their HD.

Death Touch: The Betrayer may make a melee touch attack as a standard action the deals 1d4 negative levels unless they pass a fortitude save (DC 10 + class level + wis mod).

Death’s Servant: Any creature that is killed by the Betrayer rises as a wight that is not under the Betrayer’s control one minute later.


Osara


http://i155.photobucket.com/albums/s311/darkfire2210/ThunderGod.jpg

THUNDER AND LIGHTNING

* * *

Level: 2

History:


Abilities

Stormstrider: The Betrayer gains sonic resistance and electricity resistance equal to 5 times their class level.

Lightning Bolt: As the spell lightning bolt with a caster level equal to twice the Betrayers class level. This ability is usable once every 5 rounds.

Thunderclap: All creatures within 5 feet per class level are stunned for one round (will negates), deafened for wis mod rounds (fortitude negates) and knocked prone (reflex negates). All save DCs are 10 + class level + wis mod.



Petrel


http://i155.photobucket.com/albums/s311/darkfire2210/FloramedJPG.jpg

FLOWERS

* * *

Level: 3

History:


Abilities

Scything Petals: All enemies within 20 feet + 5 feet per class level take 1d6 per two class levels magic piercing damage. Activating this ability is a full round action.

Flower’s Grasp: All enemies within 30 feet + 5 feet per class levels that are on a natural surface (grass, rock, etc) are entangled unless they succeed on a reflex save (DC 10 + class level + wis mod). Each round, creatures that failed their save may make a strength check against the same DC to no longer be entangled. In addition, enemies treat the area as light undergrowth.

Daisy’s Grace: The Betrayer may move through light and heavy undergrowth as though it were normal terrain.

Terrain Focus: If the Betrayer is in a location with plentiful flowers (a field of daisies, a large garden, etc) all class features that require a save have their DC increased by +2 and the Betrayers’ favored terrain bonus (if any) is doubled. Additionally, when using Flower’s Grasp, creatures that fail their saves are completely immobilized in addition to the harms of being entangled.



Riarn


[picture here]

PLAINS

* * *

Level: 1

History:


Abilities

Meadowrunner: The Betrayers’ base land speed is increased by 20 feet, + 5 feet per two class levels. As a full round action, the Betrayer may move up to twice their base land speed and make a full attack’s worth of attacks at any points during the move.

Terrain Focus: Whenever the Betrayer is in plains, the DC of all class features that require a save are increased by 2 and the Betrayers’ plains favored terrain bonus (if any) is doubled. Additionally, the Betrayer’s base land speed is increased by 10 feet. Finally, the Betrayer may use the Grassland Exhaustion ability.


Grassland Exhaustion: All enemies within 20 feet + 5 feet per class level must succeed on a fortitude save (DC 10 + class level + wis mod) or be exhausted. Success indicates that the target is fatigued instead.



Saland


http://i155.photobucket.com/albums/s311/darkfire2210/sandstorm_by_perzo.jpg

DESERTS

* * *

Level: 4

History:


Abilities


Camel’s Endurance: The Betrayer never suffers any magical or non-magical fatigue, exhaustion, or non-lethal damage from either forced marches or heat.

Sandshaper: As a standard action, the Betrayer may treat up to 10 cubic feet of sand per class level as shapesand, except only the Betrayer can control it and it does not require a will save.

Desert Burial: The Betrayer may use trap one creature within 30 feet in sand, so long as they are near at least 10 cubic feet of sand plus an additional 10 cubic feet per size above medium. While trapped, a target is considered Helpless, though a caster may use spells that do not have Somatic components if the Material components are in hand. To free oneself from the loose earth requires either a Strength or Escape Artist check (DC 15 + 1 per two class levels) as a Full Round Action. Untrapped creatures may aid in this attempt.

Terrain Focus: Whenever the Betrayer is in a desert, the DC of all class features that require a save are increased by 2 and the Betrayers’ desert favored terrain bonus (if any) is doubled. Additionally, the Betrayer’s DR from Armor of Sand and the total amount of controlled sand my the Sandshaper ability is doubled. Finally, the Betrayer may use the Sandstorm ability.


Sandstorm: All vision is blocked in a 20 feet per class level burst that is centered within 30 feet per class level. Additionally, all creatures in the area must make a fortitude save (DC 10 + class level + wis mod) or be knocked prone. If they succeed on the save, the creature may make move actions, although all area is counted as difficult terrain and flying is impossible. The storm lasts for up to class level rounds and has a cooldown of 5 rounds that begins at the end of the previous storm.


Soran


http://i155.photobucket.com/albums/s311/darkfire2210/SUNGODDESS.jpg

SUN

* * *

Level: 5

History:


Abilities

Solar Fury: The Betrayer creates a 20’ burst of fire centered at any point within 30 feet + 5 feet per class level. Each turn, the Betrayer may move the center up to 10 feet per class level as a standard action. The burst centered at this point, as well as at every point the center passed through during each turn, is in addition to the original are of effect and does not replace it. Multiple overlapping bursts do not add more damage. The fire lasts for 1 round per point of wisdom modifier and deals 1d6 fire damage per level per round to all creatures in the area of effect. After the effect ends, the Betrayer must wait 5 rounds before using it again.

Terrain Focus: Whenever the Betrayer has line of sight to the sun, the DC of all class features that require a save are increased by 2. Additionally, the Betrayer may use the Blinding Light ability.


Blinding Light: All enemies within 20 feet per class level must succeed on a reflex save (DC 10 + class level + wis mod) or be blinded for wis mod minutes. A creature may not be affected by this ability more than once in 24 hours. After using this ability, the Betrayer must wait 5 rounds to use it again.



Talev


http://i155.photobucket.com/albums/s311/darkfire2210/Bog_Tatters_by_daarken.jpg

MARSHES

* * *

Level: 2

History:


Abilities

Stealth of the Swamp: The Betrayer gains hide in plain sight, as the rogue ability.

Marshsteps: The Betrayer may move through light undergrowth, quicksand and water up to 4 feet high as though it were normal terrain.

Terrain Focus: Whenever the Betrayer is in a marsh, the DC of all class features that require a save are increased by 2 and the Betrayers’ marshes favored terrain bonus (if any) is doubled. Additionally, the Betrayer gains +5 bonus to hide checks and may use the Quicksand ability.

Quicksand: This ability may not be used unless in a marsh. The Betrayer creates an area of quick sand with radius 30 feet + 5’ per class level centered at any point within 60 feet. Creatures in quicksand must make a DC 10 + wis mod Swim check every round to simply tread water in place, or a DC 15 + wis mod Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown. Creatures below the surface of a bog may swim back to the surface with a successful Swim check (DC 15 + wis mod, +1 per consecutive round of being under the surface).

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Doctor Acula
2010-08-10, 07:24 AM
Wilderness Incarnate
http://fc01.deviantart.net/fs15/i/2007/096/5/4/Sketchbook_Coral_Armor_by_neilthrun.jpg
Have you ever been punched in the face by a piece of coral? Yes, that was a serious question.- Wildimir Saltybeard, A Wilderness Incarnate

A Wilderness Incarnate is a meldshaper who draws power from the world around him, gaining aspects of coral, mountains and trees. They are often considered loners by other people however that couldn't be more wrong, they are merely members of the natural order instead of members of society.

BECOMING A WILDERNESS INCARNATE
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Meldshaping: Ability to shape soulmelds, ability to bind
soulmelds to the crown, feet, and hands chakras.
Skills: Survival 4 ranks
Special: Must have lived in the wilderness for a week
Class Skills
The Class Name's class skills (and the key ability for each skill) are Clinb, Concentration, Craft, Handle Animal, Heal, Knowledge (arcana), Knowledge
(nature), Knowledge (the planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim.
Skills Points at Each Level: 2+ int

Hit Dice: d10

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Features | Meldshaping
1st | +0 | +2 | +2 | +0 | Terrainshaping | +1 level of existing Meldshaping class
2nd | +1 | +3 | +3 | +0 | Nature's Glory, Drift 1| +1 level of existing Meldshaping class
3rd | +2 | +3 | +3 | +1 | | +1 level of existing Meldshaping class
4th | +3 | +4 | +4 | +1 | Blessed by the Land, Drift 2 | +1 level of existing Meldshaping class
5th | +3 | +4 | +4 | +1| Evolution| +1 level of existing Meldshaping class
6th | +4 | +5 | +5 | +2 | World Chakra, Drift 3 | +1 level of existing Meldshaping class
7th | +5 | +5 | +5 | +2 | | +1 level of existing Meldshaping class
8th | +6 | +6 | +6 | +2 | Drift 4 | +1 level of existing Meldshaping class
9th | +6 | +6 | +6 | +3 | | +1 level of existing Meldshaping class
10th | +7 | +7 | +7 | +3 | Rapid Evolution, Drift 5 | +1 level of existing Meldshaping class[/table]

Weapon Proficiencies: A Wilderness Incarnate gains no proficiencies with weapons and armor.

Terrainshaping

Starting at first level a Wilderness Incarnate becomes bonded with one terrain, when they become bonded to this plane they have access to a list of new soul mends.
Desert
group attacks

Heart of Sun
Descriptors: Fire, Desert
Classes: Wilderness Incarnate
Chakra: World
Save: None
Your very body radiates the heat of the sun. Fire surrounds your entire body, to all outside viewers you look like a pillar of flame
A 5 ft. aura of heat radiates around you, all creatures in that aura other than you take 1d4 points of fire damage.
Essentia: With every point of essentia invested in the Heart of Sun the size of the aura increases by 5 ft. In addition the damage increases by 1d4 for every point of essentia invested.

Dust Storm
Descriptors: Wind, Desert
Classes: Wilderness Incarnate
Chakra: World
Save: Reflex, Half
All around you the wind kicks up, picking up scraps of dust and debris. The scraps cut into anyone too close to you.
A 5ft. aura of whirling wind surrounds you, anyone within this aura takes 1d6 slashing damage, Reflex half. In addition any creature that is Tiny or smaller gets blown away, swarms of creatures tiny or smaller are also blown away.
Essentia: With every point of essentia invested in the Dust Storm the size of the aura increases by 5 ft. In addition the damage increases by 1d6 for every point of essentia invested.
Forest
Party Buffing
Mountains
Personal Defense
Ocean

Healing
Sky

Illusions

Cave
Divination
Volcano
Ranged Offense
Tundra
De-Buffing
Eye of the Storm
Descriptors: Cold, Tundra
Classes: Wilderness Incarnate
Chakra: World
Saving Throw: Fortitude
A whirling blizzard springs up around you, a whirling mass of of white. The snow is so thick that it is hard to see through.
A 5 ft. aura of snow radiates from you, all creatures in this aura other than you grant concealment to any creature they attack. In addition if a creature starts or ends a turn in the aura he must make a Fortitude save or be slowed as if by the slow spell until they leave the aura.
Essentia: With every point of essentia invested in the Eye of the Storm the size of the aura increases by 5 ft.

Iced Earth:
Descriptors: Cold, Tundra
Classes: Wilderness Incarnate
Chakra: World
Saving Throw: Reflex
A thick coating of ice covers the ground surrounding you. The ice is thick enough to smooth over the surface.
A 5 ft. aura of ice radiates from you, all creatures in this aura other than you must make a Reflex save every round they enter, leave or remain in this aura. If the Reflex save fails then they fall and are prone, they then must make a DC 10 Balance check to stand up again. In addition if you enter a body of water your ice aura floats to the top, with you and any other creatures that began on it.
Essentia: With every point of essentia invested in the Iced Earth the size of the aura increases by 5 ft.

Plains
Mobility
Swamp
Stealth


Nature's Glory: At second level a Wilderness Incarnate gains a bonus to all saving throws based on equal to the number of Terrain soulmends for the Terrain he is in.

Drift: At every even numbered level a Wilderness Incarnate develops a closer bond too their chosen terrain, they gain aspects of creatures native to their chosen terrain.
Drift 1

Desert
Your touch causes flowers to wilt.
Forest
Your hair becomes a tangle of short vines.
Mountains
Your skin becomes thick and leathery
Ocean
Your skin turns green and scaly.
Sky
You sprout feathers (but not wings).
Cave
Light, downy fur covers your skin.
Volcano
Your skin is always very warm to the touch.
Tundra
Your hair becomes white as snow
Plains
Zebra stripes appear on your body.
Swamp
Your body becomes slippery, as if you just got out of a pond.

Drift 2

Desert
A small camel’s hump grows on your back. (You can go without water for up to five days.)
Forest
You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
Mountains
Your legs become as sturdy as a goat's. (+4 on rolls to resist being bull rushed and tripped)
Ocean
Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)
Sky
You become as graceful as a soaring bird. (You gain a +4 bonus on Balance checks.)
Cave
Your eyes become as sharp as a rat’s. (You gain low-light vision.)
Volcano
Your eyes begin to glow red and you exhale smoke. (+4 to Intimidate Checks)
Tundra
You grow a coat of white fur like a polar bear’s. (You gain a +8 bonus on Hide checks in snowy areas.)
Plains
You become as swift as an elk. (Your land speed increases
by +5 feet.)
Swamp
The pads of your feet become sticky, like those of a frog. (You gain a +4 bonus on Climb checks.)

Drift 3

Desert
You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.)
Forest
Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.)
Mountains
Ram horns grow from your forehead. (You gain a gore attack for 1d6 points of damage.)
Ocean
You sprout fish gills. (You can breathe both water and air.)
Sky
Your eyes become as sharp as an eagle’s. (You gain a +4 bonus on Spot checks in daylight.)
Cave
You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.)
Volcano
Your skin becomes searing hot too the touch, (Any unarmed attack you do deals an extra 1d3 fire damage, and those striking you with natural weapons take 1d3 points of fire damage per successful hit.)
Tundra
Your toes grow bearlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)
Plains
Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.)
Swamp
Your mouth extends like a crocodile’s. (You gain a bite attack for 1d6 points of damage.)

Drift 4

Desert
You grow an acid stinger like that of a giant scorpion. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.)
Forest
Vines extrude from all over your body.(+4 Strength bonus on checks to continue holding objects, ledges, grapples, etc. Does not apply to first attempt, only to subsequent attempts after a success.)
Mountains
You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian—see Barbarian entry, page 25 of the Player’s Handbook—or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.)
Ocean
You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the
effects of total darkness.)
Sky
Your eyes become as sharp as an owl’s. (You gain a +4 bonus on Spot checks in dusk and darkness. You also gain Darkvison +30 feet.)
Cave
Pupils/irises disappear.(Darkvision +60 feet.)
Volcano
You become used to the ravages of heat. (You gain fire resistance 10)
Tundra
You can pounce like a snow leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.)
Plains
You gain a boar’s ferocity. (You continue to fi ght without
penalty even while disabled or dying.)
Swamp
You gain a keen sense of smell, similar to that of a raccoon.(You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)

Drift 5

Desert
You can curl into a ball like an Armadillo. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.)
Forest
Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)
Mountains
Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1/2 your character level + your Strength modifier.)
Ocean
You become as graceful in the water as a dolphin. (You gain a swim speed of 60 feet.)
Sky
Feathered or batlike wings grow from your back. (You
gain a fly speed of 60 feet.)
Cave
Your senses become as sharp as a bat’s.(You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual)
Volcano
You become Immune to the adverse affects of heat. (You gain fire Immunity.)
Tundra
You become at home on the ice, as a penguin. (While on a slippery surface you gain a slide speed of 60 feet. Further you never risk falling on slippery surfaces such as an icy floor or an area affected by the Grease spell)
Plains
You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.)
Swamp
Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifi er) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.)

Blessed by the Land: At level 4 whenever you shape a Soulmend from the list for Terrainshaping while in that terrain you gain 1 bonus essentia invested into that soulmend, this bonus essentia does not count towards the maximum essentia a Wilderness Incarnate may invest into that soulmend and does not come from the Wilderness Incarnate's personal essentia pool, instead it is drawn from the enviroment around him.

Evolution: Beginning at 5th level a Wilderness Incarnate may change what Terrain soulmends he has shaped as a standard action, he may only change already shaped soulmends into Terrain soulmends

World Chakra: From sixth level on a Wilderness Incarnate gains access to a new chakra known as the "World Chakra" This chakra radiates around the Wilderness Incarnate and alters the world around him.

Rapid Evolution: Beginning at 10th level a Wilderness Incarnate may change what Terrain soulmends he has shaped as a move action, he may only change already shaped soulmends into Terrain soulmends

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Ajadea
2010-08-10, 10:42 AM
Wildrunner


http://i298.photobucket.com/albums/mm280/solunar88/RPG/Elf_Ranger_by_sypri-1.jpg


A wildrunner is someone who has learned to listen to the wilderness, and learned it's secrets. They learn to run with the wolves, climb with the monkeys, swim with the dolphins, and speak with the wilderness surrounding them. They learn how to move swiftly through undergrowth and rubble, how to blend into the forest, how to hide when all eyes are on them, and how to run through the wild for far longer than any mortal should be able to do. They learn to augment their strikes and defenses with speed and precision, speed and precision that they already possess in abundance. They are part of the wild in their own way, and the wilderness grants them a tiny bit of its strength and versatility.

BECOMING A WILDRUNNER
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Alignment: Any neutral
Skills: Survival 10 ranks, Listen 10 ranks, Knowledge (nature) 5 ranks, Climb 4 ranks, Swim 4 ranks, Jump 4 ranks
Speak Language (Sylvan or Druidic)
Special: Woodland Stride class feature

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Speed Increase

1st|
+0|
+2|
+2|
+0|Wild Empathy, Climb like an Ape, Skirmish (+1d6)|+0

2nd|
+1|
+3|
+3|
+0|Fast Movement, Undersea Breathing, Camouflage|+5

3rd|
+2|
+3|
+3|
+1|Swim with the Fishes, Wild Step, Skirmish (+1d6, +1 AC)|+5

4th|
+3|
+4|
+4|
+1|Enduring Journey, Animal Speaker|+10

5th|
+3|
+4|
+4|
+1|Fly with the Birds, Swift Climbing, Skirmish (+2d6, +1 AC)|+10

6th|
+4|
+5|
+5|
+2|Beastspeaker, Hide in Plain Sight, Spirit Sight|+15

7th|
+5|
+5|
+5|
+2|Tunnel with the Vermin, Swift Swimming, Skirmish (+2d6, +2 AC)|+15

8th|
+6|
+6|
+6|
+2|Tireless Journey, Plantspeaker|+20

9th|
+6|
+6|
+6|
+3|Walk with the Spirits, Swift Flight, Skirmish (+3d6, +2 AC)|+20

10th|
+7|
+7|
+7|
+3|Wildspeech, Nature Sustains|+30[/table]

Weapon Proficiencies: A wildrunner gains no proficiency with any weapons or armor.

Class Features (spoiled for wall of text)
Wild Empathy (Ex): A wildrunner adds her wildrunner level to any wild empathy checks she makes. If she does not have the wild empathy ability, this class feature does not grant her that ability.

Climb Like an Ape (Ex): A wildrunner gains a climb speed equal to half her base land speed (rounded down to the nearest 5-foot increment). In addition, she gains a +8 racial bonus on all Climb checks and may take 10 on all Climb checks, even when she is rushed or threatened.

At 5th level, this climb speed improves to equal her full base land speed. Additionaly, she becomes able to use the run action while climbing, provided she moves in a straight line.

Skirmish: As the scout (Complete Adventurer). Skirmish gained from wildrunner levels stack with all other sources of skirmish.

Fast Movement (Ex): Starting at 2nd level, a wildrunner gains an insight bonus to her base land speed, as shown on the table.

Water Breathing (Ex): A 2nd level wildrunner can breathe both air and water freely.

Camouflage (Ex): A wildrunner of 2nd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Wild Step (Ex): Starting at 3rd level, a wildrunner leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. She may move without penalty through difficult terrain. In addition, she takes no penalty for attempting Move Silently checks in difficult terrain in natural enviroments.

Swim with the Fishes (Ex): A 3rd level wildrunner gains a swim speed equal to half her base land speed (rounded down to the nearest 5-foot increment). In addition, she gains a +8 racial bonus on all Swim checks and may take 10 on all Swim checks, even when she is rushed or threatened.

At 7th level, this swim speed improves to equal her full base land speed. Additionaly, she becomes able to use the run action while swimmming, provided she moves in a straight line.

Animal Speaker (Ex): A 4th level wildrunner can communicate with any living animal, as per an Ex version of the speak with animals spell, except that it is always on and requires no concentration to maintain.

Enduring Journey (Ex): A 4th level wildrunner becomes immune to fatigue. Anything that would make her exhausted makes her fatigued instead. She becomes immune to nonlethal damage from a very hot or cold environment, altitude sickness, and smoke inhalation. She may hustle for 8 hours with no more effort than walking. Beyond that time, she takes nonlethal damage as normal.

Fly with the Birds (Ex): A 5th level wildrunner gains a fly speed equal to half her base land speed with average manueverability. If she already has a fly speed, she chooses whether this wildrunner flight replaces her current flight. In addition, she gains a +8 racial bonus on all Jump checks.

At 9th level, this fly speed improves to equal her full base land speed. Additionaly, her manueverability improves by one (average to good, good to perfect)

Beastspeaker (Ex): A 6th level wildrunner can communicate with any living magical beast or vermin, in addition to her previous ability to communicate with animals. Treat as an Ex version of speak with animals that applies to magical beasts and vermin as well, except that it is always on and requires no concentration to maintain.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a wildrunner of 6th level or higher can use the Hide skill even while being observed.

Spirit Sight (Su): A wildrunner of 6th level may use true seeing a number of times per day equal to 3+her Wisdom modifier. Caster level for this ability equals twice her wildrunner level.

Tunnel with the Vermin (Ex): A 7th level wildrunner gains a burrow speed equal to half her base land speed (rounded down to the nearest 5-foot increment). She may choose whether or not to leave a tunnel behind her. If she does, creatures up to a size one smaller than hers may follow without any more effort than crawling. A creature the same size as her considers the tunnel a tight space and must make DC 30 Escape Artist checks in order to follow. Whether the checks succeed or fail, the tunnel collapses behind the creature, meaning that no one else can follow. A creature larger than the wildrunner may not enter the tunnel.

Plantspeaker (Ex): An 8th level wildrunner can communicate with any living vermin creature, in addition to her previous 'speaker' abilities. Treat as an Ex version of speak with plants, except that it is always on and requires no concentration to maintain.

Tireless Journey (Ex): An 8th level wildrunner becomes completely immune to fatigue and exhaustion. She may hustle for an indefinite period of time without taking non-lethal damage, and run with no more exertion than hustling takes for a normal person.

Walk with the Spirits (Su): A 9th level wildrunner can use ethereal jaunt or tree stride a number of times per day equal to 1+her Wisdom modifier. Her caster level for these abilities equals twice her wildrunner level.

Wildspeech (Ex): A 10th level wildrunner can communicate with any living creature, just as tongue of the sun and moon (17th level monk ability).

Nature Sustains (Ex): A 10th level wildrunner no longer needs to eat, breathe, or sleep. She no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the wildrunner still dies of old age when her time is up.

PLAYING A WILDRUNNER
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

WILDRUNNERS IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is percieved in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

WILDRUNNERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
True Neutral/Gender/Human/Ranger 7/Wildrunner 5
Init +0, Senses: Listen +, Spot +,
Languages: Common,
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed 40 ft. (8 squares), climb 20 ft, swim 20 ft, fly 20 ft (average)
Melee
Base Atk +10, Grp +11
Atk Options Skirmish (+2d6, +1 AC or +4d6, +3 AC), Favored Enemy (aberration +4, undead +2)
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 13, Dex 18, Con 10, Int 12, Wis 14, Cha 8
SQ
Feats Track (ranger), Point Blank Shot, Dodge (human), Rapid Shot (ranger), Mobility, Shot on the Run, Manyshot (ranger), Greater Manyshot, Improved Skirmish
Skills
Possessions

Forever Curious
2010-08-11, 01:03 AM
SYLVAN HERALD

http://fc06.deviantart.net/fs44/i/2009/126/0/1/Music_of_the_Night_by_feainne_by_photomanips_club. png

”The rhythm of life is my metronome,” –Lesly “Vinecaller” Vinn, a sylvan herald

There is a belief that plants enjoy the sound of music and grow stronger and faster when performed to. Sylvan heralds know that this is all too true. These “rural bards” understand the music that makes up the pulse of life itself, and use this as a basis for their own performances. By interweaving life energy into their music, sylvan heralds can rally even the lowest of plants to arms against those who would do them harm.

BECOMING A SYLVAN HERALD
Bards are the only class with the musical knowledge to become sylvan heralds. Some druids also enter into this class, but only after being a bard for some time.

ENTRY REQUIREMENTS
Skills: Perform (any) 10 ranks, Survival 4 ranks
Feats: Green Ear
Special: Bardic Music class feature

Class Skills
The sylvan herald's class skills (and the key ability for each skill) are Appraise
(Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
Craft (Int), Diplomacy (Cha), Disguise (Cha),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump
(Str), Knowledge (all skills, taken individually) (Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive
(Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis),
Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+2|
+2|Bloomsong, Chant of Growth, Magic of the Earth|+1 level of existing spellcasting class

2nd|
+1|
+0|
+3|
+3|Green Tounge|+1 level of existing spellcasting class

3rd|
+2|
+1|
+3|
+3|Rally of Vines|+1 level of existing spellcasting class

4th|
+3|
+1|
+4|
+4|Plant Friend, Commune with Nature|+1 level of existing spellcasting class

5th|
+3|
+1|
+4|
+4|Choking Refrain|+1 level of existing spellcasting class

6th|
+4|
+2|
+5|
+5|Natural Harmony|+1 level of existing spellcasting class

7th|
+5|
+2|
+5|
+5|Warcry of Roots |+1 level of existing spellcasting class

8th|
+6|
+2|
+6|
+6|Woodland General|+1 level of existing spellcasting class

9th|
+6|
+3|
+6|
+6|Leafstrider|+1 level of existing spellcasting class

10th|
+7|
+3|
+7|
+7|One With Nature, Caustic Anthem|+1 level of existing spellcasting class[/table]

Weapon Proficiencies: A sylvan herald gains no proficiencies.

Bloomsong (Su): By tapping into the underlying pulse of all things, a sylvan herald can produce music intertwined with the vitality of life itself. Bloomsong follows the same rules for bardic music (see the players Handbook, pg. 29). Sylvan herald class levels stack with bard levels to determine how often he can use bardic music or bloomsong. They do not stack for determining bardic music effects. Each use of bloomsong counts as a use of bardic music.

Chant of Growth (Su): A sylvan herald can imbue the latent roots and forgotten seeds of ages past with fresh vigor, causing them to burst forth. Every round the sylvan herald sings, he can cause a 10x10 foot area of ground to be instantly filled with teaming vines, wildflowers and assorted other foliage. Treat these areas as difficult terrain. A sylvan harmonic cannot create more 10x10 areas of plants than he has class levels per use of this song. In addition, each round the sylvan harmonic performs he can choose to affect all plant life in earshot as with the Plant growth spell.

Rally of Vines (Su): This battle cry instills locomotion in otherwise stationary plants, allowing them to attack the sylvan herald’s foes. Every round of this song, all enemies in areas of vegetation take 1d6 bludgeoning damage per two sylvan herald levels but can half this damage with a successful Reflex save (DC = 10 + the sylvan herald’s CHA modifier + the sylvan herald’s class level). This effect lasts as long as the sylvan herald sings and 5 rounds thereafter.

Choking Refrain (Sp): A sylvan harmonic can accelerate a plant’s pollen production to dangerous levels with this song. All plants within earshot of the sylvan harmonic exude a spray of pollen that replicates the effects of a Cloudkill spell. Each 10x10 area of plant produces a cloud of equal size which persists as long as the sylvan herald continues performing and dissipate 5 rounds after the song ends. Only one save is required regardless of the number of clouds created.

Warcry of Roots (Su): A sylvan herald can instill a spark of intelligence in plants, allowing them to serve as his troops. The round this song begins, one shambling mound (Monster Manual pg. 223) appears for each 10x10 area of vegetation in earshot. The area must be thick enough to impede movement to count for this affect. The shambling mounds attack the sylvan herald’s enemies as long as he performs, and return to non sentient foliage once the song ends.

Caustic Anthem (Sp): This potent song is the bane of all those who use manufactured weaponry. The song is identical to Choking Refrain, plus everything in the cloud is affected each round as though targeted by a rusting grasp spell.

Magic of the Earth (Ex): A sylvan herald’s first step in embracing the power of nature is learning to draw magic from it. At first level, the sylvan harmonic casts bard spells as divine. If he cast arcane spells from another class, they are still treated as arcane. In addition, a sylvan herald my substitute any spell focus with a piece of a plant (such as a flower or twig).

Green-tongue (Su): A sylvan herald is under the permanent effect of a Speak with Plants spell.

Plant Friend (Su): A sylvan harmonic exudes a peculiar aura that plants take a liking to. Sentient plants regard the sylvan herald with an initial attitude of “Friendly”. Actions of the sylvan harmonic and his party affect have regular affects on the creature’s attitude. In addition, non sentient plants will never willingly impede the sylvan harmonic, allowing him to move freely even in dense foliage. However, spells that force plants to target the sylvan herald (such as entangle) can still effect him.

Commune with Nature (Sp): A sylvan harmonic can use Commune with Nature three times per day as a spell-like ability.

Natural Harmony (Ex): When a sylvan herald sings, all the world echoes the refrain. A sylvan harmonic gains an insight bonus to Perform checks equal to his class level when within 10 feet of any plant. In addition, whenever the sylvan harmonic uses bloomsong or bardic music within 10 feet of any plant, it is affected as if he were wielding a Harmonizing weapon (Magic Item Compendium, pg. 35).

Woodland General (Su): A sylvan herald’s standing amongst plants inceases to almost fanaticism. Whenever a sentient plant creature comes within 10 feet of a sylvan herald, they must succeed on a Will save (DC = 10 + sylvan heralds class level +Charisma modifier) or become charmed. In addition, no non sentient plant will ever adversely affect a sylvan herald, even when magically compelled to (rendering him immune to all spells that involve living plants). However, he is still subject to harm via plant products, such as poisons or spells like fire seeds.

Leafstrider (Sp): A sylvan harmonic may transport him and any number of allies as with the transport via plants spell a number of times a day equal to his charisma modifier.

One With Nature (Ex): A sylvan herald reaches the epitome of his connection with the natural world. His gains the [Plant] creature type and all traits associated with it. In addition, he may use animate plants as a spell like ability 3 times per day.

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Hyooz
2010-08-11, 08:43 AM
THE SYLVAN SCRIBE

http://fc02.deviantart.net/fs11/i/2006/233/1/b/The_Scribe_by_fevereon.jpg

"This forest has stood for thousands of years. Your ancestors planted this very grove. That you now seek to tear it down now is curious. I will make note of it." Syrina - Elven Sylvan scribe

Sidebar: The Bookkeeper

In life, the Bookkeeper was much like any archeologist. Throughout his career, he spanned numerous worlds looking for all manner of ruins and the documents therein. It wasn't until he was nearly on his deathbed that he stopped to catalog all of his findings did he stop his search. Secreted away at the edge of existence, he locked everything he had discovered into one apparently blank book before his passing.

However, sometime after his death unmarked books and scrolls found their way into libraries and collections around the world, detailing some of the Bookkeeper's early works and findings. Some say that he somehow managed to transcend death with what he complied. Some say he found divinity in his methods.

Whatever may have begun it, the Bookkeeper has formed a following. These individuals, dedicated to recording existence as it is, forgo their own ideas of how the world should turn. That is not to say they do not fight when they must, or hold their own opinions. They simply recognize the purity of the Bookkeeper's work, and strive to live up to the example of removed-ness he set. Bookkeeper's disciples, sometimes called Bookmen, can be seen following great armies, recording the details of their conquests, or even smaller groups of individuals he thinks will be highly influential in the world, and will be worth recording.

