View Full Version : [3.5 PrC, PEACH] Verdant Sword, Ranger PrC

2011-07-26, 08:35 PM
Verdant Sword
"In my hands, a blade of grass is not a misnomer."
-Rasmus Elmerssen, Verdant Sword

The natural world is a marvel, and many who bond with it slowly learn its secrets over years of harmonious coexistence. But there is also power to be found there, the kind that will not be simply given to you. True cannot be courted - it must be pursued with the determination and passion of a hunter. That is the philosophy of the Verdant Swords, woodsmen and trackers who claim the wilds as their own, and extend their primal power over all they survey.

Feats: Track, either Improved Two-Weapon Fighting or Improved Multi-Weapon Fighting
Skills: Knowledge (Geography) 13 ranks, Survival 13 ranks
Spellcasting: Divine caster level 5
Class Features: Swift Tracker, Favored Enemy (plants)
Alignment: Any but True Neutral

Hit Die: d6
Skills: 4+Intelligence modifier skill points per level

{table=head] Level | BAB |Fort |Ref |Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th

1st | +0 | +2 | +2 | +0 | | 3 | 2 | 1 | - | - | -| -

2nd | +1 | +3 | +3 | +0 | Sweeping wind | 3 | 2 | 2 | - | - | - | -

3rd | +2 | +3 | +3 | +1 | | 4 | 3 | 2 | 1 | - | - | -

4th | +3 | +4 | +4 | +1 | Primal lunge | 4 | 3 | 3 | 2 | - | - | -

5th | +3 | +4 | +4 | +1 | Inner growth | 5 | 4 | 3 | 2 | 1 | - | -

6th | +4 | +5 | +5 | +2 | Steady oak | 5 | 4 | 4 | 3 | 2 | - | -

7th | +5 | +5 | +5 | +2 | | 5 | 5 | 4 | 3 | 2 | 1 |-

8th | +6 | +6 | +6 | +2 | The fittest| 5 | 5 | 5 | 4 | 3 | 2 | -

9th | +6 | +6 | +6 | +3 | | 5 | 5| 5 | 4 | 3 | 2 | 1

10th | +7 | +7 | +7 | +3 | Extinction event|5 | 5 | 5 | 5 | 4 | 3 | 2 [/table]

The verdant sword’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis) and Swim (Str).

Weapon and Armour Proficiencies: A verdant blade gains no proficiency with any weapons or armour.

Spellcasting: A verdant blade casts divine spells, drawn mostly from the ranger spell list.
To prepare or cast a spell, a verdant blade must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a verdant blade’s spell is 10 + the spell level + the verdant blade’s Wisdom modifier.
A verdant blade prepares spells and casts spells the way a druid does.
Add your verdant blade levels to your divine caster level from any one other class to determine your caster level for verdant blade spells.

Sweeping Wind (Su): At 2nd level, the verdant blade becomes infused with the power of the spells he casts, much like the wind will give strength to a still branch. Whenever he casts a divine spell, until the end of his next turn, his attacks deal additional damage equal to that spell's level. This ability stacks with itself (so that if the verdant sword casts heal, a level 7 spell, and then a quickened plant growth, a level 3 spell, his attacks will deal 10 extra damage until the end of his next turn).

Primal Lunge (Su): At 4th level, a verdant blade learns to make devastating attacks without moving, by channelling his strikes through plant growth. He may treat any creature adjacent to or inside of a plant of at least medium size (a tree, bush or creature of the plant type) as within his melee reach. This ability only functions within a radius of 5 feet per his verdant blade level.

Inner Growth: The verdant blade has honed his spellcasting abilities beyond the mere dabbling of lesser hunters. Upon attaining 5th level, and every verdant blade level thereafter, he may add one druid spell to his spell list. He must be a high enough level to cast the spell that he adds (thus, a 5th level verdant blade could not add shapechange to his spells known, because it is a 9th level spell).
Special: This class feature is not part of the verdant blade's regular spell progression. A prestige class with "+1 to a spellcasting class" does not gain the benefits of this ability.

Steady Oak (Su): At 6th level, the verdant blade becomes infused with the ancient power of the unshakable oak. Whenever he strikes an enemy with a melee attack, until the end of the verdant blade's next turn, that enemy cannot make attacks of opportunity against the verdant blade.

The Fittest (Ex): At 8th level, the verdant blade gains superhuman resilience. As a full round action, he may sacrifice 13 levels worth of prepared spells to benefit from the heal and regenerate spells.

Extinction Event (Ex): At 10th level, things continue to live only while the verdant blade suffers them to do so. The verdant blade may activate this ability as a free action on her turn. He immediately loses one prepared spell per level, and gains the following benefits:

SR equal to the total number of spell levels lost.
DR/adamantine equal to the total number of spell levels lost.
Temporary hit points equal to the total number of spell levels lost.
He may, as an immediate action, teleport a number of feet equal to the total number of spell levels lost (round down to the nearest 5).
He may make a number of attacks of opportunity per round equal to the number of spells lost.
He gains a number of extra attacks at his full attack bonus equal to the number of spells lost.

While in an extinction event, the verdant blade continues to lose spells at the start of every round. He cannot lose spells from a level with no prepared spell slots remaining (which may change the bonuses he gets). The extinction event lasts until the verdant blade has slain at least one creature, after which he may end it voluntarily, or at least he has no remaining spell slots.

2011-07-26, 08:47 PM
I like this prestige class. There aren't enough plant-based classes out there. Primal Lunge in particular is unique and cool. The only question I have is, why are the abilities the fittest and extinction event extraordinary if they use spell slots?

2011-07-27, 10:42 AM
You should probably define the spell list, as the ranger list ends at 4th and, even if we draw from Mystic Ranger, we still have no idea what spells are available at 6th and 7th except for Heal.

Also, yikes, Extinction Event is potent. 7 extra attacks at full BAB? That's a lot of dice to hit the table, especially since you require Improved TWF or MWF.

Also, The Fittest having both Regenerate and Heal is kinda redundant unless the Verdant Sword is getting the snot beat out of him with nonlethal or he's missing limbs, which doesn't exactly happen often in the rules, as the only limb removing effect in the game I can think of off hand is Vorpal, for which Regenerate wouldn't help, since you're probably dead if your head's off.

Also also, you're inconsistent between calling the PrC Verdant Sword or Verdant Blade. I prefer Blade myself, rolls off the tongue better.

Finally, I don't get the alignment restriction, as True Neutral is the alignment of the natural world and plants in general and none of your abilities key off against specific alignments.