Bookmen dedicate themselves to recording on a variety of subjects, and each tailors his abilities to better suit his position. War Chroniclers specialize in following great armed combat. Urban Scholars dwell in the great cities, noting the day to day politics and occurrences therein. The keepers of the natural world, the Sylvan Scribes, are described here.


BECOMING A SYLVAN SCRIBE
Followers of the Bookkeeper's ideals worship knowledge and the collection of knowledge above all else. Sylvan Scribes in particular must possess a high level of dedication to the natural world, and creating a record of all that occurs within their perception. Archivists are uniquely qualified for this position, but veneration of nature does not come naturally to them. Most druids lack the dedication to simple knowledge, but some can be tempted by its pure neutrality.

Above all, a follower of the Bookkeeper must hold no preference to the forces of Good, Evil, Law, or Chaos. Their sole allegiance is to information, and the accurate preserving of it.

ENTRY REQUIREMENTS
Class Feature: Dark Knowledge (puissance), Prayerbook
Spellcasting: Able to cast at least two 1st level Druid spells
Alignment: True neutral

OR

Class Feature: Dark Knowledge (tactics), Prayerbook
Spellcasting: Able to cast 3rd level Druid spells
Alignment: True neutral

Class Skills
The Class Name's class skills are Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (all skills, taken individually), Profession, Ride, Search, Survival, and Spellcraft
Skills Points at Each Level: 4 + Int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Bookman's Tome (Records), Sylvan Knowledge, Identify Bookmen

2nd|
+1|
+3|
+0|
+3|Sylvan Knowledge (Hidden Prey)

3rd|
+1|
+3|
+1|
+3|Bookman’s Tome (First Stratum)

4th|
+2|
+4|
+1|
+4|Sylvan Knowledge (Impassioned Hunter), Word of the Natural World

5th|
+2|
+4|
+1|
+4|Bookman’s Tome (Knowledge)

6th|
+3|
+5|
+2|
+5|Sylvan Knowledge (Nature’s Friend)

7th|
+3|
+5|
+2|
+5|Bookman’s Tome (Second Stratum)

8th|
+4|
+6|
+2|
+6|Word of the Natural World

9th|
+4|
+6|
+3|
+6|Bookman’s Tome (Forgotten Lore)

10th|
+5|
+7|
+3|
+7|Bookkeeper's Sage, Sylvan Prescription[/table]

Weapon Proficiencies: The Sylvan Scribe gains no new weapon or armor proficiencies.

Spellcasting: At every level except for 1st, the Sylvan Scribe gains spells per day, and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Sylvan Scribe, you must choose which class you wish to advance. Additionally, if you choose to advance Archivist spellcasting, you may learn spells from the Druid spell list in addition to the Cleric’s spell list.

The Bookman's Tome (Su): The Sylvan Scribe's prayerbook is much more than a listing of incantations and material components. A chronicler, if he is to properly perform his role, must have something in which to chronicle. For all bookmen, this takes the form of a unique tome which, for the Sylvan Scribe, is an evolution of their prayerbook.

As a standard action, the Sylvan Scribe can activate his Tome with a unique incantation that connects its pages to the Bookkeeper's legendary chronicle. Even if the prayerbook is full, new, blank pages appear within the book, starkly clean, ready to recieve the Scribe's ink. Deactivating the mystic link to the Bookkeeper's chronicle is a free action, and any Bookman's Tome that is not in the possession of a Bookman instantly deactivates. The fresh new pages vanish, taking with them the Scribe's words to be stored with the rest of the Bookkeeper's collection.

At first, the Sylvan Scribe can merely record his own chronicles within the Bookman's Tome.

At third level, the Sylvan Scribe begins to access the vast stores they are bound to, but is limited to languages of his time period, also known as the “First Stratum” of the Bookkeeper’s records. When his Bookman's Tome is activated, he gains a +3 bonus to all knowledge checks.

At fifth level, the Scribe’s mastery of his Tome has grown, and he has grown to understand the ancient languages contained in the Bookkeeper’s lore. Using his Tome, he can divine a great amount of knowledge of the current state of things. Whenever his Tome is active, the Sylvan Scribe can make a special knowledge check, as the Bardic Knowledge ability. His bonus to this check is equal to his Intelligence modifier plus his most relevant Knowledge skill bonus (i.e. history or local for knowledge of a town's royalty's lineage, nature to know where a cave might be located in the Deep Wood, etc).

At seventh level, the Scribe’s studies have developed to the point where he can delve deeper into the secrets of the Bookkeeper, to knowledge that would be considered ancient by any others: the “Second Strata.” Upon gaining access to such an incredible abundance of knowledge, his bonus to knowledge skills increases to +7, and the Scribe gains the ability to read and write all languages.

At ninth level, the Sylvan Scribe can peer into knowledge of a past forgotten by even the most devoted archaeologists. Secrets so old, even the creatures and places they describe are unaware of them, more often than not. His Dark Knowledge abilities are improved, their limits removed. All Dark Knowledge abilities with a linear progression of benefits for how much you beat the knowledge check can now be improved beyond their listed limits. A Sylvan Seer using his Foe Dark Knowledge ability, and beating the DC by 30, for example, would increase bonus damage by 4d6, and increase bonus damage by 5d6 by beating the DC by 40, and so on. Affected abilities include Tactice, Puissance, Foe, and Foreknowledge.

Sylvan Knowledge: Levels of Sylvan Scribe stack with levels of Archivist to determine Dark Knowledge abilities and uses per day. Additionally, the Sylvan Scribe can use Dark Knowledge to affect animals, humanoids, and plants. The Sylvan Scribe can, instead of Knowledge (Local), use Knowledge (Nature) to affect humaoids.

Also, the Sylvan Seer gains access to unique Sylvan Knowledge abilities, that only affect animals, humanoids, and plants, but otherwise function identically to Dark Knowledge, listed below.

Hidden Prey: The perils of nature are many, and the Sylvan Scribe must survive through them all to perform his duties. His studies of creatures with similar survival needs grants him the knowledge to disguise himself from creatures of the wilds. If the Sylvan Scribe succeeds on his knowledge check, he and his allies gain a Displacement effect versus all creatures of a specific race for that encounter. If he succeeds on his Knowledge check by 10 or more, he and his allies also vanish as if he had cast an Invisibility spell on himself. If he succeeds by 20 or more, this improves to Improved Invisibility. (Base DC 20)

Impassioned Hunter: Sometimes a creature needs to go on the hunt to find what he needs, and the Sylvan Scribe understands that. A Scribe who passes his knowledge check can track the targeted race as if he had the Track feat and Scent ability for 1 hour. By passing his knowledge check by 10 or more, he can also identify them through Mindsight (LoM) out to 500ft. A Scribe who succeeds by 20 or more almost never loses the creatures he tracks, discovering them as if he had Lifesense (LM) and Mindsight out to 1000ft. (Base DC 20)

Nature’s Friend: A Sylvan Scribe must live among the creatures of the natural world, peacefully if at all possible. He gains the ability to interact with creatures of the affected race as the Druid’s Wild Empathy class feature. A Scribe that succeeds by 10 or more is addressed by creatures of the affected race as if he had successfully cast Charm Animal on each of them. A Scribe that succeeds by 20 or more can manipulate affected creatures as if he had successfully cast Dominate Animal on them. (Base DC 25)

Identify Bookmen (Ex): Each Bookman has a unique Tome, and a unique manner of recording their information within the Book. From penmanship to field of research to style of writing, a Bookman can identify the writer of information simply by reading it, and has an innate sense for other Bookmen, as they are all so intimately connected through the Book. Bookmen can identify each other on sight; and, through a process taking an hour of uninterrupted study, discover the last location of a specific Bookman.

Words of the Natural World (Su): The Words of Creation are known to some well studied scholars, but the Sylvan Scribes have access to a preponderance of natural knowledge beyond any ivory tower scholar. They discover, deep in the annals of the Bookkeeper’s collection, certain Words of the Natural World that grant him marvelous abilities within nature.

At fourth and eighth level, the Sylvan Scribe can choose one of the Words of the Natural World listed below. These are supernatural abilities, activated by speaking the word as a standard action. Each of these can be spoken once per encounter.

Mecroch: The Sylvan Scribe bolsters his animal companion with an ancient word buried within the creature’s racial memory. For 1d6 rounds, the targeted creature gains abilities and increased scores as if it belonged to a Druid of the Scribe’s character level +3.

Yynglis: If spoken in a natural form (if he is Wild Shaped, Shapeshifted, or polymorphed into an animal or elemental, for example) the Scribe can bolster his form with the ancient power of the Nymph’s forgotten language. His form gains 3 bonus hit dice, the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. These HD endure for 1d6 rounds.

Iggnil: The word of elements, this Word of the Natural World gives the Scribe control over the basic components of the natural world. A Scribe speaking this word gains the ability to manipulate elements once a round, as a swift action, for 1d6 rounds, as if using the spell Move Earth, Control Winds, or Control Water.

Seronoth: With this word, the Sylvan Scribe is never alone in the natural world. He can summon the elements to his aid, as the Summon Elemental reserve feat, except he does not need to have a conjuration spell still uncast, and with the duration determined by the highest spell level he is able to cast. When the Sylvan Scribe reaches 15 HD, the size of the summoned elemental increases to large.

Bookkeeper’s Sage: At the peak of his power, the Sylvan Scribe has access to all the works of his brothers, past and present. While his deepest knowledge is limited to the natural world, his ability to read of other aspects is far from unimpressive. His bonus to knowledge checks while his Bookman’s Tome is active increases to +10. Additionally, with an hour of intense, uninterrupted study, can make a special Knowledge (Nature) check to learn something specific within his domain, gaining a +25 bonus to the check, on top of the +10 bonus he normally receives.

Sylvan Presciption (Su): The Bookkeeper’s mystical book contains records of all that is, and all that has been. Powerful Bookmen, with access to the deepest strata of his chronicle, however, have discovered that it is possible to inscribe what will be, and somehow, through the latent influential power of the Bookkeeper, it comes to pass. This is, however, considered heresy among Bookmen, antithetical to their purpose, and an act of desecration against the Bookkeeper’s legendary text.

Typically, a Bookman so incensed as to actually use this ability will need to rewrite the Book to allow those of alignments other than True Neutral to retain their powers as Bookmen, as he is in danger of aligning himself with the world. Any use of this ability, however, will earn the user the ire of all other Bookmen who have not so ‘fallen,’ and such hatred is considered the Bookmen’s only allowable vendetta, as acts against the truth contained within the Book are unforgivable.

In a process that takes a day of uninterrupted scribes’ work and 1000g worth of writing materials, the Sylvan Scribe can perform one of three miraculous tasks:


He may remove the alignment requirement for this prestige class.

He may bring into reality any effect possible through a Miracle spell.

He may direct occurrences within the natural world. He might prescribe that a forest shrivels or grows anew; though this process may take decades, or implant suggestions in animals or plant creatures to act a certain way. This ability has the potential to be very powerful, and should be watched very closely by the DM.


Keep in mind that any use of this ability is considered, effectively, a crime against reality by any that understand what he is doing. This ability should not used lightly, and its use should not go unrealized or unpunished.

PLAYING A SYLVAN SCRIBE
Keep in mind your role in the world. You are not here to change it, as your travelling companions might be, but to record the changes they might bring about. You might fight alongside them, and aid them, but their destiny is not yours to realize. Maintaining your neutrality may be difficult, but it is necessary to perform your task. Perhaps you will heal your comrades, but make no effort to restore them to life should they fail in their task. Their failure is worth noting, and that is all. Your duty is to the Bookkeeper and his Book. To reality as it occurs. No allegiance is higher. You are, of course, most at home in nature, and your study and training as a Bookman is focused around it. A great number of things can affect the natural world, however, so do not be afraid to venture outside of it, even though another Bookman may be more suited to the task.
Combat: Your spells will remain your primary ability to influence combats, but do not forget your Dark and Sylvan Knowledge abilities. They provide unique boosts and abilities that act, in a small way, to turn the tide of battle. Your role as a Bookman does allow you to fight alongside allies, as long as you remember your role in the world.
Advancement: The primary choices in your career as a Sylvan Scribe are your Words of Natural Power. They seem like small effects, but each can be very potent used correctly. Do not write off your Bookman’s Tome as a fun trick, but without real application. Knowledge, is, of course, power. Use it, and treasure it.
Resources: The Bookman’s Tome is an incredible resource in and of itself, but as a Bookman, your fellows can always be counted on, assuming you are in good graces with the organization in general. The natural world also offers a great deal to the Scribe, through his own knowledge and understanding of it, as well as through his Dark and Sylvan Knowledge abilities.

SYLVAN SCRIBES IN THE WORLD
”I thought she was a druid at first, and thought we might have a fight on our hands, but she just jotted down a few things in her queer little book, and wandered off. I’m not sure actual druids are too fond of her… though I did see that hunter down the street asking her for goings-on in the forest. Can’t say I get it.” – Talon Hawke, woodsman

The world at large does not entirely understand Bookmen in general. Few can fathom what it takes to dedicate yourself to knowledge as they do, and the Sylvan Scribe is no exception. Most simply consider them odd druids, and they aren’t entirely wrong. Proper druids, however, turn their noses up to them. As merely recorders of nature, and not necessarily defenders or lovers of it, the Sylvan Scribes are not well loved in the druid community.
Daily Life: Sylvan Sages will typically spend their day wandering whatever area they have assigned themselves to, making note of anything worth recording within their Tome. If they travel with companions, they will spend more time recording their exploits, and how they have affected the natural world, while travelling alongside them.
Notables: The first Bookman to break the sacred vow not to alter the Book was Myra Cowl, a human Scribe, who had attached herself to a particular druid coven within a great forest. A necromancer and his army was marching through, destroying the forest as he went, and she altered the Book to allow herself to prescribe the events that led to his eventual demise at the heart of the mighty wood. After that, she was plagued until her death by bounty hunter hired by her former allies, as well as other Bookmen seeking to prevent her from further perverting the Book.

The second to break the vow was Samuel Bantien, who changed the Book back to its original phrasing after Myra changed it. He was surprised when his fellows turned on him, unaware that their passion for keeping the Book pure carried over to all forms of alteration, including righting ‘wrongs’ perpetrated against it. The rewriting was, after all, an occurrence of great note that must be preserved within the Book alongside every great war and death of a mighty ruler. So he willingly went to his demise at the hands of his fellows after realizing his mistake. His execution is now recorded within the Book’s pages.
Organizations: The Bookmen all have unique abilities, and any one can be a great boon to another. Their unique knowledge and experiences can be very helpful.

NPC Reaction
Generally, unless they spend a lot of time with the Scribe, they simply consider him a druid, or a ranger who loves writing in his journal. They often have a hard time understanding their particular cause, but generally hold no prejudice against them.

SYLVAN SCRIBES IN THE GAME
A Sylvan Scribe won’t affect a campaign any moreso than a druid or artificer would on their own. In fact, played properly, they might not affect it at all. The greatest change to the world they bring would be the existence of the Bookkeeper, the Book, and the Bookmen organization.
Adaptation: The Bookkeeper and the Book are not entirely necessary. They can be replaced with any kind of repository of information or ideal for the preservation of it. It may be entirely possible to drop the Bookman angle entirely, and simply make the Scribes great seers of the forests or what-have-you. You could also simply alter the Bookmen to be more flexible or be collecting information for a different reason. There are numerous possibilities for this idea, and this class.
Encounters: Typically, encountering a Sylvan Scribe will be entirely peaceful, as attacking random strangers isn’t exactly a part of the Bookman’s ideal. He may ask many questions of the group, and request to follow them for a time, to get to know them and what they will do to record them in his Tome. If attacked, they will defend themselves, but in a manner primarily designed at escape, rather than mass murder.

Rauthiss
2010-08-11, 06:04 PM
THE WILD AUXILIARY

http://www.wizards.com/dnd/images/cd_gallery/82295.jpg

"Nature may not need my help, but I am happy to grant it." - Valaria, A Wild Auxiliary

Nature's power is best expressed by its own creations - animals and beasts. A Wild Auxiliary sees this and acknowledges it, trading away some of her personal powers to assist nature's soldiers. Her powers can grant them magical abilities unlike any others.

BECOMING A WILD AUXILIARY
Nearly all Wild Auxiliaries are druids who are familiar with summoning animals and conversing with them. However, other classes may attempt to join the path of the Auxiliary by taking a level of Druid.

ENTRY REQUIREMENTS
Class Feature: Animal Companion
Feats: Augment Summoning
Spellcasting:Able to lose prepared spells to spontaneously cast Summon Nature's Ally spells.
Skills: Knowledge (Nature) 13 ranks, Handle Animal 13 ranks
Special: Must have changed a wild animal's attitude from unfriendly to friendly with Wild Empathy.


Class Skills
The Wild Auxiliary's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Animal Companion, Spellcasting, Companion's Gift

2nd|
+1|
+3|
+0|
+3|Aura of Natural Strength

3rd|
+1|
+3|
+1|
+3|Nature's Gift

4th|
+2|
+4|
+1|
+4|Aura of Natural Litheness

5th|
+2|
+4|
+1|
+4|Universal Share Spell

6th|
+3|
+5|
+2|
+5|Increased Summoning

7th|
+3|
+5|
+2|
+5|Enhanced Gift

8th|
+4|
+6|
+2|
+6|Aura of Natural Fortitude

9th|
+4|
+6|
+3|
+6|Inherent Gift

10th|
+5|
+7|
+3|
+7|One with Nature[/table]

Weapon Proficiencies: A wild auxiliary gains no new proficiencies.

Animal Companion and Spellcasting: A wild auxiliary's class level stacks with the levels in the class that gave her an animal companion for determining the abilities of the animal companion. In addition, her class level stacks with her druid level for determining spellcasting abilities.

Companion's Gift (Su): By taking a full round action and touching her animal companion, a wild auxiliary may lose one of her prepared spells with a range of touch or personal to grant that spell to her animal companion as a 3/day spell-like ability for the next 24 hours. The animal uses its own wisdom modifier to determine the save DC, and uses its own hit dice to determine the caster level. A wild auxiliary may use this ability as many times per day as she has spell slots, but may only grant a spell-like ability of up to level 2.

Aura of Natural Strength (Su): All allied creatures of the animal type within 30 feet of a level 2 or higher wild auxiliary gains a bonus to strength equal to 1/2 the auxiliary's class level, rounded down, with a minimum of 1.

Nature's Gift (Su): A wild auxiliary of 3rd level or higher can use her Companion's Gift on any creature with the Animal type.

Aura of Natural Litheness (Su): The Aura of Natural Strength of a wild auxiliary of level 4 or higher provides a bonus to dexterity in addition to and of an equal value as its bonus to strength.

Universal Share Spell (Su): In addition to the ability to share spells with her animal companion, a wild auxiliary of at least level 5 may also share spells with an one animal of her choice. This follows all normal rules for share spell. This choice can be different for every spell shared.

Increased Summoning: Whenever a wild auxiliary of at least 6th level summons creatures of the Animal type with a Summon Nature's Ally spell, she summons one extra creature of the type summoned.

Enhanced Gift: When a wild auxiliary of level 7 uses her Companion's Gift ability, she may now grant any spell of up to level 4 with a range of touch or personal as a spell-like ability.

Aura of Natural Fortitude: The Aura of Natural Strength of a wild auxiliary of level 8 or higher provides a bonus to constitution in addition to and of an equal value as its bonus to strength.

Inherent Gift: Whenever a wild auxiliary of level 9 or higher casts a Summon Nature's Ally spell to summon creatures of the Animal type, one of the summoned creatures has a spell like ability of up to level 4 on the druid spell list with a range of touch or personal, chosen at the time of summoning. This does not cost the Auxiliary a spell slot, and follows the rules for Companion's Gift for determining effective caster level and DC.

One with Nature: Once a wild auxiliary has reached level 10, she has become an avatar of the power of nature, and the earth has repaid her in kind - she has become one of nature's own. At any time, she may be treated as an Animal or her original type, whichever would be more beneficial. In addition, she can now grant any spell of up to 4th level as a spell-like ability when using her Companion's Gift feature; there is no longer a limitation based on the range of the spell. However, she cannot grant herself spell-like abilities with Companion's Gift.

TO BE COMPLETED
PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

(TO BE COMPLETED)

Xzoltar
2010-08-12, 06:06 PM
THE NEXUS

http://desmond.yfrog.com/Himg266/scaled.php?tn=0&server=266&filename=magic2010newart1.jpg&xsize=640&ysize=640

Under MY land adhere to MY Rules!

A Nexus is someone who have studied under a Node and learn to use it for various effects. Some enhance their martial and hiding skills, while other improved their song & magic. What's common between all of them is that they jealously guard their Node against all possible intruder.

BECOMING A NEXUS
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
Skills: Survival 4 rank, Knowledge (Dungeon) 8 rank
Feats: Node Sensitive
Special: Must have studies under the effect of a Node for at least 6 months (minus 1 month per Node rating above 1)

Class Skills
The Nexus’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Node Attunment, Node Tap

2nd|
+1|
+3|
+0|
+3|Node Training (Feats)

3rd|
+1|
+3|
+1|
+3|Node Guardian

4th|
+2|
+4|
+1|
+4|Node Training (Spells)

5th|
+2|
+4|
+1|
+4|Nexus[/table]

Weapon Proficiencies: The Nexus gain no new weapon profiency.

Node Attunement: The Nexus can attune themself with one node at a time, this process take 8 hour of rest within the node. This allow him to benefit from Node Tap. He can still use other node if in their range of effect.

Node Tap: The Nexus can as a Free action summon a part of is Node energy to him so he is considered under the Node effect for 1 round per character level. The Nexus have 1 Charge of this ability per Nexus level. To recharges them he need to spend at least 8 hours under the Node.

Node Training (Feats): The Nexus have studied the use of many applications within a Node and thus have fin way to improved some of is feats. The Nexus gain the power above with all feats he have on top of the normal feat effect.
- Node Sensitive: As a Full-round action that provoke Attack of Opportunity can Concentrate to locate a Earth Node within 30ft + 5ft/2 level.
- Node Spellcasting: All spells store in the Node are treat as if you have them in your Spell knowns or you had the Spell Mastery and Signature spell for each of them. Thus you can convert any of your spell memorized or spell slot in a spell store within the node.
- Node Defense: There's no maximum bonus that a Node can provide and thus you gain the Full Node rating to your Armor Class.
- Node Store: Instead of choosing 2 spells you can choose 3.
- Metanode Spell: You dont have to prepare your Metamagic spell in advance while under a Node, you gain the Node rating as Free Metamagic spells slot per round. If you cast spell spontaneously the spell casting time doesnt increase from using metamagic while under the Node.


Node Training (Spells): The Nexus have learn to use spells on unusual way to provide more power than usual within Node range.
Locate Node: The range increase to 2 miles/level or 3 miles/level for node you have visited.
Node Door: You can act normally after using a Node Door spell.
Node Lock: The DC increase by +25 instead of +15.
Node Genesis: You create a Node of type 2 of 40ft and it growth by 40ft per year instead of 20ft.

Node Guardian (Su): The Nexus guard jealously their Node and as such they have uncover a way to form a Guardian from the Node Energy. If someone other than the Nexus come at less than 30ft + 5ft / 2 Character level of the Attuned Node, a guardian is sumonned. The Guardian as the same statistic as a Earth Elemental with power depending on the Node rating and the Character level. (Node Rating 1 and level 3: Small, 2/6: Medium. 3/9: Large, 4/12: Huge, 5/15: Greater, 6+/18+: Elder). If the Guardian is ever slain it take 24h before it can reform from the Node, during that time the Node is considered to have -1 Rating until 24h have passed.

Nexus (Su): From now on, the Nexus gain the ability where is name originate. The Nexus is now treat as a Node of a Rating equal to 1 per 10 Character level and with a radius of 5ft per rating. The Nexus gain a Insight bonus equal to the Node rating or to is own Rating (wichever is higher) to is Armor Class, Attack, Checks, DC, Initiative, Saves and Spell resistance. The Nexus Guardian gain the Half-Dragon template (but without gaining the Dragon type), if you have acces to Dragon Magazine #302 it gain the Glyph Guardian template instead.

PLAYING A NEXUS
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

NEXUS IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

NEXUS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Designer Notes
Why low requirement: Because I want the PrC to be usable by almost any class even if it is more axed on Caster.

Why only 5 levels: Because at first I have design it to give spell progression and give bonus Node Feats. However I didnt want having to go all the way to level 10 just to get more feats. So I decide that the focus on Node was so narrow that 5 level was enough. I didnt want it to look to similar to the Deep Diviner.

What is a Node: See Underdark for all the Node related stuff.

News Feats Idea to do later to improve the PrC
- Node Wildshape: xxx
- Node Song: xxx
- Node Rage: xxx
- Node Smite: xxx
- Node Ennemy: xxx
- Node Shadow: xxx
- Node Turning: xxx

Glimbur
2010-08-14, 08:20 PM
River Warden

"The most alarming of all man's assaults upon the environment is the contamination of air, earth, rivers, and sea with dangerous and even lethal materials." -Silent Spring, by Rachel Carson
http://i718.photobucket.com/albums/ww185/Glimbur/WaterWarrior.jpg

Rivers tumble, dance, and slowly wear away at everything. As fierce and free as they appear, they still need protection from the depredations of civilization. Druids of course try their best, but sometimes a more subtle touch is needed. This is where the River Wardens step in.

Becoming a River Warden
Most River Wardens are selected by fate. Maybe they live downstream of a huge logging camp and watch their family and friends sicken and die. Maybe they draw water from groundwater contaminated with leftover magics which warps and twists life. Maybe they were selected and trained by another River Warden. In any case, they turn their training as skillful combatants towards protection of water, and emulate the slow cutting of a river in their combat style.

Entry Requirements:
Skills:4 ranks in Knowledge (Nature)
Special:2d6 of Sneak Attack, Skirmish, or Sudden Strike
Feat:Water Devotion (from Complete Champion)


Class Skills: A River Warden gets 6+ Int Modifier skill points per level. Class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival(Wis) Swim (Str), Tumble (Dex), and Use Rope (Dex).

Hit Die: d6



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+0
Canny Warrior, Water Guide, Wet Empathy


2nd
+1
+0
+3
+0
Erode DR, Flowing Form 2/ encounter, Water Guardian


3rd
+2
+1
+3
+1
Erode SR, Formless Body, Heal Water


4th
+3
+1
+4
+1
Erode AC, Flowing Form at will


5th
+3
+1
+4
+1
Erode Saves, One With Waves



Proficiencies: A River Warden gains no additional armor or weapon proficiencies.

Canny Warrior(Ex): Levels in River Warden stack with one class (chosen at each level of River Warden) that grants sneak attack, skirmish, or sudden strike for purposes of determining the amount of sneak attack or skirmish or sudden strike the character has.

Water Guide(Ex): A River Warden gain a bonus to swim checks and to Survival checks to find water equal to twice his class level.

Wet Empathy(Ex): A River Warden gains Wild Empathy, as the druid ability of the same name, but can only use it on creatures with the Aquatic or Amphibious subtype. This stacks with Wild Empathy from other sources, but only for communicating with Aquatic or Amphibious creatures.

Erode DR(Ex): Each time a second level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe with DR, the foe's DR is reduced by one. The DR is reduced after damage from the attack is calculated, but even if the DR removes all damage from the attack it still reduces the DR by one. This reduction lasts for the rest of the encounter and stacks with itself. DR cannot be reduced below 0. At fifth level, remove two points of DR per successful sneak attack, skirmish, or sudden strike.

Flowing Form(Su): As a swift action, a River Warden may turn into water, move to a square within 5' per class level, and revert to their normal form. This movement may only occur along the ground and cannot pass through walls but can pass through occupied squares and does not provoke attacks of opportunity. It ignores difficult terrain but cannot pass through walls, over chasms, or otherwise through areas that water could not pass through. This ability is usable twice per encounter at second level and at will at fourth level.

Water Guardian(Su)A second level River Warden gains an additional use of Water Devotion for every five character levels he has. In addition, the water elemental summoned via Water Devotion lasts an additional minute per class level of River Warden the summoner has.

Erode SR(Su): Each time a third level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe with SR, the SR is reduced by one. This reduction lasts for the rest of the encounter and stacks with itself. At fifth level, reduce their SR by two per successful sneak attack, skirmish, or sudden strike.

Formless Body(Su): When precision damage or a critical hit is used against a River Warden, there is a 25% chance that it is negated.

Heal Water(Sp):A third level River Warden may cast Purify Food and Drink at a caster level equal to twice times his class level, at will, but may only purify water with it. Note that ten cubic feet is not even a sneeze to a river, so this is not a viable solution to a polluted river by itself.

Erode AC(Ex): Each time a fourth level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe he may reduce that foe's AC by one. This reduction stacks with itself and lasts for the rest of the encounter. If he uses this ability, he does two fewer dice of precision damage (or one fewer die if he reduces skirmish damage instead). He may use this ability as many times in the same attack as he has dice of precision damage to spend.

Erode Saves(Ex): Each time a fifth level River Warden successfully uses sneak attack, skirmish, or sudden strike against a foe he may reduce one of that foe's saves (Fort, Ref, or Will) by one. This reduction stacks with itself and lasts for the rest of the encounter. If he uses this ability, he does two fewer dice of precision damage (or one fewer die if he reduces skirmish damage instead). He may use this ability as many times in the same attack as he has dice of precision damage to spend and may target different saves with different uses of the ability in the same attack.

One With the Waves(Su): A fifth level Wave Warrior has nothing to fear from water. He gains a swim speed equal to his land speed and can breathe in water as though under the effect of a Water Breathing spell. In addition, he is unimpeded in use of weapons underwater as though under the effects of a Freedom of Movement spell.

Playing a River Warden
Combat: Stab people in the vitals. Flowing Form is awesome for Scouts and for people who want to flank. Eroding SR and DR happens automatically, remember it. Eroding AC is useful so your iteratives can hit and for the big dumb fighter to power attack more. Eroding saves helps your spellslingers mostly, but it can be all kinds of handy too.
Advancement: You should probably keep getting sneak attack or whatever it is you do, so aim for another PrC that gives that. You've drastically slowed down your ability to get higher level rogue or scout or ninja (hah) abilities, so PrC's are probably best.
Resources: Go steal some stuff, preferably from loggers and other ne'er do wells.

River Wardens in the world
"I thought the water would just carry away all that magical waste. The next day, we received a polite note asking us to pick up the discarded staffs and jars of unguents. The day after that, the door to our tower was jammed shut. We decided to clean up before we started getting killed." -Anonymous Wizard's Servant

Daily Life: Rivers are long. You should probably wander up and down one. Alternately, take a more pro-active approach and go adventure while keeping your eyes and ears open for pollution and such.
Notables: Reginald Q Forrester is well known for his single handed sabotage of a large orcish mining operation. Archibald the Soggy takes a more active and evil approach, killing owners of mines and logging operations.
Organizations: The Order of the Red Tide is significant for being the most radical group of River Wardens. They do not warn or threaten, they simply slaughter any group that they decide has polluted waterways.

NPC Reaction
"Why should I care about a river? Everything I put in it gets washed downstream, away from me." -Nameless Peasant
Conservation is not a typical concern in most D&D settings. The human population is kept lower by all the monsters eating them, and the technology level is too low to dump poison wholesale. Therefore characters espousing protection of nature are likely to be ignored.

River Wardens in the game
Scouts, as noted, will love Flowing Form. The ability to reduce stats like AC is more useful for long battles, which tend not to happen so much in D&D. Bonuses to swimming and water breathing are pretty easily done with magic, so it's a different direction for a skillmonkey but shouldn't break things.
Adaptation: A desert warrior who eventually burrows through sand could be interesting. Likewise, a mountaineer who always finds a cave when he needs it could help.
Encounters: PC's generally do not stay in one place long enough to really mess it up, so it is more likely that a River Warden band will misidentify the party as working with known polluters. They can also serve as a source of quest hooks or as more long-term antagonists to a campaign based around building a town.

zagan
2010-08-16, 10:16 AM
SPIRIT MANIFESTER

http://images.epilogue.net/users/hekateras/shamanfinal2.jpg
A Spirit Manifester and her wolf spirit guide.

"You shouldn’t dismiss spirit so readily, they will make you regret it."

-Seedskin, Spirit Manifester

Spirit shaman deal with the spirit world they act as ambassador and emissary for their spiritual patron. They also serve as warrior dealing with spirit opposed to the goal of those they serve. Spirit Manifester are different while they still serve the spirit world they are more concerned with augmenting the influences of the spirit themselves on the world, they accomplish this by channeling power into their spirit guide. This allow the spirit guide to interact with the material world in a much more concrete way.

SPIRIT MANIFESTER
Only Spirit Shaman qualify to become Spirit Manifester but any divine caster could take one level in spirit shaman to access to this class.

ENTRY REQUIREMENTS
Feats: Spirit ImageSee below
Skills: Knowledge (nature) 8 ranks, Spellcraft 8 ranks, Knowledge (arcana) 4 ranks
Spellcasting: Ability to cast 3rd level divine spell
Special: Spirit guide class feature
Special: Must spend one week in isolation in a natural environment meditating and channeling power to your spirit guide.

Class Skills
The Spirit Manifester's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Wis)
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spirit Shape|Spellcasting

1st|
+0|
+2|
+0|
+2|Spirit manifestation, Spirit shape|2|

2nd|
+1|
+3|
+0|
+3|Following Spirit|3|+1 level of existing divine spellcasting class

3rd|
+2|
+3|
+1|
+3|Spirit augmentation|4|+1 level of existing divine spellcasting class

4th|
+3|
+4|
+1|
+4|Spirit Link|5|+1 level of existing divine spellcasting class

5th|
+3|
+4|
+1|
+4|Spell retrieval|6|+1 level of existing divine spellcasting class

6th|
+4|
+5|
+2|
+5|Spirit augmentation|7|+1 level of existing divine spellcasting class

7th|
+5|
+5|
+2|
+5|Channel touch spell|8|+1 level of existing divine spellcasting class

8th|
+6|
+6|
+2|
+6|Combined shape|9|+1 level of existing divine spellcasting class

9th|
+6|
+6|
+3|
+6|Spirit augmentation|10|+1 level of existing divine spellcasting class

10th|
+7|
+7|
+3|
+7|Full manifestation|11|+1 level of existing divine spellcasting class
[/table]

Weapon Proficiencies: A Spirit Manifester gain no new proficiency with any weapon or armor.

Spells per day/Spells know: At every Spirit Manifester level except first, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Spirit Manifester to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one divine spellcasting class before she became a Spirit Manifester, she must decide to which class she adds each level of Spirit Manifester for the purpose of determining spells per day.

Spirit manifestation (Su): At first level, a Spirit Manifester learn how to manifest her spirit guide more fully into the world, this allow the guide to better help her and also to become a stronger spirit. Her spirit guide appear as an illusory animal of the kind chosen when she first gained it as a spirit shaman (but see Spirit shape below). Her guides speed and movement mode depend on the animal it represent (detailed below) and it acts during her turn each round. It follows her mental commands perfectly in effect, it is merely an extension of her will, unless otherwise directed the spirit guide always share the Spirit Manifester square. The spirit guide has no real substance and doesn’t even count as a creature, thus it can’t attack but it can affect creatures or objects sharing a square with the guide, the effect depend on it’s shape (detailed below). It occupies a 5-foot space. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The spirit guide is treated as a spell whose level is equal to half the Spirit Manifester caster level, minimum 1 and maximum 9. If it is dispelled, it automatically reforms in the Spirit Manifester square at the start of the following round. A spirit guide can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the Spirit Manifester at the start of her turn, or if she ever lose line of effect to it, it instantly reappears in her square.
The Spirit Manifester only gained benefit of the Alertness feat when the spirit guide share her square.

Spirit Shape (Su): At first level, a Spirit Manifester also learn how to change the appearance of her spirit guide. The spirit guide shape influences it’s movement mode and most importantly the effect it has on creature it’s sharing a square with. These effects are positive or negative and passive or active. A positive effect apply when the spirit guide share a square with an allies (including the Spirit Manifester herself) and grant some sort of bonus. A negative effect apply when the spirit guide share a square with a foe and inflict some sort of penality with no save, if the spirit guide simultaneously share a square with an ally and a foe both effect apply to the appropriate creature.
As a swift action a Spirit Manifester can render the Spirit active this apply a second bonus or penality but offer a save, Fortitude, Reflex or Will depending on shape (DC 10 + Spirit Manifester level + Cha modifier in all case). The spirit guide can be active for a total number of round per day equal the Spirit Manifester class level + her Wisdom or Charisma modifier whichever is higher. These rounds need not be consecutive and she can return the spirit guide to a passive state as a free action. While active the passive effect still apply to all concerned creature.
It take move action for a Spirit Manifester to change the shape of her spirit guide. A Spirit Manifester as access to only a limit number of animal shape, one determined by her choice when gaining the Spirit guide ability as a spirit shaman plus one per Spirit Manifester level.
The detail on each spirit guide shape can be found below.

Following spirit (Su): Shortly after beginning to really work with her spirit guide in combat, a Spirit Manifester come to realize that it’s easy for a foe to get away from the spirit and not be hindered by it, in reaction they develop the following technique. Starting at second level as a swift action a Spirit Manifester can order her spirit guide to mark a specific creature, from this point on and until she chose a different creature or allow her spirit guide to stop, a free action, the spirit guide move on the same turn as the target creature and always try to share at least one square with the target creature. The spirit guide can move up to twice it’s speed each round to do so, using it’s normal movement mode. If the spirit guide is unable to stay in a creature square it will continue trying unless told otherwise.

Spirit augmentation (Su): Now more experience the Spirit Manifester search for new way to improve her spirit guide power. At third level and again at sixth and ninth a Spirit Manifester chose one of the following augmentation to be granted to her spirit guide, unless otherwise note each augmentation can only be chosen once.

Large: The spirit guide become large and now occupy four squares simultaneously, affecting each creature in those squares as normal.
Invisible: As a move action the Spirit Manifester can render her spirit guide invisible, creature affect by the spirit guide presence in their square know that something is affecting them but they don’t know what. It also take a move action to render the spirit guide visible again. If the spirit is in full manifestation this count as being under the effect of the greater invisibility spell.
Fast: The spirit guide speed augment by 10ft for all form of movement.
Flying: The spirit guide gain a fly speed equal to it’s land speed with perfect maneuverability, if it already has a fly speed use the better of the two.
Enduring: Creature affect by the spirit continue gaining the bonus or penality for one round after leaving the square occupied by the spirit guide, this only apply to the passive effect.
Energetic: The spirit guide can be active for 3 more round per day.


Spirit link (Su): By now the link between the Spirit Manifester and her spirit guide as become considerably stronger. Beginning at fourth level a Spirit Manifester can perceives the world from the point of view of her spirit guide, this allow her to make listen and spot check from the square occupied by her spirit guide instead of her own, the Spirit Manifester gain a +2 bonus on those check from the spirit guide alertness feat.

Spell retrieval (Su): With the increase in power grant by his manifestation the spirit can more easily go back and forth between the real world and the spirit world. Starting at fifth level, once per day the Spirit Manifester can send her spirit guide to exchange spells for her. In effect the Spirit Manifester can chose to change her spells know for the day, as normal this take 1 hour of meditation during which the spirit guide is absent.

Channel touch spell (Su): Ever growing stronger the link between the Spirit Manifester and her spirit guide now allow the transmission of magic. Beginning at seventh level when a spirit guide is sharing a square with at least one creature a Spirit Manifester can use a spell with range of touch on that creature as if she could touch the creature herself following all the normal rule for using a touch spell including attack roll if need. This does not change the range of the spell in any way, it only allow the Spirit Manifester to make the touch by the intermediary of her spirit guide.

Combined shape (Su): Despite appearance to the contrary spirit guide aren’t really animal from the spirit world, as such they are less limit in their form as proven by the fact that Spirit Manifester can change it. Starting at eighth level a Spirit Manifester can chose to make her spirit guide assume two animal shape at the same time, the spirit then look like a hybrid of the two animal. The spirit guide gain both effect from each shape and can use the best of each speed and movement mode.

Full manifestation (Su): Finally at the peak of their ability the Spirit Manifester is now able to bring her spirit guide nearly completely in the world. At the tenth level the spirit guide become a creature like most other in this world while this leave them more vulnerable to certain thing that they could ignore before it also allow them to even better influence the world around them. As a full round action that provoke attack of opportunity a Spirit Manifester can chose to place her spirit guide in full manifestation mode. When in this mode use the following statistic for the spirit guide no matter their shape, the only difference being in speed, movement mode, special quality and abilities as describe in their entry, if the spirit guide is in a combined shape use the better of each value. In this mode the spirit guide can still share square with other creature and affect them as normal.

Spirit Guide
Size/Type: Medium or Large Outsider (Extraplanar, Incorporeal, Spirit1)
Hit Dice: Xd8 See below
Initiative: Act on the same turn as the Spirit Manifester or the creature marked.
Speed: Depend on shape.
Armor Class: 10 (+ Dex + Cha deflection, -1 size if Large), touch 10, flat-footed 10
Base Attack/Grapple: See below
Attack: Incorporeal touch +Bab+dex melee (Xd6)
Full Attack: Incorporeal touch +Bab+dex melee (Xd6) see below.
Space/Reach: 5 ft./5 ft. or 10 ft./5 ft if Large
Special Attacks: Depend on shape
Special Qualities: Darkvision 60 ft., Incorporeal Traits, Telepathic link and depend on shape.
Saves: See below
Abilities: Str -, and see below
Skills: See below
Feats: Alertness
Environment: Any
Organization: Pair with Spirit Manifester
Challenge Rating: Vary
Treasure: None
Alignment: Same as Spirit Manifester
Advancement: No
Level Adjustment: -
1: See Orientale adventure p 144 for more detail

Hit Dice: For the purpose of effects related to number of Hit Dice, use the Spirit Manifester’s character level.

Hit Points: The spirit guide has the same total hit points as the Spirit Manifester (not including temporary hit points).

Attacks: Use the Spirit Manifester’s base attack bonus, as calculated from all his classes. Use the spirit guide’s Dexterity, to get the spirit guide’s melee attack bonus with touch attack.

Full attacks: A spirit guide can use it’s Incorporeal touch attack as many time as his Base attack bonus would allow with the normal penality on attack roll for a making a full attack.

Saving Throws: For each saving throw, use the Spirit Manifester’s base save bonus. The spirit guide uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the Spirit Manifester might have on saves.

Abilities: As an incorporeal creature a Spirit Guide lack a Strength score. For all other ability
score use the Spirit Manifester ability score modified depending on the spirit guide shape as indicated in their respective entry.

Skills: Use the Spirit Manifester’s ranks, but the spirit guide uses its own ability modifiers. Regardless of a spirit guide’s total skill modifiers, some skills may remain beyond the spirit’s ability to use such as those requiring the use of tool.

Incorporeal touch (Su): A spirit guide can make a melee touch attack that deal 1d6 points of damage per two hit dice to a corporeal target.

Incorporeal Traits: A spirit guide is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. The spirit guide always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. The spirit guide also gain a deflection bonus to AC equal to it’s Charisma modifier, minimum 1.

Telepathic link (Su):[b] A spirit guide has a constant telepathic link with the Spirit Manifester that allow it to communicate with her at all the time.

If he so chose as a full-round action that provoke attack of opportunity the Spirit Manifester can make her spirit guide return to being only an illusionary creature. The spirit guide never gain the bonus from his own effect. Should the spirit guide be killed in this state he simply disappear and reappear after 1 hour of meditation from the Spirit Manifester or after 24 hours whichever come first.

[b]PLAYING A SPIRIT MANIFESTER
Spirit Manifester can carry a wide variety of role using their spellcasting, their spirit guide serve as support and allow them to better concentrate on other thing.
Combat: Spirit Manifester as two option on how to best use their ability, granting a bonus to one or more ally to augment that ally combat capability or inflicting a penality on or more foe to hinder them.
Advancement: Once a Spirit Manifester as finished gaining ability from the class the most logical way to advance is continuing into a spellcasting class, either by going back to Spirit shaman or by entering a prestige class that advance it.
Resources: Spirit Manifester generally come from savage background as such they are often alone but they could call on their original tribe. They are also frequently allied with druid and ranger.

SPIRIT MANIFESTER IN THE WORLD
"We were trying to kill that guy when suddenly some sort of ghost spider attack me and I couldn't move! It was pure luck that he decide to spare me"

-A thief describing an attack against a Spirit manifester

Spirit manifester are even less know than spirit shaman, those that know of them generally don’t like them because the idea of bringing a spirit more fully into the world seem foolhardy and dangerous.
Daily Life: Once their spirit guide is back from retrieving their spell, Spirit manifester spend a lot of time searching for way to improve their spirit guide and occasionally fighting dangerous spirit.
Notables: Seedskin is notable for combating an incursion of evil elemental and for the Otter spirit that constantly accompany her.
Frelnak on the other hand is notable for terrorizing for close to a decade a whole region by using a big ghostly crow.
Organizations: No organizations is specifically dedicated to the pursue of the Spirit manifester path. But most druidic order know of them and can teach about it.

NPC Reaction
Few people appreciate Spirit manifester the ghostly animal that constantly accompany them is mostly responsible for that. Those that know better are divided into two group those that fear this incursions of the spirit world into their lives and those that admire the courage of the Spirit manifester for dealing with the spirit world on a daily basis.

Spirit manifester Lore

Characters with ranks in Knowledge (Arcana), Knowledge (Nature) or who have the Bardic Knowledge ability, can research Spirit manifester and their unique link to the spirit world. When a character makes a skill check or Bardic Knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 15: Spirit manifester are spirit shaman that want to increase the power of their spirit guide. Their spirit guide now appear as the ghostly outline of an animal.

DC 20: The spirit manifester’s spirit guide can either augment a creature ability or reduce it.

DC 25: At the pinnacle of their power Spirit manifester allow their spirit guide to interact with the world and attack material creature directly.

SPIRIT MANIFESTER IN THE GAME
Most of the time Spirit manifester will serve as a support unit for the party moving her spirit guide on an ally or enemy depending on the situation. In the meantime she can still use her spell for all sort of thing.
Adaptation: The Spirit manifester need very little to be adapt into any given setting, fitting well in any savage or nature orient culture.
Mechanically the Spirit manifester could be adapted to become an hexblade Prc, change the requirement to 1st level arcane spell and dark companion alternate class feature. Apply all the benefit that apply to the spirit to the dark companion instead.
Encounters: The PCs might encounter a Spirit manifester in any sort of natural environment particularly in place where spirit are common.

Sample Encounter
The PCs have been called to deal with the mysterious apparition of ghostly animal near an the tower of a wizard isolate in the wood.
While investigating they might encounter Seedskin, she accuse the wizard of polluting the environment and provoking the ire of the spirit in the area. If need she won’t hesitate to defend herself.

EL 10: Give the encounter level and description of a sample member of this class and a stat block for him/her.

Seedskin
Female KillorenRoW p102 Spirit shamanCD p14 5/Spirit Manifester 5
Neutral Good Medium Fey
Init +3, Senses: Listen +5, Spot +5,
Languages Common, Sylvan
------------------------------------------------
AC 14, touch 10, flat-footed 10 (-1 Dex, +3 armor, +2 shield)
hp 60 (10d8+20)
Fort +10, Ref +3, Will +13
------------------------------------------------
Speed 30ft. (6 squares)
Melee Longspear +6 (1d8)
Base Atk +6/+1, Grp +6
Atk Options Spirit guide.
Combat Gear Darkwood Longspear, Masterwork Studded leather armor, Heavy darkwood shield.
Spells per day 6 / 8 / 7 / 7 / 6 / 4
Spells Know
0: Detect magic, Guidance, Resistance
1: Cure light wound, Entangle, Produce Flame
2: Barkskin, Owl’s Wisdom, Summon swarm
3: Cure Moderate wound, Wind wall
4: Freedom of movement, Summon nature’s ally IV
5: Summon nature’s ally V
Spell-like abilities Detect spirit (at will), Blessing of the spirit (at will)
Supernatural Abilities Manifest Natures’s Might: Aspect of Ancient, Chastises spirit (5d6 DC 19), Follow the guide, Spirit manifestation, Spirit shape (Badger, Crane, Eagle, Lizard, Otter, Raccoon), Following spirit, Spirit augmentation (Large), Spirit link, Spell retrieval.
-----------------------------------------------
Abilities Str 10, Dex 8, Con 14, Int 8, Wis 20, Cha 18 (28 points buy)
SQ Low-Light vision, Immunity to magic sleep effect, +2 racial bonus on saves against enchantment spell and effect. +2 racial bonus on Handle animal and Survival checks, Cold iron anathema (-2 penality on attack roll with cold iron weapon), Wild empathy (+9),
Feats 1st: Improve initiative, 3rd: Lightning Reflexes, 6th: Spell Focus (conjuration), 9th: Augment Summoning
Skills Knowledge (arcana) 8, Knowledge (nature) 22, Spellcraft 12
Possessions Cloak of charisma +2, Periapt of Wisdom +2

Manifest Nature’s Might: Aspect of Ancient Gain a +10 bonus on knowledge (nature) check and a +2 racial bonus against enchantment spell or effect that stack with the normal racial bonus.
(See RoW for detail on other aspects)


New feat:

Spirit Image
You’ve learn how to create an illusion of your spirit guide
Prerequisite
Spirit guide class feature, Spellcraft 4 ranks
Benefit
A number of time per day equal to your Charisma modifier you can use silent image as a spell like ability with a caster level equal to your character level, the save DC is Charisma based. The image can only take the form of your spirit guide form. For examples a Spirit shaman with a wolf spirit guide could only create silent image of a wolf.


Image credit: Katerina Romanova

zagan
2010-08-16, 10:22 AM
SPIRIT GUIDE SHAPE

Each description use the following format:


Animal Name
Description of the Spirit guide in that shape
Speed: Speed and movement mode, fly speed is always perfect
Special attacks: Special attack when in full manifestation if any
Special qualities: Special quality when in full manifestation if any
Abilities: Adjustment made to determine spirit guide abilities scores
Saves: The type of save need to avoid or reduce the active effect, the save must be made each round that the target creature share a square with the spirit guide the DC being 10 + Spirit Manifester level + Cha modifier
Positive effect: Effect on allies
-Passive: Bonus grant as long as the spirit guide share a square with an ally.
-Active: Indicated the detail on effect.
Negative effect: Effect on foes
-Passive: Penality inflict as long as the spirit guide share a square with a foe.
-Active: Indicated the detail on effect.


Badger


http://fc01.deviantart.net/fs21/f/2007/288/0/9/Old_Brock_by_Animal_Lovers_Unite.jpg
This transparent badger look wise and calm, but if anything happen to it’s master his anger can be seen immediately.
Speed: 30 ft. (6 squares), burrow 10 ft.
Special attacks: None
Special qualities: Protectiveness
Abilities: Dex: +2 Con: +2 Int: +0 Wis: +0 Cha: +2
Saves: Will
Positive effect:
-Passive: Grant a +2 bonus to caster level check, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +4.
-Active: Grant a +1 bonus to caster level, this does not affect spell per day and spell know only increase the effect of spell other such variable, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +3. This stack with the passive bonus for caster level check.
Negative effect:
-Passive: Inflict a -2 penality to caster level check, this penality increase by 1 at level five and again by 1 at level ten, for a total of +4.
-Active: Inflict a -1 penality to caster level, this may mean that a creature lose the ability to cast spell of certain level, this penality increase by 1 at level five and again by 1 at level ten, for a total of +3.

Protectiveness (Ex): If the Spirit Manifester take damage during a round in the following round the Spirit guide Incorporeal touch attack deal an additional 2d6 damage

Image by Lynne66124



Bear


http://fc07.deviantart.net/fs43/i/2009/139/f/0/From_the_Mist_by_Miirkat.jpg
This fierce bear look way stronger than is appearances would suggest and his claw look very sharp.
Speed: 40 ft. (8 squares)
Special attacks: Spirit Grab
Special qualities: None
Abilities: Dex: +0 Con: +6 Int: +0 Wis: +2 Cha: -2
Saves: Fortitude
Positive effect:
-Passive: Grant a +2 bonus on Constitution check and Constitution based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Constitution, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Constitution check and Constitution based skill check, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Constitution, this peanlity increase by 1 at level five and again by 1 at level ten, for a total of -6.

Spirit grab (Ex): If the spirit guide hit with it’s Incorporeal touch attack the creature hit lose the ability to change square until the next round unless he succeed on make a Fortitude save (DC 10 + half spirit guide HD + Con modifier). All effect that would move the creature fail no matter the mean.

Image by Miirkat



Buffalo


http://fc08.deviantart.net/fs50/i/2009/321/b/c/Last_Buffalo__detail_by_nine9nine9.png
This massive buffalo look peaceful but his hoof look big for it’s size and you know that you don’t want to be on the receiving end.
Speed: 40 ft. (8 squares)
Special attacks: Spirit stampede
Special qualities: None
Abilities: Dex: +0 Con: +4 Int: -2 Wis: +4 Cha: +0
Saves: Fortitude
Positive effect:
-Passive: Grant a +2 bonus on Strength check and Strength based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Strength, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Strength check and Strength based skill check, this peanlity increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Strength, this bonus increase by 1 at level five and again by 1 at level ten, for a total of -6.

Spirit stampede (Ex): As a full-round action the spirit guide can move at twice it’s speed in a straight line. All creature in it’s pass take damage as if it by the spirit guide Incorporeal touch attack unless they make a Reflex save (DC 10 + half spirit guide HD + Con modifier) for half damage.

Image by nine9nine9



Cougar


http://fc00.deviantart.net/fs46/f/2009/176/b/f/bf53523badffc58b67998ce39fdefab9.jpg
This silent predator always look ready to pounce at the first provocations.
Speed: 40 ft. (8 squares)
Special attacks: Spirit pounce
Special qualities: None
Abilities: Dex: +6 Con: +2 Int: +0 Wis: -2 Cha: +0
Saves: Fortitude
Positive effect:
-Passive: Grant a +2 bonus on Dexterity check and Dexterity based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Dexterity, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Dexterity check and Dexterity based skill check, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Dexterity, this penality increase by 1 at level five and again by 1 at level ten, for a total of -6.

Spirit pounce (Ex): When making a charge attack the spirit guide can move into the square occupied by the creature target before attacking and can make a full-attack at the end of this charge.

Image by Jennifer Miller



Coyote


http://fc05.deviantart.net/fs17/f/2007/214/3/d/Coyote_by_stvnhthr.jpg
The coyote look very much like a dog but the touch of savagery and mocking contempt in his eyes let you know that he is not to be trifle with.
Speed: 50 ft. (10 squares)
Special attacks: None
Special qualities: Spirit Scent
Abilities: Dex: +2 Con: +2 Int: +0 Wis: +0 Cha: +2
Saves: Will
Positive effect:
-Passive: Grant immunity to sleep effect, at level five also grant immunity fear effect and at level ten also grant immunity to mind-affecting effect.
-Active: If one of the immunity grant by the passive benefit nullify an effect the creature attempting to use it is dazed for 1 round with no save, this become 2 round at five and 3 round at ten.
Negative effect:
-Passive: Remove immunity to sleep effect, at level five also remove immunity fear effect and at level ten also remove immunity to mind-affecting effect.
-Active: The creature lose the ability to use any sleep ability, at level five also lose fear ability (including ability to use the intimidate skill) and at level ten also lose mind-affecting ability.

Spirit scent(Su): As scent but it also work on incorporeal creature and the spirit guide can pinpoint the location of any creature within 30ft if the spirit guide as hit that creature with it’s Incorporeal touch attack. This last one hour after that the spirit guide must use it’s Incorporeal touch again.

Image by stvnhthr



Crane


http://fc08.deviantart.net/fs22/f/2008/009/d/4/Crowned_Crane_by_divineinspirazn.jpg
This majestic bird seem to draw in your eyes and you can’t help but want to look at him.
Speed: 20 ft. (4 squares), fly 20 ft. (perfect)
Special attacks: Spirit dance
Special qualities: None
Abilities: Dex: +2 Con: +0 Int: +0 Wis: +2 Cha: +2
Saves: Will
Positive effect:
-Passive: Grant spell resistance equal to 5 + HD of the creature, this become 10 + HD at level five and 15 + HD level ten. In all case the maximum is 35.
-Active: Grant Spell immunity
Negative effect:
-Passive: Inflict a -4 penality to spell resistance, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Remove a creature Spell immunity, it instead become Spell resistance equal to 15 + HD of the creature, at level five this become 10 + HD and at level ten it become 5 + HD. (The passive penality still apply to this number)

Spirit dance (Su): If the spirit guide hit with it’s Incorporeal touch attack all foe within 30ft become fascinated for one round unless they succeed on a Will save (DC 10 + half spirit guide HD + Cha modifier). Creature that can’t see are immune to this effect.

Image by divineinspirazn



Crow


http://fc00.deviantart.net/fs38/i/2008/333/0/1/under_freezing_point_by_hikigane.jpg
The crow stay motionless and fix you with a fierce gaze.
Speed: 10 ft. (2 squares), fly 40 ft. (perfect)
Special attacks: None
Special qualities: Deathwatch
Abilities: Dex: +2 Con: +0 Int: +0 Wis: +0 Cha: +4
Saves: Will
Positive effect:
-Passive: Grant a +2 bonus on Will save, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: If the creature succeed on a Will save against an attack that would have a lesser effect on such a successful save, it instead completely negates the effect. Unlike most other active effect this does not increase at level five but at level ten in addition to the lower level effect the creature automatically succeed on all Will save.
Negative effect:
-Passive: Inflict a -2 penality on Will save, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: When rolling a Will save the creature must roll twice and take the lower of the two result. Unlike most other active effect this does not increase at level five but at level ten in place of the lower level effect the creature automatically failed on all Will save.

Deatwatch (Su): The spirit guide is considered to always be under the effect of the deathwatch spell but the effect originated from the spirit guide itself.

Image by hikigane



Eagle


http://fc02.deviantart.net/fs10/i/2006/132/0/d/The_Golden_Eagle_by_gothic_master.jpg
The proud eagle you can see has a faraway look he seem to be looking into the sun.
Speed: 10 ft. (2 squares), fly 80 ft. (perfect)
Special attacks: None
Special qualities: Sky spirit
Abilities: Dex: +2 Con: +0 Int: +0 Wis: -2 Cha: +6
Saves: Will
Positive effect:
-Passive: Grant a +2 bonus on Charisma check and Charisma based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Charisma, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Charisma check and Charisma based skill check, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Charisma, this penality increase by 1 at level five and again by 1 at level ten, for a total of -6.

Sky spirit (Su): The spirit guide can use it’ Incorporeal touch attack at a range of 60ft. it become a range touch attack.

Image by gothic master



Elk


http://fc05.deviantart.net/fs40/f/2009/017/7/0/Big_Irish_Elk_by_DianaKennedy.jpg
This noble animal look more solid than is transparency would suggest and his proud antler look menacing.
Speed: 40 ft. (8 squares)
Special attacks: Spirit push
Special qualities: None
Abilities: Dex: +0 Con: +4 Int: +2 Wis: +0 Cha: +0
Saves: Fortitude
Positive effect:
-Passive: Grant DR 2/- that stack with any existing DR, this increase by 2 at level five and again by 2 at level ten, for a total of DR 6/-.
-Active: Any weapons the creature wield count as piercing, slashing and bludgeoning for the purpose of bypassing DR, at level five this also include material base DR, such as silver or cold iron, at level 10 the creature weapon bypass all form of DR including DR/- but not DR/Epic.
Negative effect:
-Passive: Inflict a -2 penality to a creature DR, if the creature posses multiple form of DR it apply against all of them, this penality increase by 2 at level five and again by 2 at level ten, for a total reduction of -6, this can’t reduce a creature DR below 0.
-Active: The creature now count as whatever is the less advantageous of piercing, slashing or bludgeoning for the purpose of bypassing DR, at level five this also apply to material base DR (see above) and at level ten the creature weapon no longer bypass any sort of DR.

Spirit push (Ex): If the spirit guide hit with it’s Incorporeal touch attack the creature is push back 5ft + 5ft for every 20 damage taken in any direction of the spirit choice unless it succeed on a Fort save (DC 10 + half spirit guide HD + Con modifier).

Image by DianaKennedy



Fox


http://fc01.deviantart.net/fs16/f/2007/155/0/6/Fox_on_a_Rock_by_Choedan_Kal.jpg
The devious fox before you seem to be constantly laughing but if you come near he began growling.
Speed: 40 ft. (8 squares)
Special attacks: Spirit trick
Special qualities: None
Abilities: Dex: +2 Con: +0 Int: +6 Wis: -2 Cha: +0
Saves: Will
Positive effect:
-Passive: Grant a +2 bonus on Intelligence check and Intelligence based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Intelligence, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Intelligence check and Intelligence based skill check, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Intelligence, this penality increase by 1 at level five and again by 1 at level ten, for a total of -6.

Spirit trick (Su): If the spirit guide hit with it’s Incorporeal touch attack the creature must let go of any item held unless it succeed on a Will save (DC 10 + half spirit guide HD + Int modifier).

Image by Choedan Kal



Hawk


http://fc00.deviantart.net/fs8/i/2005/338/4/9/Mani_the_Hawk_by_FeraCoyote.jpg
The hawk seem to be at ease in the air constantly flying in one direction or another all the while not changing position.
Speed: 10 ft. (2 squares), fly 60 ft. (perfect)
Special attacks: None
Special qualities: Flyby attack
Abilities: Dex: +4 Con: +0 Int: +0 Wis: +0 Cha: +2
Saves: Fortitude
Positive effect:
-Passive: Increase the critical threat range of the creature weapon by 1, this does not stack with any other effect that increase critical threat range, but this bonus increase by 1 at level five and again by 1 at level ten, for a total increase of 3.
-Active: Grant a +4 bonus on attack roll made to confirm critical threat, at level five this become +8 and at level ten the creature automatically confirm all critical threat.
Negative effect:
-Passive: Reduce the critical threat range of the creature weapon by 1, this reduction increase by 1 at level five and again by 1 at level ten, for a total reduction of 3, a weapon critical threat range can never be less than 20.
-Active: Inflict a -4 penality on attack roll made to confirm critical threat, at level five this become -8 and at level ten the creature automatically failed to confirm all critical threat.

Flyby attack (Ex): The spirit guide gain flyby attack as a bonus feat.

Image by FeraCoyote



Lizard


http://fc03.deviantart.net/fs10/i/2006/137/d/5/Lizard_by_chaeitee.jpg
The lizard seem more to be growing before your eyes but weirdly without changing size, it’s a little disturbing to look at.
Speed: 20 ft. (4 squares), climb 20 ft.
Special attacks: None
Special qualities: Fast Healing 5
Abilities: Dex: +4 Con: +2 Int: +0 Wis: +0 Cha: +0
Saves: Fortitude
Positive effect:
-Passive: Grant Fast healing 2, this increase to Fast Healing 4 at level five and Fast healing 6 at level ten.
-Active: Grant Regeneration 1 bypass only by slashing damage. Unlike most other active effect this does not increase at level five but at level ten the Regeneration is no longer bypass by any type of damage.
Negative effect:
-Passive: Reduce a creature Fast healing if any by 2, this reduction increases by 2 at level five and by again by 2 at level 10 for a total reduction of 6.
-Active: The creature Regeneration if any is now bypass by slashing damage. Unlike most other active effect this does not increase at level five but at level ten the Regeneration is completely lost instead.

Fast healing (Su): A spirit guide regain 5 hit point at the beginning of each round.

Image by chaeitee



Otter


http://fc04.deviantart.net/fs29/f/2008/066/a/6/Afloat_by_kicks_n_giggles17.jpg
The image of the otter seem blurry you have a hard time seeing as if she was under water.
Speed: 30 ft. (6 squares), swim 30 ft.
Special attacks: None
Special qualities: Aquatic spirit
Abilities: Dex: +4 Con: +0 Int: +0 Wis: +2 Cha: +0
Saves: Reflex
Positive effect:
-Passive: Grant a 10% miss chance against all effect that require an attack roll, this increase to 20% at level five and to 30% at level ten.
-Active: The creature can ignore up to 10% of miss chance affecting a creature this increase to 20% at level five and to 30% at level ten.
Negative effect:
-Passive: Reduce the creature miss chance if any by 10%, this increase to 20% at level five and to 30% at level ten.
-Active: The creature has 10% chance of missing any attack it make, this increase to 20% at level five and to 30% at level ten.

Aquatic Spirit (Su): The spirit guide Incorporeal touch attack deal an additional 2d6 damage when attacking a creature a least partially in water.

Image by kicks-n-giggles17



Owl


http://fc07.deviantart.net/fs71/f/2010/195/4/0/Barn_Owl_by_Goodbye_to_you.jpg
The owl seem to be surround by the night but her eyes are luminous and see everything.
Speed: 10 ft. (2 squares), fly 40 ft. (perfect)
Special attacks:
Special qualities: Spirit vision
Abilities: Dex: +2 Con: -2 Int: +0 Wis: +6 Cha: +0
Saves: Will
Positive effect:
-Passive: Grant a +2 bonus on Wisdom check and Wisdom based skill check, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Grant a +4 bonus to Wisdom, this bonus increase by 1 at level five and again by 1 at level ten, for a total of +6.
Negative effect:
-Passive: Inflict a -2 penality on Wisdom check and Wisdom based skill check, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Inflict a -4 penality to Wisdom, this penality increase by 1 at level five and again by 1 at level ten, for a total of -6.

Spirit vision (Su): The spirit guide can see through magical darkness and fog (such as those create by a fog cloud spell) as if those effect weren’t there.

Image by Goodbye to you



Rabbit


http://fc03.deviantart.net/fs38/f/2008/313/7/9/Rabbit_by_halomiz.jpg
The rabbit seem smaller than in reality but he look defiant and ready to defend himself.
Speed: 30 ft. (6 squares)
Special attacks: None
Special qualities: Spirit agility
Abilities: Dex: +4 Con: +0 Int: +0 Wis: -2 Cha: +4
Saves: Will
Positive effect:
-Passive: Grant a +10ft bonus to speed (all movement mode), this increase to +20ft at five and +30ft at ten.
-Active: Grant the effect of the haste spell. Unlike most other active effect this does not increase at level five but at level ten the creature can also take an additional move action per round.
Negative effect:
-Passive: Inflict a -10ft penality to speed (all movement mode), this increase to -20ft at five and -30ft at ten.
-Active: Inflict the effect of the slow spell. Unlike most other active effect this does not increase at level five but at level ten the creature can’t take any action as if under the effect of the Hold person spell, but this work no matter the creature type.

Spirit agility (Ex): The spirit guide never provoke attack of opportunity by moving out of a threatened square.

Image by halomiz



Raccoon


http://fc05.deviantart.net/fs49/f/2009/173/8/7/Berry_Picking_by_Kiche12.png
The raccoon dark eye mask seem to glow with some sort of dark light and there’s a curiosity there. As if you couldn’t hide from it.
Speed: 30 ft. (6 squares), climb 20 ft.
Special attacks: None
Special qualities: Spirit mask
Abilities: Dex: +4 Con: +0 Int: +4 Wis: -2 Cha: +0
Saves: Reflex
Positive effect:
-Passive: Grant a +2 bonus on Reflex save, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: If the creature succeed on a Reflex save against an attack that would have a lesser effect on such a successful save, it instead completely negates the effect. Unlike most other active effect this does not increase at level five but at level ten in addition to the lower level effect the creature automatically succeed on all Reflex save.
Negative effect:
-Passive: Inflict a -2 penality on Reflex save, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: When rolling a Reflex save the creature must roll twice and take the lower of the two result. Unlike most other active effect this does not increase at level five but at level ten in place of the lower level effect the creature automatically failed on all Reflex save.

Spirit mask (Su): The spirit guide is always considered to be under the effect of a see invisibility spell.

Image by Kiche12



Scorpion


http://fc00.deviantart.net/fs70/i/2010/104/a/9/my_pet_scorpion_by_tommysook.jpg
This scorpion most striking feature is the stinger that seem to twitch every few second ready to strike.
Speed: 30 ft. (6 squares)
Special attacks: Spirit poison
Special qualities: None
Abilities: Dex: +0 Con: +4 Int: -2 Wis: +2 Cha: +0
Saves: Fortitude
Positive effect:
-Passive: Grant a +2 bonus to all damage roll, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: Once per round as a free action the creature can chose to poisoned one of it’s weapon, fortitude negates (DC 10 + half creature hit dice + con modifier) initial damage 1d6 constitution, no secondary damage. The creature never risk poisoning herself when applying poison in this way. At level five the poison deal 2d6 constitution damage instead and at ten 3d6 constitution damage.
Negative effect:
-Passive: Inflict a -2 penality to all damage roll, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: Any poison the creature use (be it natural or applied to a weapon) lose potency, it’s save DC is reduce by 4. In addition at level five the poison no longer have any secondary effect, finally at level ten the creature lose the ability to use poison altogether.

Spirit poison (Su): If the spirit guide hit with it’s Incorporeal touch attack it also deal 1 point of Intelligence, Wisdom and Charisma damage unless the creature succeed on a Will save (DC 10 + half spirit guide HD + Con modifier). Creature immune to to poison are not immune against this damage.

Image by tommysook



Snake


http://fc06.deviantart.net/fs20/i/2007/280/8/a/Green_snake_by_isabelritter.jpg
The snake vibrant body seem ready to burst from health. He is wrap around his master protectively.
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Special attacks: Spirit constriction
Special qualities: None
Abilities: Dex: +4 Con: +0 Int: +2 Wis: +0 Cha: -2
Saves: Fortitude
Positive effect:
-Passive: Grant immunity to disease, at level five also grant immunity to poison and at level ten also grant immunity to ability damage.
-Active: Grant 3 temporary hit point at the start of each round that last until the start of the next round, in effect the creature always have 2 temporary hit point unless taking damage. At level five this increase to 6 temporary hit point per round and at ten to 9 temporary hit point per round.
Negative effect:
-Passive: Remove a creature immunity to disease, at level five also remove immunity to poison and at level ten also remove immunity to ability damage.
-Active: The creature take 3 points of damage each round this damage can’t be avoid by any mean. This increase to 6 points at level five and 9 points at ten.

Spirit constriction (Ex): If the spirit guide hit with it’s Incorporeal touch attack the creature take damage at start of the next round equal to half the damage dealt by the Incorporeal touch attack unless it succeed on a Fortitude save (DC 10 + half spirit guide HD + Dex modifier).

Image by isabelritter



Spider


http://fc03.deviantart.net/fs70/f/2010/036/5/4/54141023e55b0780f1a966ece42e4e60.jpg
Everywhere she is web seem to appear below the leg of the spider as if she was constantly at the center of her trap.
Speed: 30 ft. (6 squares), climb 20 ft.
Special attacks: None
Special qualities: Tremorsense 60ft.
Abilities: Dex: +2 Con: +2 Int: +2 Wis: +0 Cha: +0
Saves: Reflex
Positive effect:
-Passive: The creature can move at her normal speed through difficult terrain. At level five it can also sense sense trap up to 10ft away by taking a move action. At level 10 it automatically succeed on any saving throw induced by a trap.
-Active: The creature become immune to being entangle and to spell such as web, at level five the creature also become immune to any effect that would reduce it’s speed, at ten level the creature become immune to any effect that would immobilize it.
Negative effect:
-Passive: The creature is always considered to be in difficult terrain. At level five the creature take a -4 penality against being tripped. At level ten the penality become -8.
-Active: The creature become entangle. At level five the creature also become flat-footed. At level ten the creature also fall prone.

Tremorsense (Ex): The spirit guide can detect the presence of any creature moving on the ground within 60ft.

Image by ArtisAllan



Turtle


http://fc09.deviantart.net/fs21/i/2007/232/7/b/Turtle_by_lwarecki.jpg
The shell of the turtle shine in the sunlight seemingly indestructible.
Speed: 10 ft. (2 squares), swim 20 ft.
Special attacks: Spirit snap
Special qualities: None
Abilities: Dex: -2 Con: +4 Int: +2 Wis: +2 Cha: +0
Saves: Reflex
Positive effect:
-Passive: Grant a +4 bonus to AC, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +8.
-Active: The creature shield bonus to AC apply against touch attack. At five the creature armor bonus apply. At level ten the creature natural armor bonus apply.
Negative effect:
-Passive: Inflict a -4 penality to AC, this penality increase by 2 at level five and again by 2 at level ten, for a total of -8.
-Active: The creature size bonus to AC does not apply against touch attack. At level five the creature dexterity bonus also stop applying. At level ten the creature deflection bonus also stop applying.

Spirit snap (Ex): Once per round the spirit guide can make an attack of opportunity against a creature that attack it. This does not against their limit of one attack of opportunity per round.

Image by Iwarecki



Vulture



http://fc03.deviantart.net/fs70/i/2010/142/7/f/King_vulture_by_Lethcaro.jpg
This creature seem ready to eat anything that fall to the ground beware for you might be next.
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Special attacks: Spirit scavenger
Special qualities: None
Abilities: Dex: +2 Con: +2 Int: +2 Wis: +2 Cha: -2
Saves: Fortitude
Positive effect:
-Passive: Grant a +2 bonus on Fortitude save, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: If the creature succeed on a Fortitude save against an attack that would have a lesser effect on such a successful save, it instead completely negates the effect. Unlike most other active effect this does not increase at level five but at level ten in addition to the lower level effect the creature automatically succeed on all Fortitude save.
Negative effect:
-Passive: Inflict a -2 penality on Fortitude save, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: When rolling a Fortitude save the creature must roll twice and take the lower of the two result. Unlike most other active effect this does not increase at level five but at level ten in place of the lower level effect the creature automatically failed on all Fortitude save.

Spirit scavenger (Ex): The spirit guide Incorporeal touch attack deal an additional 2d6 damage against undead.

Image by Lethcaro



Wolf


http://fc03.deviantart.net/fs11/i/2006/233/b/c/Fall_with_wolf__by_Tirana_Weaving.png
Calmly sitting at his master side the wolf wait for the order before jumping on his prey.
Speed: 50 ft. (10 squares)
Special attacks: Spirit trip
Special qualities: None
Abilities: Dex: +2 Con: +4 Int: +0 Wis: +0 Cha: +0
Saves: Reflex save
Positive effect:
-Passive: Grant a +2 bonus to attack roll, this bonus increase by 2 at level five and again by 2 at level ten, for a total of +6.
-Active: The creature weapons gain the ghost touch special quality. Unlike most other active effect this does not increase at level five but at level ten the creature melee attack become touch attack and it’s ranged attack become ranged touch attack.
Negative effect:
-Passive: Inflict a -2 penality to attack roll, this penality increase by 2 at level five and again by 2 at level ten, for a total of -6.
-Active: The creature weapons lose one special property, if any, chosen randomly when the spirit guide first began sharing a square with the creature. Unlike most other active effect this does not increase at level five but at level ten the creature touch attack become standard melee attack and it’s ranged attack become standard ranged attack.

Spirit trip (Ex): If the spirit guide hit with it’s Incorporeal touch attack the creature fall prone unless he succeed on a Fortitude save (DC 10 + half spirit guide HD + Con modifier).

Image by Tirana Weaving

Zom B
2010-08-17, 06:52 PM
http://img199.imageshack.us/img199/9665/asml.png

http://i34.tinypic.com/mcghls.jpg
Image by Mayta (http://browse.deviantart.com/?qh=&section=&global=1&q=celestial+mage#/ds584d).

"Why do so many concern themselves with worldly power when the entire scope and breadth
of the universe is ours - to shape, to wander, to dream..."
-Canatovelle Gladesong, Astral Mage

"Though my soul may set in darkness, it will rise in perfect light;
I have loved the stars too fondly to be fearful of the night."
-Sarah Williams, The Old Astronomer to His Pupil

Men throughout the world and time have gazed into the starry sky and marveled at the eternal dance of the cosmos, and have always come away awed and humbled by the realization of their relative insignificance. The astral mage, on the other hand, stargazes and sees her domain.
Many a scholar has looked to the heavens and attempted to capture its wonders on sheafs of parchment, scrawled with names of the constellations and the galaxies. What separates these other learned men from the astral mage is a feeling of being limited. For the individual that asks why so many fight over a relatively small ball of dirt in a rather infinite ocean of stars, or for the individual that feels held by the constraints and expectations of society and has something more than wanderlust, the path of the astral mage is a natural one.
Through her growing affinity to and understanding of the universe, the astral mage learns to channel some of its most destructive forces against her foes. However, the mage must be wary, for these forces are as undiscerning in their annihilation as the mightiest of Fireballs and must be called upon with wisdom.

BECOMING AN ASTRAL MAGE

ENTRY REQUIREMENTS
Spellcasting: Must be able to cast Greater Teleport.
Feat: Silent Spell
Skill: Knowledge (Arcana) 16 ranks, Knowledge (Nature) 16 ranks, Survival 8 ranks
Special: Must own a spyglass.

Class Skills
The Astral Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skills Points at Each Level: 2 + Intelligence modifier

Hit Dice: d4

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+2|
+0|
+2|Star Pupil, Star Walk|+1 level of existing class
2nd|
+1|
+3|
+0|
+3|Gravitic Anchor, Gravity Well|+1 level of existing class
3rd|
+1|
+3|
+1|
+3|Starforge|+1 level of existing class
4th|
+2|
+4|
+1|
+4|Black Hole|+1 level of existing class
5th|
+2|
+4|
+1|
+4|Astral Rift|+1 level of existing class[/table]

Weapon Proficiencies: The astral mage gains proficiency with the morningstar and the shuriken.

Star Pupil: Each time that the astral mage gains a level, she gains a bonus spell slot or spell per day of any spell level up to the highest that she can cast.

Star Walk: At 1st level, the astral mage adds the Star Walk spell to her list of spells known.

Gravitic Anchor (Su): The astral mage of 2nd level or higher can create temporary talismans that protect their possessor from effects that involuntarily attempt to move them at the cost of altering their relative gravity. By expending a spell slot or a prepared spell of any level, the astral mage creates a small rod-like device that lasts for 24 hours, or until the astral mage holds it in her hands and reabsorbs its power. Either way, when the effect ends, the mage regains the lost spell or spell slot.
The possessor of a gravitic anchor can focus on it at any time as a move action, selecting an amount varying from as little as 0 and up to a maximum of twice the spell level of the spell or spell slot sacrificed. The possessor gains the chosen value as a bonus on saving throws and checks against any spell or effect that attempts to involuntarily move the possessor, including bull rush and trip attempts. He also suffers an armor check penalty and a penalty to Reflex saves against all other spells and effects equal to half the value chosen.

Gravity Well: At 2nd level, the astral mage adds the Gravity Well spell to her list of spells known.

Starforge: At 3rd level, the astral mage adds the Starforge spell to her list of spells known.

Black Hole: At 4th level, the astral mage adds the Black Hole spell to her list of spells known.

Astral Rift: At 5th level, the astral mage adds the Astral Rift spell to her list of spells known.

PLAYING AN ASTRAL MAGE

Combat: The astral mage's progression of gravity-oriented spells excel against multiple smaller opponents, although a powerful mage can keep even larger threats contained. Her ability to safely travel among the stars can be handy as a means of guaranteed safe escape for her and her compatriats.
Advancement: Although most astral mages were wizards and will continue to be wizards after completing this prestige class, sorcerers and even clerics with the appropriate domain can qualify. Because of the need to access a 7th-level spell in order to gain entry, fitting all levels of this prestige class into your character's twenty alloted levels means that the character cannot have allowed their spellcasting progression to become extensively diluted.
Resources: Because astral magi do not belong to any organizations other than those they join, they have the same resources that your average arcanist might.

ASTRAL MAGI IN THE WORLD
"Yeah, it's not every day that a sucking rift into a cold and lonesome void opens up in your common room."
-Corden Terve, Innkeeper, recounting the undead invasion of 936 A.F.

The teachings of astral mages can be learned by those who seek hard enough. Several books have been written on the subject, in tomes attractive only to those who enjoy writings about star charts and astronomical history. Astral mages tend to draw local attention, as they are powerful spellcasters and often are rumored to have collections of never-before-seen items crafted from gems, minerals, and metals collected from other worlds.
Daily Life: Some astral magi may spend most of their time venturing out into different directions in space, seeking to find new and interesting sights, but such endeavors can be draining to their uses of spells such as Greater Teleport and Star Walk (see Teleporting in Space, below).
More thoroughly grounded magi continue to live their spellcasting lives as normal, content to stargaze while continuing their adventuring or studies.
Notables: The most famed astral mage was William Kirk, who along with his elven cohort Spek, discovered and documented countless worlds. There has so far yet to be an evil astral mage, presumably because the unfeeling expanse of space tends to attract neutral spellcasters who prefer patient study over quick power.
Organizations: Small organizations (little more than study circles) exist in larger cities between astral mages, but no formal organizations exist.

NPC Reaction
The typical onlooker can rarely tell the difference between the Astral Mage and the standard arcanist. Perhaps a few star-themed articles of clothing give away the mage's nature, but nothing points her out in a crowd.

ASTRAL MAGI IN THE GAME
The astral mage brings entirely new dimensions to the game. The party can now travel to other worlds, which can create both opportunities for the gamemaster, in that he can have several simultaneous fantastical realms in which the characters can operate, and difficulties, in that each must be managed, each effectively their own campaign setting. Of course, how many other populated worlds exist is entirely discretionary.
Adaptation: The astral mage should easily fit in to most campaign settings, barring low-magic campaigns, with little difficulty. In a Spelljammer-style setting they may be particularly appreciated.
Encounters: Encountering an astral mage is a bit of a surprise for most would-be opponents. Short of spells such as Gust of Wind and the various Hold spells, seasoned adventurers are not used to being forcibly moved or held in place magically, especially not if the heart of a star or a black hole is at the destination point.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Canatovelle Gladesong
LN Female Elven Wiz13/AsM4
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

NEW SPELLS
The Gravity Descriptor
This entry introduces a new spell descriptor: Gravity. Spells with the gravity descriptor all function to pull creatures and objects towards the center of its effect. The net result is dependent upon the nature of the spell and the success of the creature's saving throw. Unattended objects automatically fail their saving throws, while attended objects move with their wielder. Consult the following chart for the spell's results:

Table: Gravity Spell Effects
{table=head]Creature Size|Movement: Save Success|Movement: Save Failure
Medium or smaller|10 ft.|To center of effect
Large|5 ft.|To center of effect
Huge|5 ft.|30 ft.
Gargantuan|No movement|15 ft.
Colossal|No movement|5 ft.[/table]

Furthermore, distance from the effect's center affects the saving throw of creatures and objects in the effective range of a Gravity spell (always 60 feet from the effect's center). To determine the creature or object's saving throw bonus or penalty, see below:

Table: Distance-Related Saving Throw Adjustment
{table=head]Feet from Center|Saving Throw Adjustment
0-5|-2
6-10|-1
11-20|—
21-45|+1
46-60|+2[/table]


Astral Rift
Level: 9
Effect: 5 ft. x 5 ft. gateway to space

A rift appears in the center of a howling vortex of rushing air. On the other side, twinkling stars are visible.

As Gravity Well, except that creatures and objects at the center of the effect are affected as if in the area of a Teleportation Circle, which leads to any point in space with which you are familiar. The Rift sucks air from the room as well, draining a 10 ft. cube's worth of air each round. Once all air in the room is depleted, creatures begin to suffocate.

Black Hole
Conjuration (Creation) [Darkness, Gravity]
Level: 9
Effect: 5-ft.-diameter sphere of destructive power

A void appears, swallowing all matter and light that strays too close. Pebbles and debris fly into the darkness, only to silently disappear within.

As Gravity Well, except that creatures and objects occupying the same square as the Black Hole must succeed on a Fortitude save each round or be affected as though by a Disintegrate spell. Furthermore, a 20 ft. radius around the spell's center is affected as though by a Darkness spell.

Gravity Well
Conjuration (Creation) [Gravity]
Level: 7
Components: S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere of gravity
Duration: 1 round/level (D)
Saving Throw: Reflex partial
Spell Resistance: No

Pulling from the cosmos a portion of the gravitational energy produced by astral bodies, you create a point in space that draws in creatures and objects

This spell creates an immobile sphere of gravitational energy that follows the rules for spells with the [Gravity] descriptor.
Arcane Material Component: A magnet and a small piece of meteorite.

Starforge
Conjuration (Creation) [Fire, Gravity]
Level: 8
Effect: A 10-ft.-diameter sphere of flaming gases

A large fiery ball - like a miniature star - springs into being. Waves of heat radiate from it as small objects fly toward it only to be incinerated in a flash.

As Gravity Well, except that creatures and objects within a given radius suffer fire damage, although they are allowed a second Reflex saving throw for half damage.

{table=head]Distance|Damage
0-10 ft.|1d8/level
11-15 ft.|one-half
16-20 ft.|one-quarter
21+ ft.|no damage[/table]

Star Walk
Abjuration
Level: 5
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: One or more creatures in a 20 ft. burst, centered on you.
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No

As you finish the incantation of the spell, a blanket of insulating air presses tightly against you, protecting you from the hazards of stellar travel.

Each affected creature (and their belongings) are immune to environmental cold and the effects of pressure extremes. Furthermore, the affected creatures can breathe comfortably in any environment.
This spell does not grant you the ability to cast spells in environments lacking a sound-carrying medium nor does it protect you from high temperatures, such as those near a star.
Arcane Material Component: A small leather bladder filled with air.

THE HAZARDS OF SPACE
Stellar travel is a wondrous, hazardous, terrifying thing. A number of dangers present themselves to the would-be traveler, including the following:
Temperature extremes: The temperature in space is hundreds of degrees below freezing, but no medium such as air exists to transfer energy, and so an object in space drops in temperature at a very slow rate. An unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Unlike other cold environments, a warm weather outfit would not suffice in keeping a creature warm, as they function to trap air between the skin and the clothing which the body's heat keeps warm.
Lack of atmosphere: The lack of breathable air causes exposed living creatures to begin suffocating. Since there is no sound-conductive medium, sounds do not travel in space and as such, casting a spell with a Verbal component is a fruitless endeavor (similar to being in the area of a Silence spell).
Lack of atmospheric pressure: Because there is no atmospheric pressure, exposed objects that contain air or a liquid tend to burst, requiring a DC 15 Fortitude save each round to avoid rupture. Exposed creatures must make a DC 25 Fortitude save each round or suffer the following on the first failed save:
Deafness: The creature's eardrums rupture, rendering them deafened. A successful Regenerate spell will restore the creature's hearing.
Blindness: The creature is blinded. A successful Regenerate spell can restore vision to the creature.
The second time that the creature fails its Fortitude save, it suffers the following:
Organ failure: The creature's lungs suffer damage reparable only by a Regenerate spell and they are rendered unusable.
Blood boil: The creature suffers 5d8 nonlethal damage as the gases in their blood separate.

Some creatures, at the gamemaster's discretion, may be immune to one or more of these hazards. Warforged, for instance, would most likely not suffer any of the effects related to lack of atmospheric pressure.

Source (http://www.straightdope.com/columns/read/711/if-you-were-thrown-into-the-vacuum-of-space-with-no-space-suit-would-you-explode)

TELEPORTING IN SPACE
Because vision in the reaches of space is typically not blocked by obstacles, the astral mage, and anyone else who can survive and cast spells in space, can Teleport in hops that take them hundreds of thousands of miles, if not millions. Remember, Earth is seperated from its moon by 239,000 miles, and one can see the other celestial body easily when standing on one. At its closest point, Venus is 23.7 miles from Earth and is viewable through a pair of binoculars or a spyglass when this event occurs. Whenever the spellcaster needs to, he can always Teleport back to the spot later and resume his travels.

JoshuaZ
2010-08-19, 09:03 PM
Ecopathic Savant


http://fc07.deviantart.net/fs12/i/2006/291/7/b/A_frame_of_mind_by_dechobek.jpg
(picture by Dechobek) (http://dechobek.deviantart.com/art/A-frame-of-mind-41599491)

"There are those who talk about the unstoppable fury of nature. There are those who talk about the power of the calm, prepared mind. I'm not here to talk about either. I'm here to show you what both of them can do."- Ecopathic Savant Amilon Gasnen when confronting a group of dwarves and humans desiring to strip mine his valley for precious metals.

Ecopathic Savants are people who are deeply connected to nature in a way that even many druids are not. Ecopathic Savants connect to the minds of nature, especially the psionic parts of nature. Ecopathic Savants believe that entities like Gaia can be best thought of as natural superminds with psionic creatures providing the primary structure.

Most Ecopathic Savants are druids with some psionic ability who then investigate and become deeply involved in the mental side of nature. Thus, many Ecopathic Savants are people who were already trained as druids and then discovered their psionic ability. Druids who come from naturally psionic races are likely to become Ecopathic Savants. A small but significant fraction of Ecopathic Savants gained their connection to nature not as druids but rather as rangers and they are far more likely to use their abilities towards practical. For a long time there were no formal organizations of Ecopathic Savants although that has recently begun to change.

Becoming an Ecopathic Savant

ENTRY REQUIREMENTS
Skills: Knowledge(nature) 8, Knowledge (psionics) 4
Feats: Track
Spellcasting: Able to cast Summon Nature's Ally I and Summon
Nature's Ally II
Manifesting: Able to manifest a first level power.
Special: Must have the animal companion and wild empathy class features.

Class Skills
The Ecopathic Savant's class skills (and the key ability for each skill) are

Autohypnosis (Wis), Climb (Str), Concentration (Con) Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge(psionics) (Int), Move Silently (Dex), Psicraft (Int), Ride (Dex), Search (Int), Spot (Wis), Spellcraft (Int), Survival (Wis), Swim (Str),

Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting/Manifesting

1st|
+0|
+2|
+0|
+2|Animal Companion, Favored Environment,Summon Psionic Ally, Telepathy, Natural Power|+1 divine spellcasting /+1 manifesting

2nd|
+1|
+3|
+0|
+3|Understand the Natural Mind|+1 divine spellcasting /+1 manifesting

3rd|
+1|
+3|
+1|
+3|Phrenic Companion, Natural Power|+1 divine spellcasting /+1 manifesting

4th|
+2|
+4|
+1|
+4|Psionic Tracking, Infuse Nature|+1 divine spellcasting /+1 manifesting

5th|
+2|
+4|
+1|
+4|Favored Environment, Natural Power|+1 divine spellcasting /+1 manifesting

6th|
+3|
+5|
+2|
+5|Store Power|+1 divine spellcasting /+1 manifesting

7th|
+3|
+5|
+2|
+5|Improved Summon Psionic Ally, Natural Power|+1 divine spellcasting /+1 manifesting

8th|
+4|
+6|
+2|
+6|Improved Infuse Nature|+1 divine spellcasting /+1 manifesting

9th|
+4|
+6|
+3|
+6|Favored Environment, Natural Power|+1 divine spellcasting /+1 manifesting

10th|
+5|
+7|
+3|
+7|Greater Infuse Nature, One with Gaia's Mind, Nature's Gift|+1 divine spellcasting /+1 manifesting[/table]

Weapon Proficiencies: An Ecopathic Savant gains no new weapon
proficiencies.

Spells: When a new Ecopathic Savant level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Ecopathic Savant to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If the character had more than one spellcasting class before becoming a Ecopathic Savant, the player must decide to which
class to add each Ecopathic Savant level for the purposes of determining spells per day and spells known.

Manifesting: At every level, a Ecopathic Savant gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. The Ecopathic Savant does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that they add the level of Ecopathic Savant to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before becoming an Ecopathic Savant, they must decide to which class to add the new level of Ecopathic Savant for the purpose of determining power points per day, powers known, and manifester level.

Animal Companion: Levels of Ecopathic Savant function as druid levels for purposes of the strength and options for an animal companion. Additionally, an Ecopathic Savant may share powers with their animal companion just as a druid would share spells.

Summon Psionic Ally(Su): At first level, an Ecopathic Savant learns to summon natural allies that have been touched by psionic power. Whenever you cast a Summon Nature's Ally spell other than Summon Nature's Ally I, you may choose to treat the spell as one level lower for purposes of what lists it can summon and have everything summoned with the phrenic template.

Telepathy(Su): An Ecopathic Savant gains a limited form of telepathy that allows communication with any psionic magical beasts. The range for this telepathy extends 5 feet per a class level. If an Ecopathic Savant has any other source of telepathy, telepathy from this feature stacks for determining the range for communicating with psionic magical beasts.

Favored Environment(Su): An Ecopathic Savant gains a deep connection with the natural minds around them as well as the background psionic energy that permeates all life. They become particularly attuned to the psionic resonance of certain environments. At first level an Ecopathic Savant picks one of Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground as a favored environment. They gain the following advantages:

First, whenever an Ecopathic Savant meditates to regain power points in a favored environment, they gain bonus power point equal to twice their class level. The extra power points are not lost if they leave their favored environment but do leave if they attempt to regain power points elsewhere.

Second, whenever they have psionic focus and are in a favored environment, an Ecopathic Savant gains a +2 bonus on Move Silently, Listen, Spot and Survival checks.

Third, an Ecopathic Savant gains a +5 bonus on all knowledge checks to recognize naturally psionic beings that are native to their favored environment. (This does not apply to psionic versions of normal creatures. So for example, a phrenic lion would not fall under this but a crysmal might.) This last bonus is extraordinary as it is a product of their deep understanding of the environment, rather than of an intrinsic connection.

An Ecopathic Savant picks a second Favored environment at 5th level, and a third at 9th level.

Natural Power: An Ecopathic Savant learns to use their psionic powers to interact with the natural world. At every odd level, an Ecopathic Savant gains an extra psionic power from the following list:

Animal Affinity, Breathless, Chameleon(as a level 1 power), Control Air, Control Flames, Claws of the Beast, Earth Walk, Metaphysical Claw, Oak Body, Psionic Scent, Psionic Animate Plants, Speak with Plants, Speak with Animals, Stone Mind. (Powers not in the SRD are from Complete Psonic)

These powers do not count towards your normal maximum number of powers known (if any). You may not choose a power if you are not able to manifest a power of that level.

Understand the Natural Mind(Ex): At second level, an Ecopathic Savant gains an intuitive understanding of how to interact with psionic creatures. An Ecopathic Savant gains a bonus on Handle Animal, Sense Motive and Diplomacy checks with psionic beings equal to half their class level. If the being in question is a magical beast then this bonus instead is equal to the class level.

Phrenic Companion(Ex): At 3rd level, an Ecopathic Savant's deep connection with psionics influences their animal companions. Your animal companion gains the phrenic template and any subsequent animal companion you have also takes the template. If your companion was an animal before taking this template you may still target the companion with spells that target animals.

Psionic Tracking(Su): You can recognize the small psionic residues left by minds as they pass through an area. As a result, you get a +4 bonus on all Survival checks made to use the Track feat on any being that is not mindless. Additionally, this ability allows you to track being protected by the Pass Without a Trace spell and similar effects, although you subtract from your survival check half the caster level of the Pass Without a Trace spell.

Infuse Nature(Su): At 4th level, an Ecopathic Savant gains the ability to spread the psionic aspects of nature to non-psionic beings. This ability allows an Ecopathic Savant to change the fundamental nature of a being so that all its offspring will be psionic creatures. This ability only works on animals, magical beasts and plant creatures. The process requires one full minute of the druids concentration during which the druid must be touching the target creature. The being itself does not become modified, but any offspring it has will have the phrenic template. A creature with 3 or more intelligence may make a save if they are unwilling (Save DC 15 + the savant's wisdom modifier). The process is extremely draining on the Savant. Using this ability costs 50 xp and leaves the Savant fatigued.

At 8th level, an Ecopathic Savant gains Improved Infuse Nature. They may infuse psionic energy into not just a creature's potential offspring but the creature itself. When using the Infuse Nature ability, the Ecopathic Savant may choose to pay an additional 20 xp per a hit die of the being in question. If they do so, then at the end of the process the creature itself also gains the phrenic template. Additionally, any such creature that was willingly transformed becomes one step friendlier to the Ecopathic Savant. Also, an Ecopathic Savant may use this ability with only a standard action rather than requiring a full minute.

At 10th level, an Ecoapthic Savant may when using Improved Infuse Nature also pick a single first level power. If they do so, the target being gains the ability to manifest that power as a manifester equal to half its hit die.

Store Power(Su): You may store small amounts of psionic power in a plant of your choice. You may treat the plant just like a cognizance crystal. A plant used this way must be of at least small size and must be firmly rooted in the ground. Uprooting the plant removes all stored power points. You may store a maximum of 17 points in the plant and may not have more than one such plant at any time. These stored power points are only accessible to you, not to any other psionic being, even another Ecopathic Savant. When a plant is being used in this way, it gives off a faint psionic aura and anyone who notices this aura may make a DC 20 Psicraft check to recognize that the plant is being used to store psionic energy.

Improved Summon Psionic Ally(Su): When an ecopathic savant reaches seventh level, they learn how to efficiently summon psionic beings. Whenever they use their Improved Psionic Ally ability they may chose to expend psionic focus and pay 2 power points. If they do so, they cast the spell as if it were the regular level of Summon Nature's Ally and the summoned beings still gain the phrenic template.

One with Gaia's Mind(Ex): At tenth level, an Ecopathic Savant understands how the minds of all natural beings are intertwined and you can take advantage of this connection with your own mind. You add your manifester level to your effective caster level whenever casting a Conjuration(Summoning) spell that summons a living creature or or a Conjuration(Creation) spell that creates a living being. This cannot increase your caster level beyond your hit die +5. Additionally, whenever you cast any Summon Nature's Ally spell of at least second level, you gain temporary power points equal to half the spell level. These points last for one hour or until the summoning spell ends, whichever is shorter.

Nature's Gift(Su):There are rumors that the death of a powerful enough Ecopathic Savant can flood the surroundings with so much psionic energy that everything around them becomes psionic. While this may or may not be true, Ecopathic Savants of sufficient power are able to turn their deaths into a glorious celebration of life, giving birth to a new psionic entity.

At 10th level, you gain the ability to sacrifice yourself in a burst of psionic power and druidic magic to pass on some of your psionic essence to another individual. This process takes 1 full round and a willing, non-psionic participant whom you are touching throughout the process. At the end of the process, you die and the target automatically gains sufficient experience to gain a level and put them halfway to their next level. This additional level must be taken in either wilder or psion. The powerful magic used in this process permanently severs your soul from the material plane, leaving it impossible for you to be resurrected by any means short of divine intervention.

You may engage in a 1 minute ritual with a willing target that causes this ability to trigger automatically when you die of old age. The target then gains the benefits regardless of distance (or whether they are on the same plane), and the process does not take anytime. You may not have more than one such person designated. Designating an individual this way automatically removes any prior dedications. Neither the 1 minute ritual nor the full round use of this ability may be forced to occur by any form of magical compulsion.

Some elderly Ecopathic Savants have been known to use this ability with young druids who seem particularly promising although in practice the vast majority of Ecopathic Savants are born rather than made.

Playing an Ecopathic Savant

An Ecopathic Savant will take advantage of their access to both druidic magic and psionic power giving them more flexibility than many. You have less direct combat ability than a regular druid, but your ability to summon psionic versions of normal creatures allows an advantage in combat.

Combat: You have fewer hitpoints and less ability to deal damage directly than a regular druid. Thus, your best bet is to use summon creatures and use both your psionic and drudic abilities to buff them. Once they are engaged, you can also use longer range offensive psionic powers to attack enemies who are dealing with your summoned allies.
Advancement: Most Ecopathic Savants are druid/wilders or druid/psychic warriors before becoming Ecopathic Savants. Since much of your power stems from your summoned allies you may want to consider taking the Augment Summoning feat or get other abilities that improve your summoned monsters.

Resources: Most Ecopathic Savants are druids first and Ecopathic Savants second and so will have access to whatever resources normal druids of their type would. Many Ecopathic Savants are affiliated with the Society of the Sanctified Mind or the Circle of the True since both groups dedication to stopping psionic aberrations fits well with the goals of many Ecopathic Savants (see Lords of Madness for descriptions of both these groups). There are some exceptions such as the Rejoiners (described below).

Ecopathic Savants in the World
"Seemed like a regular druid, except that his eyes sometimes glowed blue. And animals around him always seemed to become smarter. Not in the way that animals around druids act smart but they seemed to stay smart after he left. But he killed illithids well enough."- Delara Bronzehammer, a dwarven adventurer talking about an Ecopathic Savant.

Daily Life: For most Ecopathic Savants their days are just like those of any druid or ranger.

Notables: Alamara is a human Ecopathic Savant who like many is a wilder who discovered her psionic power while she was training as a druid. In her case, the power came to her traumatically as she was battling an incursion of illithids who killed most of her fellow druids. Now, she fights against all psionic aberrations with deadly passion.

Astenath Malak is an elven Ecopathic Savant who originally studied as a telepath before taking on the druidic mantle. He has become most well known in the last few years for arguing that some aberrations should be viewed as part of the natural order. This has earned him few friends among his fellow Ecopathic Savants, especially since many worry that druids already upset with the Savants over the Rejoiners will become far more hostile if Ecopathic Savants become connected to views such as his.

Galazan is an aging half-elf Ecopathic Savant who heads the Rejoiners (see below). He is looking to pass his mantle on to another but so far sees no Rejoiner who seems fit to accept the task.

Organizations: While druidic lore recalls that Ecopathic Savants have been around for a very long time, they have never been substantially organized. This changed around a eighty years ago when a half-elf druid named Galazan announced that he was convinced that at some past point in time all natural life had been psionic. He believed that some unknown cataclysm had occurred long ago destroying most creatures' psionic ability and that if enough beings could return to a psionic state the world would become a natural utopia.While most Ecopathic Savants scoffed at this notion a small fraction joined Galazan and formed a group known as the Rejoiners which started to systematically spread psionic powers. This made many druids, including some Ecopathic Savants, unhappy, and a small number of druidic circles went so far as to eject any druids with psionic power even those with no ties to the Rejoiners. This caused a further reaction among some of those psionic druids who then studied the ways of the Ecopathic Savants and became sympathetic to the Rejoiners.

Now, while the Rejoiners are still a minority of all Ecopathic Savants, they are growing. Recently, there are reports of a split in the Rejoiners with some believing not that the world once was a psionic paradise but rather that it is evolving in that direction and that it is their duty to usher in this evolutionary leap. While in practice both sets of beliefs have similar results, it is clear that many of the Rejoiners consider the question of whether Galazan's envisioned paradise existed in the past to be absolutely critical.

NPC Reaction

Most people will react to an Ecopathic Savant exactly as they would react to a druid although they might be a little confused if they have enough experience with druids to recognize that the displays from manifestations are not a normal side effect of druidic magic and that druids rarely have little crystal baubles or strangely colored animal companions. For most even after an explanation is given, they will likely think of an Ecopathic Savant as simply a druid with a few extra tricks. Scholars of psionics are likely to take a particular interest in Ecopathic Savants as they suggest to many a novel approach to understanding psionic power.

Druids will have the most varied reactions to the class with some druids seeing psionics as not part of the natural world. Moreover, the behavior of the Rejoiners although still not widely known is enough that some druids will have immediately negative reactions to any Ecopathic Savant until they are assured that they have no connection to the Rejoiners.

Ecopathic Savants in the Game
Ecopathic Savants are generally slightly weaker than a regular druid for sheer combat potential. The only important detail to note is that a high level Ecopathic Savant will have easy access to teleporting effects from the phrenic creatures they can control or summon. An Ecopathic Savant can thus spontaneously convert spells to Summon Nature's Ally and then use the phrenic creatures summoned to teleport. In practice, this should not be game breaking.

Adaptation: Since the Ecopathic Savants are fairly rare, they can be easily imported into any setting with psionics. If psionics is a new phenomenon in a setting then the druids taking up the path of the Ecopathic Savant may be particularly controversial and recent. They can also be adapted by being tied in to specific groups or locations. For example, in the Eberron setting, the Ecopathic Savants would fit well as an order of kalashtar druids who protect and watch over Adar. In the Forgotten Realms setting the Ecopathic Savants might be associated with the psionic elves known as the Kaliesh'Erai (Player's Guide to Faerun, pg. 172).

The Vorpal Tribble
2010-08-22, 06:24 PM
Xenoxera
http://i37.tinypic.com/263eov4.jpg
I sought to know nature, but in doing so found where it all began. What others call 'natural', I call a brief and transient phase of the True Order. - Yaiua of the Ilk

As many druids know, what 'natural' is is a concept constantly changing and mutable. Evolution and adaption is part of all living things so that life may find a way to live anywhere. Those that study life to its very beginnings however usually come to an impasse. What came first, the chicken or the egg? In that question they find hints of beginnings that are unsettling and go against their most basic instincts. As such most prefer to pretend or convince themselves otherwise, but denials aside, there was once an order that predates all. Those that can cast aside their safe preconceptions to seek the uncomfortable truth however leap the final hurtle. They gain knowledge of the realm before time, the natural order of Orsa


http://usera.imagecave.com/aldakalda/Snaefellsnes/Snfellsnes037-copy.jpg

It is the realm before all realms.
It is nature of a different order.
It is the spawning place of the ancestors of aberrations.
Orsa is the primal beginnings before all beginnings. The realm that came before all that is known came to be. It is a place of not-liquids and semi-solid congealings of an ocean that could swallow the elemental plane of water and not notice. Entire solid realms though float within, universe-sized pockets surrounded by scabrous material of dried slime and bilestone miles thick. Threads of gel thousands of miles long spread and dissolve, all building towards something unknown. The entire plane is as a macroscopic being as thoughtless as a virus and just as adaptable. It is ultimately mindless unless one counts the id, of which it embodies at every level, making it both eternally simple as well as uncomprehendingly complex.

Within all these places creatures grew from a soup of potential where biology and life had no limits. All could grow because it all was possible. Even the most improbable came to be; beings that could think. Thought could shape the ooze for it was eager to become. Hunger and strength is what rules, not to do battle, but to subdue and feast, to survive and absorb.

One might could say Orsa is naught but an eternally large physical consciousness, a great brain, and indeed its substance responds to the strongest will around. A number of the elder evils themselves are thought by some to have been the beginnings of true brains formed from the muck. Upon gaining knowledge of self however they also began to understand selfishness, and broke away to pursue their own goals. The living plane of Neth itself is theorized to be one such piece of the former realm.

Orsa Traits
* No Gravity: Creatures of Orsa move by swimming or being absorbed by the stuff of the plane and congealing elsewhere. The latter acts as the Dimension Door spell, caster level equal to the creature's HD, and the being cannot bring another along.
* No Time: Nothing ages in Orsa, they merely evolve, growing in complexity until they became something else, often becoming absorbed into the plane.
* Infinite Size
* No Alignment Trait: The realm of Orsa has not yet conceived of morals or ethics, abstract ideas that have nothing to do with survival and adaption.
* No Magic: Magic does not function in Orsa, the basic traits required not having yet evolved. Psionics however work perfectly normally as their rules are those of the mentality behind them, not what is beyond.

History
Orsa is where creatures not of the current multiverse originally came. Beings out of time. Holashner, Piscaethces, Shothotugg and so many others formed and gained sentience from the plane, horrible intelligences of deific power. Some rose from the muck as a fish learned to walk upon land, entering the Far Realm so as not to become one with Orsa. Only these truly survived what was to come. The spawning place evolving and coming together to explode outwards in a new way. A new place and new laws, a concept not known before. The multiverse that now exists, of heaven and hell, elements and shadow, man and elf, the gods themselves.

Many of the aberrations we know today, the aboleth and tsochar, gibbering mouthers and chuuls, are but the shriveled offspring of their progenitors, deformed by the current universe which does not follow the correct laws. The ancestors of these beings when they returned from the Far Realm found the most suitable places they could for their offspring, upon the new planes or upon the widely scattered worlds. They did not thrive, but they survived and remain so until this day.

Hit Die: d8

Becoming A Xenoxera
A Xenoxera are one of those brave enough or determined enough to seek out knowledge of nature at all costs. Archivists are the most common Xenoxera, for it is in their nature to discover it, though druids of a scholarly bent or curious nature also take the path. Spirit Shamans are all but unheard of, their focus differing far too much from that of a potential xenoxera.
To fully understand, regardless of path, requires a heightened twist of mind. A xenoxera can only come of a psionic race, one with levels in a psionic class, or the Wild Talent feat. Their spiritual connections with nature melds into a more mental and physical connection with the first natural order.
Xenoxera are always unlawful because they see little use in our society. The rules and restrictions that changes every generation will be gone in a few measly millenia, they believe.

Entry Requirements
Alignment: Any non-lawful
Skills: Knowledge (nature) 10 ranks, Knowledge (history) 5 ranks.
Psionics: Must have a power point pool of at least 1 power point.
Special: Must be previously capable of casting 3rd level druid spells.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points Per Day|Powers Known|Maximum Power Level Known

1st|
+0|
+2|
+0|
+2|Orsa/2nd Mantle, Orsan Empathy, Primordial Companion|30|6|3rd
2nd|
+1|
+3|
+0|
+3|Aspect of the Early Order, Summon Globule|42|7|4th
3rd|
+2|
+3|
+1|
+3|3rd Mantle, Antediluvian Shape (amphibious)|54|8|4th
4th|
+3|
+4|
+1|
+4|Skin of the Globule|70|9|5th
5th|
+3|
+4|
+1|
+4|Antediluvian Shape (gangling)|87|10|5th
6th|
+4|
+5|
+2|
+5|4th Mantle|107|11|6th
7th|
+5|
+5|
+2|
+5|Antediluvian Shape (id)|130|12|6th
8th|
+6|
+6|
+2|
+6|Absorption|154|13|7th
9th|
+6|
+6|
+3|
+6|5th Mantle, Antediluvian Shape (amorphous)|183|14|7th
10th|
+7|
+7|
+3|
+7|Ignore Natural Law|211|15|8th
[/table]

Class Skills
Xenoxera's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering/history/nature/psionics)(Int), Psicraft (Int), Survival (Wis), Swim (Str), Use Psionic Device (Cha)
Skills Points at Each Level: 4 + int mod


Class Features
All of the following are class features of the Xenoxera prestige class.

Weapon and Armor Proficiency: A Xenoxera does not gain proficiency with any weapons or armor.

Spellcasting/Manifesting
As xenoxera are casters, they lose their druidic spellcasting abilities. Instead, they gain mental control over the natural order in the way of psionic mantles.

The xenoxera's manifester level is equal to her previous levels in a druid spell-casting class plus her xenoxera level.
To manifest a power a Xenoxera must have a Wisdom score of 10 + the power's level, so a xenoxera with a Wisdom of 10 cannot manifest powers. Xenoxera bonus power points are based on Wisdom.

A xenoxera begins play with two 1st level powers, two 2nd level powers, and two 3rd level powers.

If you had levels in Druid see Ex-Naturals below for a separate progression.

Mantles (Ex): A xenoxera connection to nature becomes a mental link to the past realm of Orsa. She begins play with access to the Orsa mantle, and one other, chosen from below. Each mantle has a specific granted ability that she can use. She gains the Granted Power of these two mantles, and their powers are considered on your list for the purpose of using djores and other items. When you gain a power known, select it from the mantle's list of powers.
You gain a 3rd mantle at third level, a 4th at sixth level, and a 5th at 9th level.

Mantles available to the Xenoxera:
Consumption
Corruption and Madness
Creation
Elements
Freedom
Life
Mental Power
Natural World
Physical Power

Orsa Mantle
Granted Power: While psionically focused you gain the benefits of the Lifesense (http://www.realmshelps.org/cgi-bin/feats.pl?Lifesense) feat. You may expend your psionic focus to know the current hit point total of a single creature within 60 feet.
1 Endure Elements, Psionic
1 Synesthete
2 Sustenance
3 Undulant Innards, Psionic (http://www.giantitp.com/forums/showthread.php?p=8639180#post8639180)
4 Phantom Passing (http://www.giantitp.com/forums/showthread.php?t=38788)
6 Suspend Life
6 Wall of Bilestone, Psionic
8 True Metabolism
9 Assimilate

Wall of Bilestone, Psionic
Metacreativity (Creation)
Level: Orsa 6
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 5-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: Instantaneous
Saving Throw: See text
Power Resistance: No
Power Points: 7

This power functions as Wall of Stone, except that it need not merge into adjoining rock, but merely any solid surface. As well, non-aberrations/xenoxeras that come within 30 feet of the wall take a -2 penalty on all saving throws against mind-affecting spells, powers and abilities and on all Wisdom-based skill checks.


Primordial Companion (Ex): A xenoxera may begin play with a primordial companion, but then loses her animal companion if she had one and may not gain an animal companion through any feat or ability. The selection is the same as the druid, except the creature's type becomes Ooze (augmented animal), and it gains amphibious traits. It's HD become d10's, though saves remain the same. It's Intelligence and Charisma score is decreased to 1, but gains the psionic subtype, a +4 bonus to dexterity and a +4 bonus to checks to escape grapples. A primordial companion is immune to mind-affecting effects.

Xenoxera levels stack with any classes that grant animal companions for the purpose of determining their advancement. Feats requiring an animal companion function as normal, but may only be applied to a primordial companion.

Orsan Empathy (Ex): A xenoxera loses Wild Empathy if she had it, but can improve the attitude of an aberration or ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. The xenoxera rolls 1d20 and adds her xenoxera level and her Charisma modifier to determine the orsan empathy check result. The typical ooze has a starting attitude of indifferent, and can be affected by the empathy even while mindless.

To use orsan empathy, the aberrations or ooze must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing them in this way takes 1 minute but, as with influencing people, it might take more or less time.

Summon Globule (Ps): Summon animal is replaced with the ability to draw upon the remnants of the old order from the fabric of creation itself. This rampant potential is then shaped by your mind. This is the same as manifesting Astral Construct (with subsequent power point use and potential augmentation), except the xenoxera does not summon ectoplasm. It has the Ooze type, aquatic subtype, and is not affected by powers that interact with ectoplasm.
The orsan globule cannot remain long in the current natural order and as such dissolves in half the time an astral construct would. However, the Xenoxera may produce an orsan globule at +1 manifester level.

At 4th level you gain the benefits of the Skin of the Construct feat, except you may only wear your own globules. The duration is not halved while wearing the globule, you giving it stability with your own body and mind. The abilities provided stack with any you gain from antediluvian shape. You are not limited to which Menu you choose from. You may pick a single ability that your globule would be able to attain.

You may choose your Primordial Companion to benefit from Skin of the Construct instead of yourself.

Aspect of the Early Order (Ex): At second level permanent changes begin to come over you. There is a 10% chance each time you are the target of a sneak attack or critical strike that you are unaffected by any additional damage. This increases by another 10% each time you level, until at 10th level there is a 90% chance you are unaffected.

At 4th level you may take 1 point of ability burn to any physical ability score (str, dex con) to gain 2 temporary psionic points. Whenever you manifest a power you use these points first, and then your standard points. They last up to 24 hours. There is no limit to how many times you may gain power points, though you may not gain bonus points in excess of twice your daily normal power points per day. You cannot take burn to temporary scores, such as those provided by Animal Affinity. Once any such affect wears off, a stat boosting item is removed, or similar, the burn remains along, along with the lessening of the stat due to the removal or expiration of the power.

At 6th level you no longer suffer from the negative effects of confusion or fear. You do not gain immunity so much as your mind has been altered to a state more in keeping with that of Orsan lifeforms. You are aware of the condition but need not yield to it. In spite of this, spells that sense such effects, as of ongoing powers or spells and similar, show you as affected.

Antediluvian Shape (Su): A xenoxera loses the ability to wildshape, if they had it, but gains the ability to take on primordial forms. This acts as the Shapeshift alternative class feature found in the PHB II (p. 39) except the forms you take are as below, and you may manifest while shapeshifted.

Amphibious Form: Your skin takes on a strange, slimy texture that absorbs oxygen from water, though may also breath out of water. While in this form you are immune to inhaled poisons and the nausea. Wing-like membranes stretch between your arms, and webbing between fingers, granting you a swim speed of 40 ft. You gain a +10 bonus to grapple checks to escape a grapple.
At 4th level, while underwater, you can surround yourself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a Fortitude save (DC 10 + half HD + Con mod) or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.

Gangling Form: At 5th level you can take on a form that's elongegated and supple, your skeleton becoming cartilaginous. You sprout strange appendages, which while in this form grants you four slam attacks that deal 1d4 points of damage. Your reach for 2 of these slams is 15 feet, and the other 2 attacks has a reach of 10 feet. You gain a +4 bonus to dexterity and only take half damage from bludgeoning. You gain a +30 bonus to Escape Artist checks, and may squeeze down to fit through a space 1 inch wide, your skull no longer being the limit to how far you can squeeze. You may move at one quarter your base speed through such an opening (minimum 5 feet).
At 7th level you gain the Improved Grab special ability.

Id Form: At 7th level you can take on a form of primitive potential. Your brain spreads out into nodes throughout your body, granting a +4 bonus to Wisdom, but a -2 penalty to Intelligence. This also grants you immunity to death by the loss of your head, such as from a Vorpal weapon, though you do suffer a permanent -4 penalty to all mental stats unless your head can somehow be grown back, such as from the Restore Extremity psionic power.
As well this grants an improved nervous response, granting a +4 bonus to Reflex saves and Initiative. If the xenoxera makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Finally, in this form a xenoxera cannot be caught flat-footed.
At 10th level, even if the xenoxera fails her saving throw she only takes half damage.

Amorphous Form: At 9th level you can take the form of a creature wholly of Orsa. You are no longer subject to critical hits or flanking. You gain blindsight out to 60 ft. and immunity to poison, sleep effects, paralysis, polymorph, and stunning. Your gain a +10 bonus to saves against mind-affecting effects. You gain Power Resistance equal to 12 + HD, as well as damage reduction 10 against mental damage such as inflicted by Mind Thrust and similar.
As well, you gain all the benefits of the gangling form except for the natural attacks and improved grab.

Absorption (Su): At 8th level a Xenoxera may spend 13 power points to enter any living creature equal to their size or larger and pass any distance to a second living creature of the same kind in a single round, regardless of the distance separating the two, even across planar boundaries. If the creature is unwilling the xenoxera must make a touch attack.
If you are uncertain of the location of the particular destination of the creature, you need merely designate direction and distance and you will move as close as possible to the desired location. If a particular destination creature is desired, but the exit creature is not living, the spell fails and you are ejected from the entry creature.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load), or its equivalent, per three manifester levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be absorbed must be in contact with one another, and at least one of those creatures must be in contact with you.
This is a psychometabolic effect and not a teleportation effect, and as such is not hindered by powers and effects that affects or restricts teleportation.

Ignore Natural Law: At 10th level a Xenoxera has reverted completely to a lifeform of the first natural order and gains the Aberration type.

Once per day you may ignore one of the following natural laws.

Alignment: 24 hours - You are no longer affected by the moral laws of existence. You are immune to all holy and unholy energies and spells that target or affect beings based on alignment. Even those that may affect Neutral beings have no consequence to the creature you've become. They are immune to taint as well as the exalted. You lose any alignment based subtypes, and take no-alignment based penalties while on other planes if you normally would.

Entropy: Varies/See text
24 hours: You do not age while ignoring entropy, and if used every day are theoretically immortal. You gain immunity to negative energy and death affects, as well as death from massive damage.
1/day: Once per day you may ignore damage from a single attack, or an effect, that would kill you.

Gravity: 1 hour/PrC level - Gravity no longer has hold on you. You gain a fly speed, with a maneuverability of perfect, equal to your land speed. You may even use the run action while flying. This affect cannot be dispelled, nor are you affected by any gravitational spells and powers, such as Reverse Gravity.

Space/Time: 1 round/PrC level. You move the tiniest fraction out of phase with normal space-time. To normal senses, and even True Seeing, you simply vanish, though you can still see normally except everything has become indistinct and acquires a purple tint. You also automatically pass through objects as if you were incorporeal, but are even unaffected by energy and force effects.
Other creatures and objects are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. Even powers you manifest that affects an area and has a duration longer than the remaining duration of your temporal phase are ineffective. If you are within a solid object at the end of the duration you are shunted to the nearest unoccupied space. You are undetectable by any means aside from the Temporal Witness power (http://www.giantitp.com/forums/showthread.php?t=89379) while you are out of phase.

-=-=-=-=-=-=-=-=-

Ex-Naturals
Xenoxera who have levels in a druid (that is to say, are now xenonaturals) gain extra abilities the more levels of a druid they have.

A xenonatural who becomes a xenoxera gains all of the following abilities that apply, according to the number of druid levels the character has.

* 1-2: 1st Mantle, Orsan Empathy, Primordial Companion
* 3-4: Resist Alien Id: You gain a +4 bonus on saving throws against the spell-like and psi-like abilities of aberrations.
* 5-6: 2nd Mantle, Antediluvian shape (amphibious)
* 7-8: Antediluvian shape (gangling)
* 9-10: 3rd Mantle, Antediluvian Shape (id)
* 11 or more: A xenonatural of this stature immediately gains a xenoxera level for each level of druid he trades in.

Character Level: The character level of the character does not change. With the loss of druid levels, the character no longer gains as many extra abilities for being a xenonatural.

Mantles: An ex-natural gains mantles at 2nd, 6th, and 10th level. If all druid levels are traded in they instead gain the mantle progression as detailed in the Xenoxera class table above.

Powers: A Xenonatural loses all druid spells but gains power points and powers known per day. They use the progression below in place of that in the xenoxera class table above.

{table=head]Level|Power Points/Day|Powers Known|Maximum Power Level Known

1st|
1|
-|
-|
2nd|
2|
1|
1|
3rd|
5|
2|
2|
4th|
9|
3|
2|
5th|
14|
4|
3|
6th|
22|
5|
3|
7th|
30|
6|
4|
8th|
42|
7|
4|
9th|
54|
8|
5|
10th|
70|
9|
5|
11th|
87|
10|
6|
12th|
107|
11|
6|
13th|
130|
12|
7|
14th|
154|
13|
7|
15th|
183|
14|
7|
16th|
211|
15|
8|
17th|
246|
16|
8|
18th|
278|
17|
8|
19th|
306|
18|
9|
20th|
338|
18|
9|
[/table]

-=-=-=-=-=-=-=-=-

Playing A Xenoxera
For many xenoxera, there is an odd sort of sympathy deep down for aberrations in the world. Imagine if suddenly everything you knew today was changed. Existence itself altered, the rules making no sense, and you being chased as a monster and horror simply because you survived the transition. Everything you do is considered an abomination.

Such is the plight for many of the former order or Orsa, and understanding this allows a Xenoxera new insight into what once was. Some xenoxera condone it, seeing their actions as no more evil than a wolf attacking a sheep. Others only empathize for the sole purpose of understanding more of the previous order. Regardless of how they feel about it, xenoxera are altered by the knowledge they find. They can't help but become distanced from all of creation due to their constant striving to get into the Orsan mindsight, see through the eyes of its survivors.

Eventually, in mind as well as body they are so transformed that nothing natural seems right anymore. Only by immersing themselves body and mind into the older order can they find peace, but even then, they are surrounded by the world that has changed.

The xenoxera has become aberrant themselves.

Combat: Xenoxera use everything at their disposal, which means physical and mental attacks, as well as warping of nature to produce globules of orsan potential. They wring necks with tentacles while siphoning their life force while horrible excretions of phlegmy organics that glow and writhe and change shape back you up.

Advancement: Xenoxera are always in search of more information about the past order of Orsa, what life was like within it, where did it go, and what survived. As knowledge of Orsa is almost impossible to come by, many who start out with a simple curiosity. They ask questions and in general elder druids who have an inkling of the past order will discourage or lie outright. Many must research themselves, or find another who gathers information for its own sake. As such archivists generally can give them a direction. Many seek out creatures from the past order to study. Aboleths are particularly sought out, though attempts to persuade them to impart their memories are rarely successful or non-lethal.

Resources: Xenoxera are by their nature powerfully curious, inquisitive, and strong willed. Those that persevere must need be loners for very few willingly will continue with their studies after the depth of what they seek is discovered. As such, a xenoxera rarely has resources except their own mind and hands. Collectors of stories and knowledge are sometimes available to them, for there are some who feel that knowledge, no matter how dangerous or deranged should not be hidden.

Xenoxera In the World
"I've never been afraid to poke around, push back the boundaries to see what was there. However, when Yaiua said he'd discovered something all had forgotten, and after hints at what it was, I grew fearful like I've never known. I warned him that even for immortals like I some things were meant to be buried. He scoffed and left the forest to pursue the whispers. When he returned he was changed, his eyes were so... old. He wants to tell me his secrets, but I've seen even trees bend away from him now, and heard the stars howl. He's not the man I knew... if even a man he is still." - Tintitha, Nymph of the Crosstrails

The oldest ruins, the most worn of mountains, the deepest cave. Even these are recent developments to the mind of the Xenoxera. Only locations all but untouched since the beginnings of time truly interest them. This often takes them to the seas, or better, to the planes themselves. There were things build there before worlds were formed, but even they are often hardly more than antique.

Xenoxera get to the bottom of things, where there is depth and age and endlessness, where demons shun and angels fear to tread inspects the Xenoxera.

Daily Life: Life. It's a word that is both more and less to a Xenoxera. They see things in the long view, knowing that eventually they will not even be bothered by the 'natural' end of life. Also, with their thoughts so far back even the gods find it nigh inconceivable, daily is a blip. They can eat near anything, and bypass the need as often as not. They seek to know and learn, and perhaps some wish to bring back the order, or to return to it. Others through its knowing will be able to predict when the next order of life will be, or when it will happen. They will then live to see it, and continue on, never letting knowledge of the beginning to be forgotten.

Notables: The greatest of the xenoxera are by definition unheard of. They gain their knowledge and power away from the eyes of all but the gods. Very, very occasionally one will return to the cavals to teach of their findings, but even those that wish to learn and already on the path must brace themselves for where the teachings will take them.

Organizations: So few are the xenoxera that there are only a couple cavals made up of knowledge seekers. These are dangerous and bewildering organizations, especially as more information is discovered less natural they become, and new thoughts and morals overcome their current preconceptions. They are usually held underwater, in deep oceanic trenches or forgotten subterranean seas.

NPC Reaction
The older order is through, and new begun, and where it touches the world is undone. - From the whispers of the Undying Shaman.

When a Xenoxera passes through, few realize the full scope of its coming. Only those that look into their eyes see something amiss. A cold, inhuman gaze that makes even the youngest xenoxera appear old beyond reason.
Only when met by elder druids are they recognized for what they are, and are either forced to leave at once, or imprisoned so that they can no longer pursue their horrors.

Xenoxera In the Game
Xenoxera are an uneasy visitor everywhere they go, especially to druids. They aren't so much an alien presence, as one out of time. Something risen up out of the fogs of history, with knowledge and thoughts not merely ancient, but older than time. They speak of things that even the gods cannot recall. Many think them shamming, or making it up, but spells and powers show them to be truthful. What lurks above and below and beyond? The Xenoxera knows.

Adaptation: Though this class may focus on the seeking of knowledge in a former plane called Orsa, the actual plane itself need not be specified. It could simply be any earlier plane, or even another planet where aboleths and their ilk came from. Maybe even a patch of 'fluidic space'. Perhaps this just returns them to the primordial beginnings of the current campaign world.

Encounters: Meeting with a xenoxera is a very rare occurrence, but it could also be anywhere. Underwater, in the deeps underground, or beneath the polar icecaps, anywhere that hasn't changed in millenia. Other times they may be found in libraries or studying ancient ruins. One never knows where their studies and searches may take them. Xenoxera rarely bother others, so if they are noticed for what they are, its usually while being attacked by others or in their searchings released something unexpected.

Sample Encounter
EL 13th: Tales are told of strange sightings and disappearances upon the crosstrails of a forest nearby the steep bluffs of the sea. One road is used mainly by smugglers seeking a shortcut through the woods to sneak their goods from the shipyards, but the trail that intersects it is said to change locations during any length of the other.

The PC's come to the road and seek out the second trail. On their way they find many unnerving creatures, such as barnacles clinging to the bark of trees, and muddy puddles that sprout bushes devoid of leaves but covered in gelatinous fungus.

They set up camp on the side of the road on the night of the new moon, and in the morning there is a intersecting trail they are certain wasn't there before.

They follow it deep into the woods, where burls dot the enormous trees with the screaming faces of men and other races. They hear the sounds of battle within a clearing overshadowed by the bordering limbs of a mistletoe-covered apple trees orchard. They see a horrible amorphous blob, like that of a landbound man-o-war tearing the limbs from the grasping trees. A beautiful woman, appearing partially transformed, with strange growths upon her, hurls spells at gelatinous creatures that bubble up from the ground.

What they don't realize is is that the nymph is the aggressor, attacking her ex-lover. He learned something about the beginnings of the fey people and told her of it. So horrified was she by that information that after several days she went mad and attacked him. She eagerly accepts the player's help to kill Yaiua, ranting and accusing him of all sorts of false atrocities that never occurred outside her shattered mind.

The creatures and disappearances seen before in the woods are actually the work of the nymph. She is a CE fleshgrafter and artisan of life whose experiments have included many smugglers and travelers.

Yaiua
The stat-block below is for Yaiua while shapeshifted to gangling form, and under the benefits of the Oak Body power. He is also wearing the Skin of the Globule for Heavy Deflection.

CN Male Maenad Archivist 7/Xenoxera 5
Init +0 (+1 temp), Senses: Lifesense; Listen +5, Spot +5
Languages Aquan, Common, Sylvan
------------------------------------------------
AC 24 (+5 armor, +3 deflection, +1 dex, +5 oak body), touch 14, flat-footed 23; DR 10/slashing
hp70 (7d6+7 + 5d8+5 + 12 HD)
Fort +10, Ref +3, Will +15
------------------------------------------------
Speed 30 ft., 15 ft. temp (6 squares, or 3 squares temp)
Melee 4 slams +8 melee (1d4+2)
Base Atk +6, Grp +6 (+8 temp)
Atk Options 4 slams +8 melee (1d4+2)
Powers Known Manifester level 12th. (Power Points per day = 119; Save DC 16 + power level):

1st - Psionic Endure Elements, Synesthete
2nd - Animal Affinity, Brain Lock, Sustenance
3rd - Mental Turmoil, Psionic Undulant Innards
4th - Metamorphosis, Phantom Passing
5th - Oak Body

Mantles Known: Corruption and Madness, Natural World, and Orsa

Supernatural Abilities Antediluvian shape (amphibious & gangling), energy ray 1/day (6d6-6 sonic), mantles, skin of the globule, summon globule
-----------------------------------------------
Abilities Str 11 (15 temp), Dex 10 (12 temp), Con 12, Int 16, Wis 22, Cha 10
SQ Dark knowledge 5/day (tactics and puissance), aspect of the early order (40%), lore mastery, orsan empathy, outburst, primordial companion, still mind
Feats Archivist of Nature (http://www.realmshelps.org/cgi-bin/feats.pl?Archivist_of_Nature), Font of Life (http://www.realmshelps.org/cgi-bin/feats.pl?Font_of_Life), Improved Toughness, Natural Bond (http://www.realmshelps.org/cgi-bin/feats.pl?Natural_Bond), Psionic Meditation, Scribe Scroll(B)
Skills Autohypnosis +11, Concentration +16, Decipher Script +15, Gather Information +10, Knowledge (arcane) +5, Knowledge (dungeoneering) +19, Knowledge (history) +18, Knowledge (nature) +20, Knowledge (psionics) +7, Search +12
Skill Tricks: Collector of Stories
Possessions Bracers of Armor +5, Ioun Stone (Incandescent blue sphere), Periapt of Health, Third Eye of Power Thieve


Throe, Giant Crocodile Companion
TN Huge Ooze (augmented animal, psionic)
Init +3, Senses: Listen +5, Spot +5
------------------------------------------------
AC 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15
HP 59 (7d8+28)
Fort +9, Ref +8, Will +3
------------------------------------------------
Speed 20 ft. (4 squares), swim 30 ft.
Melee +11
Base Attack +11, Grp +21 (+25 to escape)
Atk Options Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
-----------------------------------------------
Abilities Str 27, Dex 16, Con 19, Int 1, Wis 12, Cha 1
SQ Hold breath, improved grab, link, low-light vision, ooze traits, share spells
Feats Alertness, Endurance, Skill Focus (Hide)
Skills Hide +1*, Listen +5, Spot +5, Swim +16

DragoonWraith
2010-08-22, 09:41 PM
I am Deadwood.


At the least, this is the term I have come to use for myself; for us, I suppose, since I have found more like me since I began this path. While I endeavor to record my own experiences, I would truly like for this record to be as impersonal as possible; indeed, I have spoken with other Deadwood to try to weed out as much from this account as possible that is not a shared experience amongst us. Ideally, this is less my story, and more the story of what it means to be Deadwood.

Deadwood are, well, dead, and wood. Undead, to be precise, since that is the term for the dead who will not lie. The term belies a certain rigid prejudice that assumes death must follow life, but we'll not start that here.

However, let's get one thing clear from the start: the undead are a natural part of our world. Everyone refuses to admit it, blames necromancers for blaspheming nature, creating abominations, and... well, sometimes. But everyone turns a blind eye to the natural undead, the guardians who, unbidden, watch over their sleeping comrades in graves and crypts. The spirit, mourning a lost love or burning for vengeance against some ancient foe, both simply lost in a world that doesn't know what to do with them. The restless body which simply is not yet ready to go. These things happen without any external necromancer, without arcane spells or evil gods. These things are a part of our natural world.

-- Saria a'Therra, formerly human, now Deadwood.

Becoming Deadwood

http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Deadwood.png
(a rare portrait of Rooftrellan, one of the most important Deadwood in the world)

First, I should say that those who become Deadwood are a varied lot. Magical power is a must, obviously; the source of it isn't so important, though, provided you are familiar with necromantic processes. But who becomes Deadwood - and why?

The why is simultaneously the easier to answer, and the more important, so I will start there. The really, really easy way to answer that question is with another question: "Why does someone become a Lich?" - for, in a lot of ways, the reasons are the same. Deadwood are already dead, and we're not gone. We haven't gone on to whatever comes next. If we're being honest about it, the truth is we're bloody difficult to finish even if you want to.

But Lichdom is probably easier. So why become Deadwood? Well, part of it is because desiring immortality doesn't automatically make you evil, and not everyone is willing to do what it takes to make that phylactery. But more importantly, it's because Lichdom really is unnatural; in fact it is violently so. Being Deadwood is more subtle, more in tune with nature. Liches fight back against nature, refuse to take its course. Deadwood embrace nature, let it take us where we need to go. It takes skill and knowledge to make that happen, and of course nature takes most people the normal route - to death. Do it right, though, and you can stay in this world after death.

But enough of my philosophy. That's not really why you're here. You want to know how to do it yourself. OK, that's fine; after all, I've spent a fair amount of time working on this, so I want to reveal it, too. Here is, as far as I can tell, the list: the things you need to go somewhere else to master, before you can start this path. Once you have these things, then this guide can take you the rest of the way.

The list:
The ability to Animate Dead things, or to Reincarnate them. Either seems to work about as well.
Knowledge of Nature, and Survival skills. After all, you're trying to survive through death itself. 13 ranks of each will do.
Knowledge of Spellcraft, and a lot of it. The magic involved here is considerable. Again, you'll want at least 13 ranks.
Substantial spellcasting ability, no less than 10th Caster Level.
You must have Plant Devotion. It should come as no surprise that becoming Deadwood involves great familiarity with plants. Further, you also need Undead Empathy, because what you are trying to accomplish involves becoming a natural undead, and you must understand them to do that.
You must have Spell Focus in the school of Necromancy, because the spells required here are incredibly intricate, and you need to execute them perfectly.
You must be alive. If you're already dead, well - why are you here? As far as I know, this process doesn't work with constructs...
Also... after the whole Banehallow thing (see below), several Deadwood, most importantly Rooftrellan, have taken a disliking to the servants of the gods. Anyone with more than one Clerical Domain is considered possibly dangerous - for all that one of those Domains might be to Plant life, the other could be a devotion to evil or destruction, and Rooftrellan doesn't like that. There are, as far as I can tell, two ways of dealing with this: prove your devotion to nature, or acquire the skills necessary to do this even with Rooftrellan opposing you. Apparently he'll try to keep tabs on you if you successfully become a Deadwood in spite of him, but he won't actually oppose you unless he suspects something.
To appease Rooftrellan, you must have both the Plant Domain and Plant Devotion, and you must have the Domain Devotion flaw (which you may take freely but do not receive a corresponding bonus feat for).
To thwart Rooftrellan, you must gain Greater Spell Focus (Necromancy), as well as a strong Necromantic Presence. When you take your first step on the path of the Deadwood, however, you will gain the Haunted and Phantom Spark flaws, as Rooftrellan will be watching you.

The Path of the Deadwood
The following are the things you can expect to learn while becoming one of us.

Hit Die
d6.

Class Skills
While walking this path, you'll have amble opportunities to work on each of the following skills (with their key ability modifiers): Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). You'll get 4 + Int modifier skill points every level.

The Path
{table=head]Level | BAB | Fort | Ref | Will | Special | Spellcasting
1st | +0 | +0 | +0 | +2 | Animate Dead, Rebuke Undead, Low-light Vision, Photosynthesis, Wooden Fortitude | +1 level of existing spellcasting class
2nd | +1 | +0 | +0 | +3 | Bark DR 2, Grave Growth, Plant Domain | +1 level of existing spellcasting class
3rd | +2 | +1 | +1 | +3 | Necromantic Seed, Negative Nature, Light Fortification | +1 level of existing spellcasting class
4th | +3 | +1 | +1 | +4 | Bark DR 4, Carrion Vine | +1 level of existing spellcasting class
5th | +3 | +1 | +1 | +4 | Darkvision 60 ft., Mind Flora, Tendriculous | +1 level of existing spellcasting class
6th | +4 | +2 | +2 | +5 | Bark DR 6, Corrupting Seed, Rejuvenation | +1 level of existing spellcasting class
7th | +5 | +2 | +2 | +5 | "Deadwooden" Undead, Resistances | +1 level of existing spellcasting class
8th | +6 | +2 | +2 | +6 | Bark DR 8, Enervating Seed, Medium Fortification | +1 level of existing spellcasting class
9th | +6 | +3 | +3 | +6 | Root | +1 level of existing spellcasting class
10th | +7 | +3 | +3 | +7 | Deadwood | +1 level of existing spellcasting class[/table]
Before we begin, a note on weapons and armor training, since I'm told that people expect to learn about that kind of thing here: it's not really involved. Don't expect to learn how to use a spiked chain or run in fullplate while walking this path; you have too many other things to be doing.

Animate Dead
To begin with, do make sure you know how to animate dead at this point. I know, I said Reincarnate would be sufficient - and it is. The truth is, Druids out there, you can ask Nature for Animate Dead, so long as you understand natural animation. You need to do this before you can go any further. You'll find that Nature considers Animate Dead to be little different from Reincarnate, so just give it a try. You'll add Animate Dead to your spells known in no time; if you know how to cast magic multiple different ways, you'll probably be able to figure it out for all of them. This barely even counts as a step, but it did need to be mentioned. I didn't want to put it in the original list because I didn't want to scare off any Druids or Spirit Shamans who might be sympathetic to the idea of natural undead.

Rebuke Undead (Su)
The first (real) step to becoming Deadwood is to learn to Rebuke Undead. If you are skilled at dealing with the Undead, that is, have fulfilled the requirements I outlined above, this should not be too difficult for you. For those Clerics out there used to Turning the undead, it may help to find yourself a nice, overgrown, and out of the way graveyard - remember that the revenants here are natural, have developed out of a need to be there. They are guardians and sentries, not abominations.

Anyway, regardless of your alignment or background, for the first step on the path, you learn to Rebuke Undead. You can do this as a Cleric of your class level, and for every class level you can also consider one level in a class that does not advance your Turning Level as a level that does count. Thus, a Cleric 10/Deadwood 1 rebukes as an 11th level Cleric. A Druid 10/Deadwood 1 rebukes as a 2nd level Cleric, and in a level he'll rebuke as a 4th level Cleric. If you already knew how to Turn Undead, those levels count for Rebuking, and you further may continue to Turn Undead if you wish.

Low-light Vision (Ex)
Strangely, though rare in the plant kingdom, the optical abilities of those plants that have sight tend to be better than the average humanoid. I can't even begin to guess why this is the case, but there it is. As long as you're joining yourself with the plant world, it's a good idea to take advantage of this strange fact as soon as possible. Low-light vision is extremely useful.

Photosynthesis (Ex)
Being Deadwood is not just about understanding the undead, it's about understanding nature. The living make a big deal about their status, but they're no less destructive than the undead, and honestly, the truth is that nature does not really care. The key to becoming Deadwood is to understand that no matter how strange this world is, all of this is natural - not just what some people like call special. Destruction, contamination, famine, it is all as natural as life, birth, and health. Living as a part of the natural world means you have to accept that.

It doesn't mean you have to give up. Nature doesn't like quitters. Take advantages where you can find them. If your devotion to plants is real, you should be able to figure out how to incorporate them into your body for photosynthesis. Just let your devotion guide you. You're becoming a graveyard plant, so you'll not even need a lot of sunlight - four hours even in cloudy weather and with dirt under your feet or plants all around will provide enough nutrients for you to sustain yourself, and you won't be hungry or thirsty for the whole day.

Wooden Fortitude (Ex)
The next step, and one you should be pursuing at the same time you practice your rebuking and photosynthesizing, is to begin to harden your body, to incorporate natural flora into it. You want to become as tough as an oak, if you can. It's difficult, though; for now, you should be satisfied with +2 to Fortitude saves.

Bark (Ex)
Anyway, as you practice retaining your Plant Devotion, you will grow pieces of bark on your skin. This magically hard protection can grant you great resilience against many of the mightiest of blows. At 2nd level, you gain DR 2/slashing and magic; at 4th this increases to DR 4/slashing and magic; at 6th, DR 6/slashing and magic; and at 8th, DR 8/slashing and adamantine and magic. When you become truly Deadwood at 10th, this increases to DR 10/slashing and adamantine and epic.

Grave Growth (Sp)
Given study and effort, about the time when you first start growing your bark, you will also begin to understand how the natural processes of graveyards work. This is the basis for the spell that the Clerics call Desecrate - a hideous misnomer, in my opinion. They've conflated these effects with the true desecration effects, of course, but actual desecration has, at this point, been relegated to a secondary function of the spell, the primary function of which has nothing do with desecration! Sorry for the rant, this particular point greatly irritates me. The Tomb Orphans got it wrong too; they call them "Hauntings" or "Grave-Woods", but their obsession with the Negative Energy Plane draws it to them, causing these graveyards to gain strange effects they don't usually have, just by them being there. They're... silly.

Anyway, when you learn about graveyards, you'll find that any place where plants bury their roots in the remains of the fallen, you gain the effects of what I call a Grave Growth spell. When nature takes over a graveyard, this happens automatically, but subtly - you have to know how to tap into it. By now, you should. You should also learn to cast Grave Growth once per day as a spell like ability with a caster level equal to your own - this causes the effect to occur even in places where it normally would not. It's slower than Desecrate, but it has a number of advantages.

New Spell
Grave Growth
Necromancy
Level: Deadwood 3rd
Components: V, S, M, DF
Casting Time: 1 hour
Range: Close (25 ft. + 2 ft. / 2 levels)
Area: 20 ft. radius Spread, or one graveyard (see text)
Duration: 2 hours / level (see text)
Saving Throw: None
Spell Resistance: No
You draw upon the nurturing grave fungi and carrion vines that grow in graveyards, to bolster your undead creations.

The area in which you cast this spell, over the course of the casting time, becomes overgrown to the sorts of plants one expects to see in a graveyard - ones that find corpses fertile soil, and like damp, misty air, etc. These plants will grow so long as the space in which this is cast has access to open soil.

Charisma checks made to Turn Undead within the area take a -3 natural penalty. Undead creatures controlled by anyone capable of casting this spell gain a +1 bonus on attack rolls, damage rolls, and saving throws. An undead creature summoned or created in this area by someone who can cast this spell gains +1 HP per HD.

If this spell is cast within in a graveyard which already has a natural Grave Growth effect in it, all modifiers given above are doubled. This spell also affects the entire graveyard, and the duration increases to 2 hours per caster level after the caster leaves the graveyard.

Furthermore, anyone who can cast this spell who casts Animate Dead within the area of this effect may create double the normal amount of undead (that is, 4 HD per caster level instead of 2 HD per caster level).

Any undead created or summoned by one capable of this spell is also treated as having a good Fortitude save and 3/4 Base Attack Bonus progression (as a Cleric). These undead also gain feats as normal for a creature of their level, even if they are mindless.

Finally, any creature with an intelligence score slain within the area of a Grave Growth spell has a 40% chance of reanimating as an intelligent, free-willed undead. It retains its memories and any alignment it had in life.

Grave Growth counters and dispels both Consecrate and Desecrate. Neither spell can counter or dispel Grave Growth. Though this spell may be cast in the same area as Desecrate, their effects do not stack, despite having different bonus types - anyone who can cast this spell in the area may take advantage of the greater benefits of Grave Growth, while others may continue to use the Desecrate).

Material Component
Seeds from a graveyard plant, and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Plant Domain
Once you have begun to grow your bark, you can truly enter into the plant kingdom, gaining the ability to rebuke plants as you would undead, and furthering your natural magic. You gain the Plant Domain, as a Cleric. You'll find that when you do this, you may cast each of the following spells once per day, in addition to your normal spellcasting, providing that you can cast spells of that level: Entangle, Barkskin, Plant Growth, Command Plants, Wall of Thorns, Repel Wood, Animate Plants, Control Plants, and Shambler. These spells are also added to your spell list. For Clerics, this does not seem to take up your usual Domain spell slot. For Clerics, since you already have the Plant Domain, apparently what happens is that whenever you prepare a Plant Domain spell in a Domain slot, you get two castings of it. Which is also pretty nice.

A special note for any Warlocks or other invocation-users reading this: I can't speak from experience, but in my surveys of Deadwood who have these abilities, the Plant Domain works a bit differently. It seems that the Plant Domain grants your two bonus Invocations instead of the Domain Spells: Baleful Thorns and Shambling Death. I've recorded what I could learn about those below.

New Invocations
Baleful Thorns
Greater; 6th
AAAAThis invocation allows you to use Wall of Thorns, as the spell, except that the thorns do 1d6 Con damage to anyone who takes damage from them.

Shambling Death
Dark or Greatest; 8th
AAAAThis invocation allows you to summon one Shambling Mound as a full-round action. This Shambling Mound is further augmented, becoming immune to disease, death effects, fatigue, and exhaustion, and by not being subject to nonlethal damage, ability drain, ability damage, or level drain. Finally, the Shambling Mound has several maneuvers from the Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567) martial discipline: it is has the Coils of Rapture and Way of Ourobouros Stances, and may be summoned starting in one of them, and can use Death's Embrace once per summoning while using Choking Python and Whirlwind Lash at will.
AAAAThe Shambling Mound lasts one round per level. If you use this invocation again while a Shambling Mound still exists, the duration resets to one round per level, but this duration must be split between any Shambling Mounds you have summoned.

Necromantic Seed (Su)
With your floral growths sprouting, you'll gain the ability to create seeds, and since the carrion plants you are incorporating into your body feed off of your necromantic powers, these seeds are potent little bundles of necromantic possibility. You can have up to one third your class level in seeds at a time, and they take three minutes to create each. You can plant one as a standard action touch attack, or you can plant one with any successful natural weapon or unarmed attack. Your target is going to get a Fortitude save against it, though; the DC is calculated as if it was one of your highest-level spells or invocations. If they fail that save, though, that target will automatically be animated, as by Animate Dead, upon death. The seed can only be removed by Greater Restoration, Miracle, or Wish. If they do succeed, unfortunately, you've wasted the seed.

Negative Nature (Ex)
Having begun to immerse yourself in plant life, you must begin the necromantic processes that will eventually keep your soul bound to your body even after death. This is a long, gradual process, but at around this point a sudden reversal occurs - healing magics will begin to harm you, and harmful magics will begin to heal you, as if you were undead. You are not yet, so be careful not to get ahead of yourself here.

Light Fortification (Ex)
As your body deadens, your 'vital' organs become less and less so. When the above mentioned reversal occurs, so-called critical strikes should turn out to be nothing serious a good 25% of the time.

Carrion Vine (Ex)
Do not eschew the living plants just because you're looking to become a dead one. In particular, creating a Carrion Vine, which you should be able to do with a little more work after you master the intricacies of Grave Growth, will greatly help you. This creature can find corpses for you to use, and if you're lucky it may find undisturbed graves where the latent energies of your Grave Growth can really take hold. It's not bad in a fight, either, if it comes to that.

Carrion Vine Companion
The Carrion Vine is a plant which you gain as a companion, similar to a Druid's Animal Companion. Use the same rules as for the Animal Companion of a Druid of the Deadwood's class level, with the Carrion Vine as the creature. The Deadwood may substitute a Spellcraft check for any Handle Animal or Wild Empathy checks made to deal with the Vine.

Carrion Vine
Size/Type: Large Plant
Hit Dice: 8d8+24
Initiative: +7
Speed: Land 30 ft., Climb 30 ft., Burrow 30 ft.
Armor Class: 15 (-1 Size, +3 Dex, +3 Natural Armor), touch 12, flat-footed 12
Base Attack/Grapple: +6/+7
Attack: —
Special Attacks: Poison Growth, Siphon Health
Special Qualities: Blind, Deathwatch, Gravesense 2 mi., Plant Traits, Scent, Tremorsense 60 ft.
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 12, Dex 17, Con 16, Int 1, Wis 12, Cha 2
Skills: Climb +9, Hide +7, Listen +9, Move Silently +7, Seach +20
Feats: Alertness, Improved Initiative, Ability Focus (Poison Growth)
Environment: Graveyards
Organization: Solitary or crypt (6-10)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment: —

Poison Growth (Su)
As a standard action that provokes attacks of opportunity, a Carrion Vine burrowed underground but adjacent to the surface can come out of the ground briefly to germinate a poisonous briar in the area. A 10 ft. square is covered in these thorns - these squares are considered difficult terrain, and anyone attempting to move into or out of one of these squares must make a save against the briar's poison. The briar's poison deals 1d6 Con damage as its primary effect and again as its secondary effect. The save DC for this effect is 10 plus half the Vine's HD plus the Vine's Con modifier (and +2 for the Ability Focus feat); for a basic Carrion Vine the DC is 18. This is a supernatural poison, so resistance or immunity to natural poisons does not apply.

Siphon Health (Su)
For every point of Con damage that the Carrion Vine deals with its Poison Growth, it is healed 1 HP. If the Carrion Vine is at full health, it may keep a count of how much "extra" healing to which it is entitled, and it can bestow that health on an ally it touches as a standard action. It cannot give this extra health to itself, even if it later takes damage.

Blind (Ex)
The Carrion Vine cannot see, and relies on its Tremorsense ability to detect creatures.

Deathwatch (Ex)
The Carrion Vine is always considered to have the benefits of the Deathwatch spell, even in an Antimagic Field.

Gravesense (Ex)
A Carrion Vine is automatically aware of any graveyards, such that have a Grave Growth effect, that they pass within 2 miles of. They know the direction and distance to the graveyard, but not anything more than that.

Skills
Carrion Vines have a +4 bonus to Hide and Move Silently checks, and a +8 racial bonus to Climb, Listen, and Search checks. A Carrion Vine can always choose to take 10 on a Climb or Search check, even if rushed or threatened. Carrion Vines use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher, and their Wisdom modifier for Search checks. Search is a class skill for Carrion Vines.

Darkvision (Ex)
If plants have bizarrely good eyesight, the undead have utterly unsurprising darkvision. As the necromantic energies surge, darkness becomes more and more your nature, such that you gain Darkvision out to 60 ft. From my interviews with Deadwood that already had Darkvision out to 30 ft. or more, it seems they actually just got another 30 ft. of it. Either way, a good deal.

Mind Flora (Ex)
Both the undead and plants are noted for their immunity to mind-affecting features, and you'll learn why - as you begin to grow more and more vegetative parts, and your necromantic energies begin to lace your body, your very mind will change, subtly. I can assure you, you'll still be you, but your thoughts will come in a different pattern, very unlike your own. For most mages, this becomes very difficult to manage, giving you a +4 bonus to saves against Mind-Affecting effects.

Tendriculous (Ex)
At this point, you should be very obviously part plant. Deadwood have vines rather than limbs; they work amazingly well. And the great thing about them is that they are long - it's really great fun. They can hit hard, too, if you really feel the need. You effectively increase one size category, permanently, and gain the Slight Build racial feature - your long limbs mean you're tall and can reach far, but your body's no bigger than it ever was. You also gain a pair of Tentacle attacks as primary or secondary natural weapons, which deal bludgeoning damage as appropriate for your size and strength. This is great for your Necromantic Seeds or touch attack spells!

Also, in any place where a wild growth wouldn't seem out of place, you also gain a +8 racial bonus to Hide and Move Silently (Seriously, try it - you sound just like wind rustling the leaves! No one thinks anything of it!).

Corrupting Seed (Su)
Soon after you gain those vines, you'll find you can create a special Necromantic Seed that I call a Corrupting Seed. It's just brimming with Negative Energy! This seed does 1d6 Negative Energy damage a round for to whomever it's implanted in (Fortitude negates the damage for a round). This can include you, before you implant it in someone else! You can never have two Corrupting Seeds at one time, though, and it takes a full day once you've used yours to create another one. Anyway, it's a pretty devastating weapon, but also a great battery for you. Use it carefully.

Rejuvenation (Ex)
As your body begins to synthesize more and more of what it needs from plants feeding off of your latent necromantic energy, you'll stop feeling pain in quite the same way, aware of the damage but not being discomforted by it, and your body will simply work better. You'll be immune to nonlethal damage, fatigue, and exhaustion.

"Deadwooden" Undead (Ex)
Yes, I know, a terrible name for this section. But it's appropriate! Basically, by now you should be able to "deadwooden" your undead, to include some of the grave plants you've been working into your own body. It's kind of easier when they're already dead. Anyway, at this point, the vines that fortify your undead will allow them to hit harder and transfer your seeds. Every undead you create gains the Powerful Build racial feature, and while they can't create any Necromantic Seeds, they can harbor them - up to one fifth your class level each - and use them on their own natural weapon attacks. You can give any of your "deadwoodened" undead such a seed by touching them as an attack-equivalent action. Undead created within a Grave Growth spell actually start with one, for that matter!

Resistances (Ex)
At this point, you're starting to see some serious protections from the elements as a result of so much of your body being comprised of animated plant matter. You gain Energy Resistance 20 to Cold, Negative, Sonic, and Vile energy. At this point, though, you do have minor vulnerability to Fire and Electricity - dead wood burns readily. Fire and Electricity effects deal 25% more damage to you.

Enervating Seed (Su)
When you get to the Enervating Seed (and you'll know it, trust me), you know you're getting really close to full Deadwood status. This seed, of which you can only have one and creating a new one takes a whole day from the point when you use it, functions as a Necromantic Seed except that it also deals 1 Negative Level to the target every round for a number of rounds equal to your caster level. Implanting the Enervating Seed is as normal for Necromantic Seeds, and a Fortitude save negates it, but no save is allowed once it's implanted. This one is an incredibly potent weapon.

Medium Fortification (Ex)
By now, you're also more dead than alive. Hitting a weak spot is getting to be very difficult - 75% of the time, critical hits just aren't.

Root (Ex)
When you gain roots, you are a truly fearsome opponent. This, I think, is probably the most surprising thing about Deadwood; you wouldn't really think that roots mean that much. But they do. Once per day, when you have them, as a Full-Round Action, you may thrust your tendrils into the ground, and rapidly grow over an entire field. Every square within 60 ft. of your position sprouts with your vines, and these are covered in thorns. They can reach up to 30 ft. high. Make a Grapple check against every target (that you want to attack) within the area - for this check you are effectively a Colossal+ creature, so you gain a +20 size bonus on this check, and may Grapple things up to Colossal+++ in size. You can ignore any Freedom of Movement effects on your targets, as well.

If successful, you deal Constriction damage equal to your Tentacle attack's damage in piercing and bludgeoning damage to every Grappled target, and may attempt to implant a Necromantic Seed in each every round (you can use Corrupting or Enervating Seeds if you have them, but for this purpose you have unlimited Necromantic Seeds). You are immobile for as long as you maintain the Root, and doing so requires your concentration; if you break your concentration, the Root ends, but it still takes a full-round action to free yourself from the earth. Under no circumstances can you maintain the Root for more rounds than you have class levels.

Deadwood
Finally, not long after gaining your Roots, you are ready for the final transmutation from flesh and blood to wood and undeath. To do so, you must create your Heartwood - you have to become so bound to your body that the natural course for your spirit to take after death is to remain, animating your body. This is called Heartwood. To create it, you must spend at least 8 hours a day immobile in an area under the effect of Grave Growth, allowing your body to grow into the landscape, for a total of 120 days. They do not have to be consecutive days, and they do not all have to be in the same place, but you cannot become truly Deadwood until you have done so.

Doing this will kill you. The necromantic energies are so strong that there is no chance of any other recourse. Continued movement and activity can delay this, by invigorating your life, but after 120 days of allowing this to take its course, you will start to die. If you were in the prime of your life when you started, by the time you've done this for 60 days, you'll effectively be middle aged, with all the benefits and penalties that come with it, no matter how long-lived your race is. After 100 days, you'll be venerable. The necromancy will age you even if time alone could not. After 120 days, you die.

But so long as that 120th day happens in a natural graveyard with Grave Growth cast on it (yeah, make sure you do that, that's an important point; you can just not spend your 8 hours until you find the opportunity to do this, though), nature's course for you will not include the hereafter. Your body dies, but your spirit remains. You are familiar with the nature of undeath, so by now you should be comforted; you should have witnessed many a revenant rise up on its own before, and should know that you will now do so. Soon, in fact - the day after you die, you will walk again, retaining the bonuses of age but none of their penalties, and you will be undead. Deadwood.


Deadwood Template
"Deadwood" is an acquired template that can be added to any previously living creature who has reached 10th level in the Deadwood prestige class and completed the formation of their "Heartwood" by spending 120 days in an area of Grave Growth.

A Deadwood creature has all the base creature's statistics and special abilities except as noted here.

Size and Type
The creature's type changes to Undead. Do not recalculate Base Bttack Bonus, Saves, or Skill Points. Size is unchanged.

Hit Dice
Increase all current and future Hit Dice to d12s.

Armor Class
A Deadwood has a +5 Natural Armor bonus or the base creature's Natural Armor bonus, whichever is greater.

Attack
If the base creature can use weapons, the Deadwood retains this ability. A creature with natural weapons retains those natural weapons. All Deadwood have a pair of Tentacle attacks from their Deadwood class levels. All Deadwood also have the Necromantic, Corrupting, and Enervating Seeds as attack options from their class levels. These attack options may be used as a touch attack or on any successful natural weapon attack.

Full Attack
As normal for a creature armed as the Deadwood is. All Deadwood may use their Tentacle attacks as either a pair of primary natural weapons, or each as a secondary natural weapon.

Damage
The Corrupting Seed attack option deals 1d6 Negative energy damage per round to an enemy who fails their Fortitude save against the seed being implanted (though each round's damage may be individually negated with a Fortitude save). The Enervating Seed natural attack deals 1 Negative Level per round to a target who fails their Fortitude save against implantation, and does not allow further saves to prevent these, but only lasts for a number of rounds equal to the Deadwood's caster level.

Both of these attack options are from the Deadwood's class levels.

Special Attacks
A Deadwood creature retains all of the base creature's special attacks, including the Root attack gained from Deadwood class levels.

Spells
A Deadwood creature can cast any spells it could in life.

Special Qualities - A Deadwood creature retains all of the base creature's special qualities, and gains those described below.

Turn Resistance (Ex)
A Deadwood creature has a +4 turn resistance.

Damage Reduction (Ex)
As an extension of the Deadwood class's Bark feature, a Deadwood creature gains DR 10/slashing and adamantine and epic.

Immunities (Ex)
A Deadwood creature has immunity to cold, negative energy, sonic, and vile damage, as well as polymorph effects (though they may use polymorph effects on themselves) and mind-affecting attacks.

Abilities
A Deadwood creature has full aging bonuses to mental abilities (+3 to Intelligence, Wisdom, and Charisma), but no penalties to physical abilities. Being Undead, a Deadwood creature has no Constitution score.

Skills
A Deadwood creature has a +8 racial bonus to Hide, Knowledge (Nature), Move Silently, and Spellcraft; otherwise, it is the same as the base creature.

The Deadwood's Heartwood
Deadwood are indelibly connected to graves. When you die, the Heartwood that you have built up will sprout, for it is in fact a seed, and the area where you have Grave Growth going will retain that effect indefinitely, as with a natural graveyard, and further permanently gain the effects of Grave Growth having been cast in a graveyard. This grave for your Heartwood functions much like a Lich's phylactery - so long as the graveyard remains as it is, you will regrow in the graveyard in 2+1d6 weeks after any time your body is destroyed. While within his own Heartwood, a Deadwood gains immunity to Turn Undead, and any Undead under his command either gain Turn Resistance +4, or if they already have Turn Resistance, their Turn Resistance increases by +4.

Destroying an entire graveyard is much harder than destroying a phylactery, but it's also much more difficult to hide it. Ideally, you want the graveyard to become so overgrown that it seems to just be a forest, and if you last long enough, that forest can become sacred to someone or another - many Deadwood actually work pretty hard to make that happen. That said, it can be done - if all of the corpses within are destroyed or removed, or all of the grave plants killed, your graveyard will no longer function, and the destruction of your body will mean your permanent death. Try to choose a big one for this, because you can't move it after you die, either.

Being Deadwood
Being Deadwood means being immortal, and doing so in a way that flows from nature, rather than violently wresting your soul away from natural death as a Lich might. It's a longer process and has some serious limitations, but ultimately it's rather nice that it's not "unspeakably evil". It's important to realize that necromancy, itself, is not evil either - and while there are some pretty evil Deadwood out there, most of us aren't. In fact, you really begin to realize, if I may editorialize a bit here, that many necromancers and liches really are hideous - when you sympathize with the undead, as I do, it gets a bit hard to stomach those slavedrivers. Quite a few of us are rather anti-necromancy, at least as the living practice it. You may find yourself feeling that way too.

Combat: Well, we're spellcasters, so that should be obvious. Probably you'll mostly stick with that - but remember, once you've established your Heartwood, you are not your average fragile mage. Even before then, with our seeds and our tendrils, it's often not a bad idea to stay close enough in fights.

Advancement: Most of us just keep looking for more magic power. I mean, we're spellcasters, and now we have a lot of time to pursue it.

Resources: Your Heartwood provides a nice safe haven, if you feel comfortable sticking around there - some of us feel that draws too much attention to our only vulnerability. Maybe so, maybe no. Undead are often aimless, so giving them purpose can be a charity - and you'll be pretty good at it. However I feel about using the undead, if they're willing... thralls are rather nice to have, after all.


Deadwood in the World
"No matter what you say, the undead are abominations and you are no better than a Lich. If I could, I would destroy you now."

-- Ophelia, Queen of the Beast Legion

Frustratingly, that's about the best quote I could come up with about us. We're not too well known, honestly. Which is how we like it, but still. She barely even listened to me; I thought it was important to include an outside perspective, but I couldn't really get one...

Daily Life: Well, 'life' is a bit of stretch now, isn't it? Still, I figure that if I'm writing this, I'm responsible for preparing you. Basically, you start to think really long term. It's as much from being a tree as it from being undead - patience is a virtue we have in spades. Daily life? I haven't actually thought about what I do in a single day in... centuries. I spend a lot of time in graveyards, fostering new undead. I spent a lot of time researching this pamphlet. I really don't know.

Notables: Well, I'm not. I've been Deadwood for about three hundred years, and this is the first even remotely notable thing I've really done with it. Let's see, other than me...

There is Rooftrellan, one of the most ancient druids in existence. His Heartwood is literally the source of an entire continent-spanning jungle. But that's not really his claim to fame. Largely, he effectively is the circle of life. He shepherds the living and the dead, undead too, through their courses, and through subtle manipulations and applications of his massive power, he makes sure that nothing interferes with life and death on a large scale. It's unbelievable what he's done. Any claim that he's not a god really must be arguing semantics, because he might as well be, and he's that important. Luckily, fearsome as he is, he appears to be exceptionally benevolent.

I suppose I should also mention Banehallow, though I'd rather not. He was... not a pleasant creature. Not one who avoided Lichdom out of any desire to avoid unspeakable evil, certainly. Cleric to an evil, dead god, he very seriously attempted to turn the entire world into his Heartwood - just an enormous tangle of dead, but animated plant life, all connected to him and fueling his power. An attempt at godhood, apparently; a way to resurrect his god within himself. It was an absolute brute force attempt - he just sought to gain so much power as to be as like a god as makes no difference. We really don't know if it would have worked, if taking over the world like that would translate directly into power - but based on what happened, it very well might have.

We didn't know about Rooftrellan then, no one did - he's just that good, that subtle. Of course, this was all long before I was even conceived, much less dead. But the story goes that as Banehallow tried to expand his domain, he continued to be rebuffed - new, vibrant, living plants continued to intrude, slowing his growth. Carrion vines started devouring his corpses, started to remove his power source. And then a plague struck - unthinkable, even now, but an actual epidemic spread among Banehallow's undead foliage. That's when we learned about Rooftrellan - he came in the wake of the plague and finished Banehallow, clearing out his Heartwood and then destroying him handily in single combat. The stories of their combat are epic, of course, but here's not the place. Point is... where Banehallow failed to become a god that way, Rooftrellan revealed that he very well might have already succeeded in doing so a long time ago.

Organizations: Well, there are the Tomb Orphans. The "Children of the Mausoleum". Sometimes we get along. Sometimes. I guess they're kind of like druids and we're kind of like treants - though we're massively more intelligent and powerful than treants, and sometimes don't like being "tended" so much. But anyway, they recognize that natural undead exist, which means we're closer to them than just about anyone else. We certainly don't band together ourselves.

But there's a divide. See, to us, the Children are weird - they care for the natural undead, and gain power from the connection, but they aren't, themselves, undead. Usually, anyway. So they're kind of outsiders, and a lot of Deadwood think they are meddling with things they don't understand. And then there are some of them who think we're as unnatural as the creations of mortal necromancers, or liches. That's almost laughable... the natural undead come from somewhere, afterall. Nature has patterns. You can learn the patterns and insert yourself into them; it's not even that hard, every living thing in the world has done so. But they mistake natural intelligent choice as artifice, and then we fight.

It's sad, really. They do good work, most of the time. For all of their... silliness, I suppose, they're far more enlightened than most mortals. And I definitely like the idea of going after mortal necromancers. Not because it's unnatural, so much - yes, and no; spells are natural too, it takes considerable magic to really break nature - but because those bastards are slave-drivers! I work with the Orphans sometimes, the ones who accept me as one of the natural undead. I'd love to work with another Deadwood on it, though. If you're interested, you should definitely look me up after you've completed the path.


Reactions
We're... kind of scary looking, often. Yeah, I don't really count on too many good reactions from the living. Bunch of bigots, is what they are.


Deadwood in the Game
You know, just because you're ageless and almost impossible to permanently destroy does not mean you should treat life as a game. First, you're Deadwood because you have some respect for nature; not very respectful to laugh it off like that. Second, 'play' enough and you're bound to find someone willing to put that effort in to end you, and you've got a lot more to lose than most. You're not actually indestructable, you know.

Adaptation: Wait, what? What would we be if we weren't what we are? How does that even make sense? I really need to talk to the guy who wrote up the rules for these pamphlet things. Uh, I dunno. I guess we could actually be the evil that people think we are?

Encounters: Well, we usually spend most of are time in the oldest, most overrun graveyard we can find, and we usually spend our time accumulating magical skill and fostering the natural processes of undeath. So look for us there, I suppose.


About the Author
Saria a'Therra was a human necromancer for fifty years before becoming Deadwood. Daughter of a humble hunter and trapper, she had a natural talent for necromancy. Even from an early age and without training, she was quite adept at animating the dead. As she began to deal more and more with the undead, it struck her how misguided attempts to purge them were - and as she explored, she discovered undead that had nothing to do with necromancy as a practice. As she studied this, she found herself exploring more of her father's work - learning more about the woods and nature - and she found what she terms natural necromancy. She's been enchanted with the idea ever since. Now that she is one herself, she makes a point of ending living necromancers who, in her opinion, abuse the undead.

EL 20: Saria a'Therra spends much of her time fighting those who would abuse the undead - from exorcists to necromancers.

Saria a'Therra
Chaotic Good Female Human Dread Necromancer 10/Deadwood 10
Large Undead
Init: +1, Senses: Listen +3, Spot +3
Languages: Common, Elven, Orcish[hr]AC: 21 (5 Armor, 5 Natural Armor, 1 Dex), touch 11, flat-footed 20
hp 129 (20 HD)
Fort: +11, Ref: +12, Will: +21[hr]Speed: 30 ft. (6 squares)
Space/Reach: 10 ft./10 ft.
BAB/Grapple: +13/+20
Melee: +13 vine (2d6)
Full Attack: +13 vine (2d6), +13 vine (2d6)
Attack Options: Charnel Touch, Scabrous Touch, Necromantic Seed, Corrupting Seed, Enervating Seed
Spells per Day: 9x 1st, 2nd. 8x 3rd, 4th, 5th, 6th. 7x 7th, and 8th. 6x 9th. from the Dread Necromancer spell list, plus one casting per day of each spell from the Plant Domain.
Supernatural Abilities: Charnel Touch, Rebuke Undead (13/day, Cleric level 20th), Negative Energy Burst (2/day), Fear Aura, Scabrous Touch (1/day), Necromantic Seed, Corrupting Seed, Enervating Seed
Spell-like Abilities: Grave Growth (1/day)
Extraordinary Abilities: Advanced Learning (x2), Mental Bastion, Familiar, Undead Mastery, Photosynthesis, Wooden Fortitude, Negative Nature, Carrion Vine, Mind Flora, "Deadwooden" Undead, Root[hr]Abilities Str 11, Dex 12, Con -, Int 17, Wis 16, Cha 30
Special Qualities: Lich Body (DR 6/bludgeoning and magic), Bark (DR 10/slashing and adamantine and epic), Negative Energy Resistance +4, Heavy Fortification, Low-light Vision, Darkvision 60 ft., Slight Build, Rejuvenation, Turn Resistance +4, Immunity to Cold, Immunity to Negative Energy, Immunity to Sonic Energy, Immunity to Vile Damage, Immunity to Polymorph effects, Immunity to Mind-Affecting effects, Undead traits, Spell Resistance 18, +2 to Caster Level checks to overcome Spell Resistance
Feats: Apprentice (Woodsman), Spell Focus (Necromancy), Corpsecrafter, Undead Empathy, Plant Devotion, Fell Animate, Greater Spell Focus (Necromancy), Chain Spell, Lord of the Uttercold
Skills: Concentration +33, Hide +9, Knowledge (Arcana) +26, Knowledge (Nature) +26, Knowledge (Religion) +26, Move Silently +9, Spellcraft +26, Survival +26
Possessions: Cloak of Charisma +6, Robe of the Archmagi, Ring of Spellbattle, Ring of Freedom of Movement


Image Credits
The Deadwood portrait is adapted from the concept art for the "Deadwood" character in Heroes of Newerth.

Cidolfas
2010-08-23, 02:40 PM
Appointer of the Red Lotus

“The Lotus hungers for your flesh. Disappointing it is not something I would do.”

The Order of the Red Lotus is an extreme sect of druids criticized by their peers for their brutal measures against those that would disrupt the sanctity of their groves. Harnessing the power of a plant that devours its victims in a most gruesome fashion and acquires power from divine magic, they have gone from being a group of minor eco-terrorists to naturalistic assassins.

The Red Lotus is a powerful and destructive creature that has acquired sentience through multiple specimens thinking and acting as one. But it requires constant nourishment to maintain its vicious form. As such, it spends most of its time dormant within a host, until magical energy compels it to feed.

Becoming an Appointer of the Red Lotus
Most appointers of the Red Lotus are druids, but it is hardly uncommon for clerics that sympathize with their views to become appointers as well.

ENTRY REQUIREMENTS
BAB: +3
Skills: Knowledge (nature) 8 ranks
Spellcasting: Must be able to cast 3rd-level divine spells
Special: You must have ingested a seed of the Red Lotus plant, which allows the plant to detect and follow your commands.

Class Skills
The Appointer of the Red Lotus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Mark of the Red Lotus, Taproots

2nd|
+1|
+3|
+0|
+3|Lotus Lash, Leech Seed

3rd|
+2|
+3|
+1|
+3|Forbidden Fruits, Scene of Flowers

4th|
+3|
+4|
+1|
+4|Favored Carrier

5th|
+3|
+4|
+1|
+4|Island of the Lotus Eaters

6th|
+4|
+5|
+2|
+5|Invasive Plants

7th|
+5|
+5|
+2|
+5|Evolution of the Species[/table]

Weapon Proficiencies: Weapon & Armor Proficiency: Appointers of the Red Lotus do not gain any further proficiencies with weapons or armor.

Spellcasting: Every level, the appointer casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Mark of the Red Lotus (Su): As his title suggests, the appointer of the Red Lotus has the ability to brand his opponents with the mark of his order and the lure of the lotus plant, spelling their inevitable doom and exuding pheromones enticing others to attack them. This mark, which takes the form of a red flower on the opponent’s body, is created on a successful ranged touch attack with a range of close (25 feet + 5 feet per two character levels). When the mark is created and at the beginning of each round thereafter, all beings that threaten the marked creature in melee can make a single attack on that creature as an immediate action upon the placement of the mark and at the beginning of every round thereafter. This attack is a normal melee attack to which attack options (such as Power Attack) cannot be added. Allies of the marked must make a Will save (DC 10 + ½ the appointer’s character level + his Charisma modifier) to resist the pheromones.

In order to create a mark, an appointer of the Red Lotus must spend a divine spell slot of at least 1st level; the number of rounds the mark lasts is equal to the level of that spell slot. If a marked creature dies before the duration of the mark expires, it jumps to another creature within 30 feet that is designated by the appointer.

At 4th level, marking a target is reduced to a move-action. At 7th level, it is reduced again, this time to a swift action, but using it a second and third time is a move action.

Taproots (Ex): As long as he remains immobile, an appointer of the Red Lotus absorbs nutrients from whatever he is standing on. If he does not move in his turn (this only includes movement across squares, he recovers a number of hit points equal to his character level. This ability cannot be activated with the appointer is not in contact with a solid surface, but functions regardless of whether that surface is natural or not.

Lotus Lash (Ex): An 2nd level appointer gains the ability to create a powerful vine-like weapon from a lotus flower as a free action. Treat this weapon as a spiked chain with which the appointer is automatically proficient. The vine also has an effective enhancement bonus equal to one third the appointer’s character level, granting him bonuses to attack and damage accordingly. If he makes a single melee attack as a standard action, the appointer can also use his lotus lash to deliver the mark of the lotus. If the lotus lash is taken from the appointer, it reverts back to a lotus flower.

Forbidden Fruits (Ex): An appointer of the Red Lotus exudes a pheromone that forces all living creatures that can sleep within 5 feet of him to make a Fortitude save (DC 10 + 1/2 the appointer’s character level) or become drowsy, taking a -1 penalty to all die rolls. This only affects creatures that start the round next to the appointer. If they fail another Fortitude save the next round (using the same DC but factoring in the penalty from drowsiness), they fall asleep (as if they had been affected by the sleep spell with no limit for HD). This is not a magical effect, so creatures immune to magical sleep (such as elves) are still affected.

Scene of Flowers (Su): A creature marked with the Red Lotus is now unable to conceal themselves from the appointer. The appointer can now see and otherwise detect such a creature through concealment, cover, invisibility, or any other effect or circumstance. This ability also allows the appointer to constantly know the mark's position even if he does not fall within his line of sight, even if he is obscured by solid objects or surfaces. This ability functions out to medium range (100 feet + 10 feet per character level).

Leech Seed (Su): At the beginning of every round, the appointer of the Red Lotus drains energy from his victims. When marked with the Red Lotus and at the beginning of every round thereafter, each creature marked takes 1d6 points of damage per two character levels of the appointer, who is healed a number of hit points equal to one half the total damage dealt for all affected opponents. If he reaches his maximum hit point total, all further healing is granted as temporary hit points that last for one round per class level.

Roots of the Lotus (Su): Someone marked by the Red Lotus is now held immobile each turn that they fail a Strength check (opposed by the appointer‘s caster level check. While they may otherwise act normally, they cannot move or perform any action that requires movement across squares. Being held in this manner does not render the victim flat-footed or helpless.

Favored Carrier (Ex): By the time he reaches 4th level, the appointer has performed a great service to the semi-sentient plant that he carries within him, and it uses its magical powers to ensure that service continues. The appointer gains immunity to all non-magical poisons and diseases, ceases aging (all current penalties still apply), and gains a natural armor bonus equal to his class level.

Island of the Lotus Eaters (Su): Any living creature slain while marked by the Red Lotus is utterly consumed by the plant. Any such creatures become assassin vines under the appointer’s command at the beginning of the next round following their death. These assassin vines have the same amount of HD as the creatures from which they were produced and gain size accordingly.

Once the current encounter is over, these vines wither and recede into the earth, leaving no trace of them or the body of the creature(s) that produced them.

Invasive Plants: A living creature marked by the Red Lotus is now infested with its spores. If they are slain while marked with the Red Lotus (whether directly by its effects or not), their corpse bursts with a shower of Lotus flowers, spreading their seed to all enemies within 10 feet. Creatures exposed to the spores must immediately save against the appointer’s mark or also become hosts of the Red Lotus as if he had marked them.

Evolution of the Species (Ex): In combat, a 7th level appointer of the Lotus transforms into a horrific plant-like monstrosity, finally having fully bonded to the Red Lotus plant. His type changes to plant (although he retains his Intelligence and spellcasting) and he gains all associated benefits of said type. In addition, the Lotus is able to reconstitute his body upon death, resurrecting him at the site of his death (or the nearest available safe location) 24 hours after he dies. If the appointer's corpse is dealt an amount of fire damage equal to one third his normal hit point total before he is revived, the connection to the Lotus plant is lost and the appointer truly dies.

Playing an Appointer of the Red Lotus
Appointers can fill a variety of roles, using a combination of their divine spells and marks.
Combat: An appointer of the Red Lotus starts as a support character, using spells and marking opponents to aid his fellows in attack and keep enemies distant from each other for fear of friendly face-stabbing. As the lotus plant develops, he becomes a more credible threat in melee, opting to use his lotus lash in battle rather than shapeshifting like a normal druid.
Advancement: Druids and clerics are best suited to be appointers, but some druid prestige classes that are more focused on shifting do not lend themselves well to the appointer's combat style.
Resources: The Order of the Red Lotus is a secluded and divided group with little to no support inside civilized areas or even within most druid circles. Support is not likely to be found for members of an extreme anti-development group.

Appointers of the Red Lotus in the World
"They're all freaks, every one of them. Instead of hugging a tree, they make it eat people!"

Appointers have tremendously diverse motives for their actions; some legitimately want to change the world for the better while others merely see the Red Lotus as a means of acquiring power. The group as a whole maintains a dark reputation that casts its shadow upon even members with the best intentions.
Daily Life: Appointers are driven by their own sense of justice and operate according to the laws of nature. Their days are often spent searching for "wrong-doers" and forcing them to repent for their sins, often on the end of their comrades' blades.
Notables: The previous leader of the order (whose name remains unknown to scholars) favored assassinating kings by forcing their honor guards to murder them during processions. The modus operandi, and the afterwards confused responses of the guards, has become the Order's calling card along with their distinct red symbol.
Organizations: The Order of the Lotus itself is the only real organization of appointers, a loose-knit group able to keep in contact through the properties of the Red Lotus plant.

NPC Reaction
Think of the most extreme members of the Animal Liberation Front and multiply their fanaticism exponentially, then you have the absolute craziness that founded the Order of the Red Lotus. That said, not all of their members are so insane, but the actions of a few shape the reputation of the whole.

Appointers of the Red Lotus in the Game
Appointers are able to grant their allies extra attacks, as well as as force enemies to attack each other. This makes them capable of being an extremely indirect influence on combat proceedings. If they wish, however, they can encourage the Lotus to squeeze the life from their victim, forcing it to grow and produce deadly vines that assist the appointer in controlling the battlefield.
Adaptation: Since nature exists everywhere, the primary necessity is a plant creature to which the appointer may bond. Be creative and think of the nastiest beastie you want, since no one will ever actually see it in full anyway.
Encounters: An appointer usually starts with a mark, forcing enemies to attack the and effectively taking at least one foe out of combat for good. They then enter battle with their lotus lash, and the pheromones they release take care of the rest.

TheAmishPirate
2010-08-26, 11:04 AM
Evolved Warg

http://Picture URL

A werewolf is a sorry pup who can't decide what he is. I'm a higher breed, plain and simple.
-Gregor, the first Evolved Warg

Evolved Wargs are the result of the Wizard Danica Acilpulus' (NOTE: Danica will be included in the NPC section later) efforts to create a better Werewolf, one not bound so closely to the moon or their animal form. On the outside, they look perfectly normal. On the inside, however, they are...different, to say the least. Their bone and muscle structure can change at will. This allows them to grow wolf-like features, as well as augment their own physical capabilities.

BECOMING AN EVOLVED WARG
Becoming an Evolved Warg is a difficult process. The exact formula for creating one is a closely guarded secret, though the components are rumored to be both inexpensive and common. Danica, Gregor, and a few other notorious Evolved Wargs would know it. Once the formula is procured, it needs only to be injected into a capable individual. If they meet the physical requirements, their race becomes Evolved Warg (Previous Race). If they do not meet the requirements, then the formula does not work and they take 1d8 Con damage and 1d8 Str damage.

Evolved Warg (Race)

Evolved Wargs maintain the appearance and features of their previous race, and gain the following attributes.

Ability to grow wolf-like features (patches of fur, paws, etc.) as a standard action. When changing, their basic shape remains constant. Changing back is a free action.
Silver weapons deal 1d4 Con damage.
Heal checks made by others on the Evolved Warg take a -10 penalty due to their complicated body structure.


ENTRY REQUIREMENTS
Strength: 12
Constitution: 14
BAB: 5


Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature, Int), Knowledge (Geography, Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex)
Skills Points at Each Level: 4 + Int

Hit Dice: d8

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st |
+1 |
+0 |
+2 |
+0 | Feral Charge 1/day

2nd |
+2 |
+0 |
+3 |
+0 | Weapons of the Wolf

3rd |
+3 |
+1 |
+3 |
+1 | Feral Charge 2/day, Nimble Charge

4th |
+4 |
+1 |
+4 |
+1 | Rend and Tear
5th |
+5 |
+1 |
+4 |
+1 | Feral Charge 3/day, Furious Charge

6th |
+6/+1 |
+2 |
+5 |
+2| Bestial Heart

7th |
+7/+2 |
+2|
+5 |
+2 | Feral Charge 4/day, Agile Charge

8th |
+8/+3 |
+2 |
+6 |
+2 | Aim for the Throat

9th |
+9/+4 |
+3 |
+6 |
+3 | Feral Charge 5/day, Rebounding Charge
10th |
+10/+5 |
+3 |
+7 |
+3 | Soul of the Predator[/table]

Weapon Proficiencies: Evolved Wargs gain no additional proficiencies with weapons or armor.

Feral Charge (Ex): An Evolved Warg can drop to all fours and viciously charge an opponent. Their enhanced body structure grants them a triple movement bonus instead of the usual double, and they are treated as one size category smaller for determining height, AC, and attack rolls.

An Evolved Warg can perform a Feral Charge once per day, increasing by one usage and gaining new bonuses every two levels.

Weapons of the Wolf (Su): When attacking, an Evolved Warg of 2nd level or higher can grow claws and/or a canine snout for additional attacks. When taking an attack action, the Evolved Warg can use a bite or claw attack at no penalty. When making a full attack, they can use a bite and claw attacks in addition to other weapons. These natural weapons deal the same damage as a wolf’s natural weapons, and threaten a critical on a natural 20. They are proficient with these natural weapons, and they return to normal after their action.

Nimble Charge (Ex): At 3rd level or higher, the Evolved Warg gains the reflexes of a wolf. He can charge through difficult terrain at the usual penalty while maintaining a Feral Charge. Additionally, weapons that normally deal extra damage when readied against a charge lose their bonus damage on a Feral Charge.

Rend and Tear (Ex): When forcing opponents back, Evolved Wargs of 4th level or higher can force an opponent back not with brute strength, but with a furious attack. On a successful Bull Rush, an Evolved Warg of at least 4th level can make an attack with each of their claws. This cannot be done if a claw attack was already made on the target as part of a charge.

Furious Charge (Ex): When an Evolved Warg of 5th level or higher makes a Feral Charge, he can make a full attack on his target as if he had the Pounce ability.

Bestial Heart (Ex): At 6th level, the Evolved Warg’s body changes again, blurring the line between themselves and their inner wolf. His natural weapons deal damage as if they were one size category larger and deal triple damage on a critical hit. He loses the weakness to silver and gains DR 5/silver.

Agile Charge (Ex): At 7th level or higher, an Evolved Warg becomes adept at scaling obstacles to reach their target. He can make a Feral Charge on enemies behind obstacles by making Jump checks to leap over the obstacle. He gains a +5 circumstance bonus on Jump checks for the duration of the charge, and a +10 circumstance bonus on Tumble checks to avoid fall damage. If the final leap to the target is from a height 10 ft or higher above the target’s head, the target is knocked prone by the charge.

Aim for the Throat (Ex): The Evolved Warg of 8th level or higher mercilessly attacks the weaknesses in his target. Double the critical threat range of all his weapons, including natural weapons.

Rebounding Charge (Ex): At 9th level an Evolved Warg perfects their natural agility. After making a single attack on the intial target of a Feral Charge, the Evolved Warg can continue their momentum to another target, provided they have enough movement left. They can continue attacking in such a manner until they run out of movement, use a full attack, attempt and fail a Bull Rush, miss, or run out of targets. No target can be struck twice in the same charge. Each movement and attack is treated as a charge, with the same rules and restrictions, with a few exceptions:
-Bull Rushes require 15 ft of movement if a rebound is made directly after the Bull Rush.
-The attack roll bonus and Bull Rush bonus bonuses are cumulative over multiple charges.

Soul of the Predator (Ex): An Evolved Warg 10th level or higher becomes a pure mix of man and beast, in both body and mind. Their claw and bite attacks gain a second size category, deal quadruple damage on a critical hit, and the damage reduction increases to DR 10/silver.

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PId6
2010-09-04, 10:45 PM
Child of the Seelie Court

http://undertone.files.wordpress.com/2007/02/frederickhowardmichael-titania.jpg

"By day, we dance in the flower fields and forest glades, singing of our mirth. By night, we sleep in the open meadows below the stars, dreaming to the lullaby of the flowing mountain streams. What could a mortal life have offered me compared to this splendor and joy?" - Aderyn the Fair, a Daughter of Titania.

The old legends speak of the fey, claiming that such otherworldly creatures often flow into the bedchambers of young children at night, stealing them away and leaving changelings in their place. These tales are mostly just tales now, often told to unruly boys or girls to get them back in line, and few but the most superstitious really believe in them. Yet they are not completely unfounded.

Within the lands and halls of the Seelie Court of the fey, many humanoid children wander. These children come from many lands and planes and hail from many races, brought to the Court and raised by the fey as if they were fey themselves. Many are orphans, found abandoned in the woods by dryads or saved from a river by nymphs. Some are indeed stolen from their true families, perhaps because of a satyr who falls in love with the child and decides to bring her to live in a brighter realm, or perhaps because of a pixie who takes it upon herself to rescue the child from his abusive parents and give him a better life.

Boys taken and raised in the Court are called the Sons of Oberon, while girls are named the Daughters of Titania. Regardless of their origins, such children are loved and cherished by all fey aligned to the Seelie Court, and they in turn develop a bond with fey and nature the likes of which most mortals cannot fathom. Eventually, when they grow up, all such children must leave the Court of the fey to make their own way in the world, but they carry this bond with them for all time.


Becoming a Child of the Seelie Court

The favor of the Seelie Court takes on different forms in males and females. For boys, the influence of the fey invokes in them a talent for the arcane, causing them to lean towards the sorcerous arts. For girls, this influences hones their emotions into manifested powers, causing them to become untamed fonts of psionic might. Thus, most Sons of Oberon start out as sorcerers or bards, while nearly all Daughters of Titania are wilders.

Entry Requirements

Alignment: Chaotic Good, Neutral Good, Neutral, or Chaotic Neutral.
Skills: Bluff 8 ranks, Knowledge (Nature) 4 ranks.
Language: Sylvan.
Feat: Fey Heritage.
Special: Must have been stolen by fey as a child and taken to live in the Seelie Court.

In addition, a prospective Child of the Seelie Court must satisfy the following requirements, depending on his or her gender:

Male (Son of Oberon): Able to cast Natural Bond* spontaneously.
Female (Daughter of Titania): Wild Surge +1 and able to manifest Link to Nature*.

* For new spells and powers, see section below.

Class Skills

The Child of the Seelie Court's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge: Nature (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex).

Sons of Oberon also have Knowledge: Arcana (Int), Spellcraft (Int), and Use Magic Device (Cha) as class skills, while Daughters of Titania have Knowledge: Psionics (Int), Psicraft (Int), and Use Psionic Device (Cha) as class skills.

Skills Points at Each Level: 6 + Intelligence modifier.

Hit Die: d6.

Class Features

{table=head]Level|
BAB|
Fort|
Ref|
Will|
Special|
Spellcasting or Manifesting

1st|
+0|
+0|
+2|
+2|
Ecstatic Surge +1, Fey Bond|
None

2nd|
+1|
+0|
+3|
+3|
Fey Knowledge|
+1 level of existing class

3rd|
+2|
+1|
+3|
+3|
Heritage Feat, Greater Heritage|
+1 level of existing class

4th|
+3|
+1|
+4|
+4|
Fey Knowledge|
+1 level of existing class

5th|
+3|
+1|
+4|
+4|
Ecstatic Surge +2, Heritage Feat|
+1 level of existing class

6th|
+4|
+2|
+5|
+5|
Fey Knowledge|
+1 level of existing class

7th|
+5|
+2|
+5|
+5|
Heritage Feat, Greater Heritage|
+1 level of existing class

8th|
+6|
+2|
+6|
+6|
Fey Knowledge|
+1 level of existing class

9th|
+6|
+3|
+6|
+6|
Ecstatic Surge +3, Heritage Feat|
+1 level of existing class

10th|
+7|
+3|
+7|
+7|
Fey Knowledge, Fey Ascension|
+1 level of existing class

[/table]

Your class features are influenced by your time with the fey at the Seelie Court. These features bring your closer to your adopted kind, eventually transforming you into one of them.

Spellcasting or Manifesting: At every Child of the Seelie Court level beyond the 1st, you advance in sorcerous or psionic power. A Son of Oberon gains an increase in spells per day, spells known, and caster level as if he had gained a level in an arcane spellcasting class he belonged to before he added this prestige class. A Daughter of Titania gains an increase in power points, powers known, and manifester level as if she had gained a level in a manifesting class she belonged to before she added this prestige class. Neither one, however, gains any other class benefits a character of that class would have gained.

Ecstatic Surge (Su): A Child of the Seelie Court can allow his passions and emotions boil to the surface when he uses his innate powers. Whenever you cast a spell, manifest a power, or use a spell-like ability granted by a Fey Heritage feat, you may choose to invoke this ability, increasing the caster or manifester level of that spell/power/ability by 1.

If you use this ability on a spell or SLA, the increase in caster level allows you to surpass the maximum caster level of level-dependent effects (such as the number of damage dice of a Fireball spell), though only for the increase granted by this ability (so a 12th level sorcerer casting a Fireball while Ecstatic Surging for +1 deals 11d6 damage with that Fireball). In addition, if the spell is cast spontaneously with one or more metamagic feats applied, you do not need to increase casting time due to metamagic as long as the total metamagic adjustment is at or below twice the amount you surge for (so Surging for +1 lets you Empower a spell without increasing casting time, while Surging for +2 lets you Quicken a spontaneously cast spell).

If you use this ability on a power, the manifester level boost allows you to augment your powers to a higher degree than you otherwise could. You pay no extra power points for augmenting this way due to Ecstatic Surge; instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by this ability.

At class levels 5 and 9, this ability improves, allowing you to Ecstatic Surge for more than +1 to the caster/manifester level. You can always choose to Ecstatic Surge for a lower amount than the maximum boost it allows. If you have the Wild Surge ability, you may add your Wild Surge bonus to determine the maximum caster/manifester level boost of Ecstatic Surge (so a Wilder 5/Daughter of Titania 5 has Ecstatic Surge +4). However, you may not use Ecstatic Surge and Wild Surge (or Overchannel) at the same time. Surging Euphoria applies to successful Ecstatic Surges.

While this ability is powerful, it comes at a cost. Each time you use Ecstatic Surge, there is a 5% chance per +1 surged that the surging emotions overwhelm you, disrupting your concentration and ruining your action. Whenever this happens, the spell, power, or SLA you are attempting to use fails to take effect, and you still expend the spell slot/power points/SLA use per day as if you had used it normally. In addition, you become shaken until the beginning of your next turn.

Fey Bond (Ex): Fey creatures and eladrins regard you as if you were one of them. You gain a +2 circumstance bonus to all Charisma-based checks, a +1 bonus to saving throws against spells and spell-like abilities, and an extra skill point every level (including the level that you gain this ability). These bonuses do not stack with those granted from the Nymph's Kiss feat. If you already have the Nymph's Kiss feat upon gaining this ability, you may select a bonus Metamagic or Metapsionic feat instead.

In addition, you are treated as possessing an additional Fey Heritage feat for all purposes (such as for calculating the damage reduction from Fey Skin or for selecting fey spells).

Fey Knowledge: Your time with the fey has enhanced your knowledge of the natural world, allowing you to share in some of their powers. At every even level, you gain an extra fey spell or power (see section below) to add to your spells or powers known, though you must still satisfy the spell/power's special requirements. You may learn any spell/power of a level less than or equal to your class level, even if you cannot cast/manifest it yet.

These spells/powers do not count for the normal spells/powers known limit of your class. If you possess more than one spellcasting/manifesting class at the time of gaining this feature, you may add the extra spell/power to all of them that qualify (so a sorcerer/bard would add the spell to both lists, while a wilder/psion would only add the power to the wilder list since all of the fey powers are wilder-only).

Heritage Feat: At every odd level except 1st, you gain a bonus Fey Heritage feat. You must meet all qualifications of the feat that you select.

Greater Heritage (Ex): At 3rd level, bond with your fey heritage deepens. Select a Fey Heritage feat that you possess; you unlock additional capabilities based on the abilities granted by that feat. At 7th level, select a different Fey Heritage feat you possess and unlock those abilities as well.

{table=head]Feat Chosen | Ability Granted
Fey Heritage | You gain Slippery Mind, as the rogue special ability. At character level 9, you gain a permanent supernatural Protection from Law effect on yourself. At character level 15, that becomes a permanent supernatural Magic Circle Against Law instead. You may dismiss or reactivate either the Protection from Law or the Magic Circle from Law as a free action, though you may not have both on at the same time.
Fey Legacy | Your Confusion spell-like ability from Fey Legacy has a save DC 2 higher than normal. Your Dimension Door SLA from this feat can be used as a move action rather than a standard action. If used at caster level 11 or 12, your Summon Nature's Ally V SLA becomes Summon Nature's Ally VI instead. If used at caster level 13 or 14, it becomes Summon Nature's Ally VII instead. If used at caster level 15 or 16, it becomes Summon Nature's Ally VIII instead. If used at caster level 17 or higher, it becomes Summon Nature's Ally IX instead.
Fey Power | Your caster level and save DCs for enchantment spells and warlock invocations and telepathy powers increase by an additional 1 (for a total of +2). In addition, your Ecstatic Surge has a 4% chance of failing per +1 you surge for, instead of 5%.
Fey Presence | Your Charm Monster SLA from Fey Presence has a save DC 2 higher than normal. The amount of HD your Deep Slumber SLA from this feat can affect increases to 5 + caster level. Your Disguise Self SLA from this feat is usable at-will instead of once per day.
Fey Skin | You may add half your class level in Child of the Seelie Court to the damage reduction granted by your Fey Skin feat. In addition, that damage reduction is now penetrated only by lawful and cold iron weapons, rather than simply cold iron.[/table]

Fey Ascension (Ex): Your bond with the fey becomes perfect and everlasting, allowing you to walk immortally among them. Your type changes to fey rather than your original type, causing you to gain Low-Light Vision, proficiency with simple weapons, and immunity to spells and effects that only affect humanoids (such as Dominate Person). You also stop aging, no longer gaining physical ability penalties or mental ability bonuses from age (though those already gained remain), and you cannot die from old age.

Finally, you may choose one aspect of your heritage to meld into a complete bond. Select a single Fey Heritage feat for which you have selected for your Greater Heritage ability. You unlock further capabilities with that feat, as follows:

{table=head]Feat Chosen | Ability Granted
Fey Heritage | You become immune to all mind-affecting and divination spells, powers, and effects, as if you were under the Mind Blank spell, though you can selectively allow specific mind-affecting or divination effects to work on you if you so choose.
Fey Legacy | The SLAs granted to you by Fey Legacy can each be used three times per day rather than once per day.
Fey Power | Your caster level and save DCs for enchantment spells and invocations and telepathy powers increase by another 1 (for a total of +3). In addition, your Ecstatic Surge has a 3% chance of failing per +1 you surge for, instead of 4%.
Fey Presence | You may spend a use of your Charm Monster SLA from Fey Presence to use Dominate Monster as an SLA instead, but you may only have a single creature dominated this way at a time. Your Deep Slumber SLA from this feat can be used 3/day, and affects total HD of 10 + caster level instead of 5 + caster level. Your Disguise Self SLA from this feat is automatically quickened.
Fey Skin | The damage reduction from Fey Skin doubles (this includes the extra DR gained from the Greater Heritage). In addition, that damage reduction is now only penetrated by lawful and cold iron and epic weapons.[/table]


Playing a Child of the Seelie Court

As a child of the fey, you don't see the world in the same way as ordinary mortal beings. You feel a constant connection to the natural world around you, and this bond is as innate to you as your magical or psionic powers. Like the fey, you do more than respect nature; you see the trees, the streams, the mountains, and the land itself as living beings themselves. You don't worship nature, as druids do; you simply see yourself as part of the natural world, in the same way as the tree, the stream, or the mountain.

Combat

You enjoy trickery and mischief, and love to employ spells or powers to warp your enemies' minds or create illusions to fool them. You also know many spells or powers which can turn nature to your cause, such as those to communicate with nature, call upon bestial allies, or transform yourself into a wild beast, and you should use this natural bond to your advantage against opponents. Your Ecstatic Surge provides a way to maximize power, and you should select spells and powers that scale by level so you can take full advantage of it (such as spells like Wings of Flurry, Orb of Fire, and Greater Magic Weapon, or powers like Astral Construct, Energy Stun, and Vigor).

Advancement

No individual chooses to become a Child of the Seelie Court; instead, they are chosen, taken by the fey while young to live among them. While many children have lived among the fey in the Seelie Court, only a few individuals become members of this prestige class, for only those who feel their bond with nature most strongly can truly understand and build the connections with fey that this class demands.

You adventure now to seek an ever-closer communion with the fey, though this quest may be as much subconscious as it is conscious. All you really know is that the fey see you more and more as one of them, and you see yourself as a member of the fey as well. You have a potential, an ingrained love of ecstasy and nature that other mortals can never know, and that potential drives you now to a deeper and deeper understanding of the magics of the natural world.

After finishing with this prestige class, you should consider prestige classes that reinforce the methods of this class. Classes that embrace chaos, such as Wild Mage or Anarchic Initiate, can make a good match for a character that embraces the myriad of possibilities in life. Other classes, like Thrallherd or Mindbender, can help you with your enchantment or telepathy spells/powers, while classes like Ruathar or Wild Soul can emphasize your connection to nature.

Resources

The Children of the Seelie Court don't see themselves as a separate organization or group; instead, they see themselves as belonging to the larger body of the fey. While fey aren't known to be incredibly organized, they are willing to help one of their own. As such, any fey with allegiance to the Seelie Court may very well be willing to provide assistance to you when needed, though that help would often come with a price. Such costs typically require you to give gifts, provide entertainment (especially magical), or stay with the fey and provide company for a period of time.


Children of the Seelie Court in the World

"When she sings, she pours all of her passions, joys, and emotions into her music, revealing to all the world her deepest loves and fears. When she uses her magic, she does the same thing, sending her thoughts to the surface and willing the world to do her will. I find myself drawn to the sheer power she wields, yet frightened by the risks she dares whenever she calls upon that awesome might." - Hennet, human sorcerer.

Though rare, Children of the Seelie Court may be found living around or within communities of fey with allegiance to the Seelie Court. Unlike other arcanists and manifesters, Children of the Seelie Court prefer to savor the sweetness of life and let their passions guide their magic, a worldview very unlike that of the typical wizard or psion who devotes his life to study. Children of the Seelie Court take great pleasures in art, music, theater, and love, using their unique perspectives to guide their artistic talents. As such, many patrons and practicioners of the arts are or have contacts with members of this prestige class.

Organization

There is no specific organization dedicated to Children of the Seelie Court. Most members of this class either devote their loyalties and affections to the fey communities in which they live in or to houses of art, guilds of music, or troupes of theater.

NPC Reactions

The passion that drives a Child of the Seelie Court can be disconcerting to those who don't share them. Druids, rangers, and nature-oriented ardents may look kindly on Children of the Seelie Court due to similar connections to the natural world. Sorcerers, wilders, and other spontaneous casters may feel a kinship to them due to having untamed magics of their own. Studious magic-users like wizards and psions find a Child of the Seelie Court's emotional nature somewhat uncomfortable and are more reluctant to spend time around them.

Warlocks and fey aligned to the Seelie Court are almost always friendly towards members of this prestige class, while those alignemd to the Unseelie Court are usually hostile. Out of mundane characters, those who enjoy art or music tend to admire Children of the Seelie Court for their artistic talents. Most mundane people, however, don't treat Children of the Seelie Court any differently, though those aware of their history may be discomforted by the idea of fey stealing away humanoid children.


Lore of the Seelie Court

Characters with ranks in Knowledge (Nature) or the bardic knowledge ability can research Children of the Seelie Court to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 10: Sometimes the fey steal children from humanoid homes and bring them to the Seelie Court for upbringing. These children are called Sons of Oberon for boys and Daughters of Titania for girls.
DC 15: Such children often gain affinity with sorcery or psionics due to this bond with the fey, gaining great powers over nature as time passes.
DC 20: These children eventually become almost like the fey themselves, and learn to unleash their chaotic emotions to power their casting or manifesting.
DC 30: Characters who achieve this level of success can learn important details about a Child of the Seelie Court in your campaign, including the areas where she operates, and the kinds of activities she undertakes.

PCs who wish to find a Child of the Seelie Court must curry favor with groups of fey who might be aware of one. Typically, this involves gift-giving and a DC 25 Diplomacy check with fey who align themselves to the Seelie Court.


Children of the Seelie Court in the Game

Because of the nature-oriented spells/powers and skills that this class grants, Children of the Seelie Court work best in wilderness campaigns and adventures of exploration, though they work well in other types of campaigns too. Since the class doesn't lose more than a single caster level, and since it does grant several extra spells or powers known, a Child of the Seelie Court can take the place of the party's primary arcanist or manifester. Heavy use of summoning (through Call Nature's Defenders/Defenders of the Wild), shapeshifting (Wild Transformation/Shape of the Beast), and other forms of attracting animal followers (Natural Bond/Link to Nature or Call of the Wild/Psionic) can provide your party with melee warriors when needed.

This class should appeal most to players who enjoy spontaneous casters or manifesters, especially those who love to gamble and use devastating spells with a chance of going awry. The versatility of the class should appeal to arcanists/manifesters who love to maintain options and utility, while Ecstatic Surge gives off a sense of high risk high reward for the player's spells and powers.

Adaptation

If the Seelie Court does not exist in your campaign world, any other governing body or organization of fey may take its place instead, changing the names of Son of Oberon and Daughter of Titania to other major rulers or figures within that organization. In a darker-themed campaign, this prestige class may represent children stolen by evil fey of the Unseelie Court, who become Children of the Queen of Air and Darkness instead. In such case, certain fey spells/powers (like Hands of the Forest/Vitality's Hold) may become unavailable or changed to fit the flavor of the darker court, while new spells/powers that deal in trickery and deceit may be added.

Finally, a possible adaptation would be making this class allow divine advancement in place of arcane or psionic for either Son of Oberon or Daughter of Titania. This fits in very well in worlds where the fey are regarded as divine beings or ones in which either arcane magic or psionics do not exist. For this variant, you should allow certain Charisma-based spontaneous divine classes (such as favored soul, shugenja, or spirit shaman) to select fey spells as spells known, rather than only sorcerers and bards.

Sample Encounter

Because of their chaotic natures, Children of the Seelie Court love to wander around and enjoy the world, often getting themselves in trouble with humanoid authorities due to their vastly different outlooks. In addition, due to their heritage, Children of the Seelie Court often act as liaisons between fey and humanoid communities. The PCs might encounter Children of the Seelie Court in this capacity and be tasked to aid them as a result.

EL 10: Aderyn the Fair is a Daughter of Titania who spends her time traveling the world, visiting communities of fey and humanoids alike. It was in the course of one such travel that she discovered an army of humans planning to cut down a forest containing several dryad oaks in order to build siege weapons for besieging a nearby castle. After an initial failure to communicate with the army's commander (which actually led to violence), Aderyn decides to seek out the PCs to help convince - or force - the humans to stop.

Aderyn the Fair CR 10
Female Human Educated Wilder 5/Daughter of Titania 5
CG Medium Humanoid (human)
Init +2, Senses: Listen -1, Spot -1
Languages Common, Sylvan
------------------------------------------------
AC 18, touch 18, flat-footed 16
hp 47 (10 HD)
Fort +4, Ref +8, Will +8
+1 saves vs spells and SLAs
+3 Will saves vs enchantments
Damage Reduction 5/cold iron
------------------------------------------------
Speed 30 ft. (6 squares)
Space/Reach 5 ft./5 ft.
Base Atk +6, Grp +5
Melee +6 masterwork quarterstaff (1d6)
Combat Gear dorje of energy push (28 charges) [XPH]
Powers Known Manifester Level 10th, Power Points 102

1st - Link to Nature, Defenders of the Wild, Charm (Psionic)EK (DC 19 + augmentation)
2nd - Shape of the Beast
3rd - Dispel Psionics, Energy ConeEK (DC 19 + augmentation), Wings of the PixieFey
4th - Speak to the Land, Vitality's HoldFey

Supernatural Abilities Wild Surge +2, Ecstatic Surge +4 (4% per +1)
Spell-Like Abilities Confusion (CL 10, DC 22) 1/day, Dimension Door (CL 10, move action) 1/day, Summon Nature's Ally V (CL 10) 1/day
Extraordinary Abilities Elude Touch, Psychic Enervation, Surging Euphoria +1, Fey Bond, Greater Heritage (Fey Power)
-----------------------------------------------
Abilities Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 22
Feats Fey Heritage [CM], Fey Power [CM], Practiced Manifester [CP], Expanded KnowledgeB [XPH], Empower Power [XPH], Fey SkinB [CM], Expanded Knowledge [XPH], Fey LegacyB [CM]
Skills Bluff +19, Concentration +14, Diplomacy +16, Knowledge (Nature) +13, Psicraft +13, Tumble +14
Possessions +1 mithral chain shirt, masterwork quarterstaff, cloak of charisma +2, vest of resistance +1 [MIC], torc of power preservation [MIC], ring of protection +1, 80 gp


New Spells and Powers

Presented here are several spells and powers generally used by fey and fey-aligned sorcerers and wilders. These spells/powers are available to those with the prerequisite feats or true fey. A Child of the Seelie Court's Fey Knowledge class feature also allows it to select from these spells/powers, though he must still meet the special requirements.

Fey Spells

Call Nature's Defenders
Conjuration (Summoning)
Level: Bard 1, Sorcerer 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: None

This spell works like Summon Monster I, except you choose a creature off of the Call Nature's Defenders list. Your caster level must match or exceed the required CL of the creature you want to summon, and you must cast this spell from a spell slot equal to or greater than the minimum slot level for that creature. Alternatively, you may choose to summon two, three, or four creatures of your choice from the list instead of only one, but you must add +2 per additional creature to the required CL of the spell (so +2 for two creatures, +4 for three creatures, and +6 for four creatures), and the minimum slot may increase because of this (see table; use the entry for the creature with the highest required CL among those selected).

For example, summoning a lion requires a minimum caster level of 5, and requires that you cast the spell for a 2nd or higher level spell slot. Summoning two lions, or a lion and a hyppogriff, requires a CL of 7 or more, and a 3rd level or higher slot. Summoning a Girallon, Tiger, and Wolf requires a CL of at least 15, and a 7th or higher slot.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.

Call Nature's Defenders List:
{table=head]Creature | Required CL | Minimum Slot (one creature) | Minimum Slot (two creatures) | Minimum Slot (three creatures) | Minimum Slot (four creatures)
Monkey | -1 | 1 | 1 | 1 | 2
Hawk | 0 | 1 | 1 | 2 | 3
Wolf | 1 | 1 | 1 | 2 | 3
Shark, Large* | 2 | 1 | 2 | 3 | 4
Cheetah | 3 | 1 | 2 | 3 | 4
Hyppogriff | 4 | 2 | 3 | 4 | 5
Lion | 5 | 2 | 3 | 4 | 5
Giant Eagle | 6 | 3 | 4 | 5 | 6
Bear, Brown | 7 | 3 | 4 | 5 | 6
Unicorn | 8 | 4 | 5 | 6 | 7
Tiger | 9 | 4 | 5 | 6 | 7
Crocodile, Giant | 10 | 5 | 6 | 7 | 8
Girallon | 11 | 5 | 6 | 7 | 8
Dragonne | 12 | 6 | 7 | 8 | 9
Dire Bear | 13 | 6 | 7 | 8 | 9
Dire Tiger | 14 | 7 | 8 | 9 | 9
Squid, Giant* | 15 | 7 | 8 | 9 | 9
Roc | 16 | 8 | 9 | 9 | 9
Thrym Hound [MM5] | 17 | 8 | 9 | 9 | 9
Unicorn, Celestial Charger | 18 | 9 | 9 | 9 | 9
Steelwing [MM5] | 19 | 9 | 9 | 9 | 9
Battlebriar [MM3] | 20 | 9 | 9 | 9 | 9[/table]

* Aquatic environments only

Call of the Wild
Conjuration (Calling)
Level: Bard 5, Sorcerer 5
Components: V, F
Casting Time: 24 hours
Range: 0 ft
Effect: One animal follower
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

You invoke the spirits of the wild to grant you a bestial companion. For the duration of this spell, you gain the services of an animal companion, as the druid class feature, with effective druid level equal to your caster level. This spell fails if you already have an animal companion from any source (including a previous casting of this spell), though other types of animals under your control (such as a familiar or an animal cohort gained via Wild Cohort) do not count towards this restriction.

Focus: A small piece of bone that you carry for the spell's duration.

Special: Only a fey or a creature with at least four Fey Heritage feats may learn or cast this spell.


Fairy Wings
Transmutation [Air]
Level: Bard 3, Sorcerer 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You gain a pair of insect-like wings, usually akin to those of a butterfly. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.

For every caster level above 5, the speed of your wings improves by 5 ft (to a maximum of +50 ft at caster level 15).

Material Component: A flower petal or a preserved butterfly.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.


Feywyld Luck
Divination
Level: Bard 2, Sorcerer 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: None

Target creature gains one temporary luck reroll [CS] per two caster levels (max 5 at CL 10), which last for the duration of the spell. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.

Focus: A three-leaf clover.

Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or cast this spell.


Hands of the Forest
Transmutation
Level: Bard 4, Sorcerer 4
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 24 hours (D)

You infuse your hands with the healing powers of the natural world. For the duration of the spell, you gain a pool of healing equal to your caster level multiplied by your Charisma bonus (max 15 x Cha bonus at caster level 15). While the spell lasts, you may heal wounds with a touch, restoring any amount of hit points up to your caster level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the spell ends. This healing has no effect on undead or non-living creatures.

Material Component: A preserved rose.

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or cast this spell.


Natural Bond
Divination
Level: Bard 2, Sorcerer 2
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours (D)

You draw up a bond with nature, allowing you to communicate with the natural world. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your caster level. You do not take the -4 penalty for influencing magical beasts.

In addition, for the spell's duration, you gain the ability to Speak with Animals, as the spell. At any time during the spell's duration, you may spend a full-round action to gain the effects of Speak with Plants instead of Speak with Animals, or vice versa, though you may not have both active from one spell at the same time.

Material Component: A bit of animal fur and a piece of leaf.

Special: Only a fey or a creature with the Fey Heritage feat may learn or cast this spell.


One with the World
Divination
Level: Bard 4, Sorcerer 4
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

As the Commune with Nature spell, except as noted here. Instead of learning three facts, you learn two facts, plus an additional one per 3 caster levels above 7 (max 6 at CL 19).

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or cast this spell.


Unearthly Grace
Transmutation [Light]
Level: Bard 6, Sorcerer 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

You become radiant, using your innate beauty and personality to defeat your foes. You gain a deflection bonus to AC and a luck bonus to saves equal to your Charisma modifier. In addition, the area around you lights up for the duration of this spell, as though under the effects of the Daylight spell.

Special: Only a fey or a creature with at least five Fey Heritage feats may learn or cast this spell.


Wild Transformation
Transmutation (Polymorph)
Level: Bard 3, Sorcerer 3
Components: S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 min/level (D)

You take on the shape of a defender of nature. Upon casting this spell, you transform into a single form of your choice that a druid of a class level equal to your caster level can shapeshift [PHB2, 40] into. For the duration of the spell, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this spell as a swift action.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or cast this spell.
Fey Powers

Call of the Wild, Psionic
Psychoportation
Level: Wilder 5
Display: Auditory
Manifesting Time: 24 hours
Range: 0 ft
Effect: One animal follower
Duration: 1 day/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 9

As the Call of the Wild spell, except as noted here.

Special: Only a fey or a creature with at least four Fey Heritage feats may learn or manifest this power.


Defenders of the Wild
Metacreativity
Level: Wilder 1
Display: Mental
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: None
Power Points: 1

As Summon Monster I, except as noted here, and you choose a creature off of the Defenders of the Wild list. The creature selected must have a power level less than or equal to 1.

Augment: You can augment this power in one of two ways:
1. For each additional power point, the summoned creature's power level may be 1 higher than before, allowing you to select more powerful creatures to summon.
2. For each 2 additional power points, you may select and summon an additional creature of equal or lower power level from the first.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.

Defenders of the Wild List:
{table=head]Creature | Power Level
Monkey | 1
Hawk | 1
Wolf | 1
Shark, Large* | 2
Cheetah | 3
Hyppogriff | 4
Lion | 5
Giant Eagle | 6
Bear, Brown | 7
Unicorn | 8
Tiger | 9
Crocodile, Giant | 10
Girallon | 11
Dragonne | 12
Dire Bear | 13
Dire Tiger | 14
Squid, Giant* | 15
Roc | 16
Thrym Hound [MM5] | 17
Unicorn, Celestial Charger | 18
Steelwing [MM5] | 19
Battlebriar [MM3] | 20[/table]

* Aquatic environments only

Earthly Fortune
Clairsentience
Level: Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: None
Power Points: 3

Target creature gains one temporary luck reroll [CS], which last for the duration of the power. In addition, that creature gains the ability to spend luck rerolls on all d20 rolls, following the normal rules for luck rerolls. If the creature already has a feat that allows it to reroll that type of roll (such as having Survivor's Luck when rerolling a save), it gains a +4 luck bonus when rerolling a roll of that type.

Augment: You can augment this power in one of two ways:
1. For each 2 additional power points, the creature gains another temporary luck reroll for the duration of the power.
2. If you spend 4 additional power points, you may manifest this power as a swift action.

Special: Only a fey or a creature with the Fey Heritage feat and at least one Luck feat may learn or manifest this power.


Link to Nature
Clairsentience
Level: Wilder 1
Display: Auditory
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 1

You draw a bond with the natural world, allowing you to speak with elements of nature. You gain Wild Empathy, as the druid ability, with your effective druid level equal to your manifester level.

Augment: You can augment this power in one of the following three ways:
1. If you spend 2 additional power points, you can use Wild Empathy to influence magical beasts without taking the -4 penalty.
2. If you spend 1 additional power point, you gain the effects of Speak with Animals for the duration of this power.
3. If you spend 2 additional power points, you gain the effects of Speak with Plants for the duration of this power.

Special: Only a fey or a creature with the Fey Heritage feat may learn or manifest this power.


Shape of the Beast
Psychometabolism
Level: Wilder 2
Display: Olfactory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 3

You take on the shape of a defender of nature. Upon manifesting this power, you transform into the predator form of a 3rd level shapeshifter druid [PHB2, 40]. For the duration of this power, you remain in that form and cannot cast spells, manifest powers, or activate magic items. You can dismiss this power as a swift action.

Augment: You can augment this power in one of three ways:
1. For every additional power point you spend, you may treat your effective druid level as 1 higher. If this would open up new forms to shapeshift into, you may select that form instead of predator form upon manifesting, and you become that form for the duration of this power.
2. If you spend 2 additional power points, you gain the ability to switch freely between forms for the duration of this power. As a swift action, you can switch into a different form that your effective druid level would allow, or switch back into your regular form (letting you manifest powers again) without dismissing this power.
3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.


Speak to the Land
Clairsentience
Level: Wilder 4
Display: None
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7

As the Commune with Nature spell, except as noted here.

Augment: You can augment this power in one of two ways:
1. For each 2 additional power points, you learn an additional fact from this power.
2. If you spend 2 additional power points, you can manifest this power as a standard action. In that case, this power incurs an experience cost of 100 XP.

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


Unearthly Grace, Psionic
Psychometabolism [Light]
Level: Wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 11

As the Unearthly Grace spell, except as noted here.

Special: Only a fey or a creature with at least five Fey Heritage feats may learn or manifest this power.


Vitality's Hold
Psychometabolism
Level: Wilder 4
Display: Mental
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 7

You fill your hands with the essence of nature and life. For the duration of the power, you gain a pool of healing equal to 7 multiplied by your Charisma bonus. While the power lasts, you may heal wounds with a touch, restoring any amount of hit points up to your manifester level as a standard action (or swift if you use it on yourself) and depleting the same number from your pool of healing. You may not heal more than your pool allows, and if the pool is depleted, the power ends. This healing has no effect on undead or non-living creatures.

Augment: You can augment this power in one of two ways:
1. For every additional power point you spend, your pool of healing increases by an amount equal to your Charisma bonus.
2. If you spend 3 additional power points, you gain the ability to heal ability damage as well as hit point damage. Each point of ability damage healed this way costs 5 points from your pool of healing. Whenever you touch a creature to heal them via this power, you can choose to heal ability or hit point damage in any combination, as long as the total amount of points spent from your healing pool does not exceed your manifester level.

Special: Only a fey or a creature with at least three Fey Heritage feats may learn or manifest this power.


Wings of the Pixie
Psychometabolism [Air]
Level: Wilder 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5

A pair of insect-like wings, usually akin to those of a butterfly, sprout from your back. If wearing light or no armor and carrying a light load, these wings allow you to fly with a 40 ft speed at good maneuverability. If wearing medium armor or carrying a medium load, the wings only allow you to fly at 20 ft speed with good maneuverability. If wearing heavy armor or carrying a heavy load (or higher), the wings cannot be used to fly at all.

Augment: You can augment this power in one of three ways:
1. For each additional power point, the fly speed granted by this power improves by 5 ft.
2. If you spend 2 additional power points, the fly speed granted by this power has perfect maneuverability.
3. If you spend 2 additional power points, you may fly while wearing heavy armor or carrying a heavy load (at the same speed as that of medium armor/load). You still cannot fly via this power if carrying greater than heavy load.

Special: Only a fey or a creature with at least two Fey Heritage feats may learn or manifest this power.