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    Ogre in the Playground
     
    unosarta's Avatar

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    May 2008
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    Default Spirit of the Land (3.5 PrC, P.E.A.C.H.)

    Spirit of the Land



    ”Rise up! Fight the ones who come to destroy you!” –Aleious Farkhoum, Spirit of the Land, to a local forest.

    Spirits of the Land are those few spirit shamans who have been able to connect to the actual spirits of the land, and use them as their own spirit guide, or rather, interpret the spirits of the land via their spirit guide. They have a very close connection to the land and the creatures that live in it.

    Most Spirits of the Land are not exactly the most friendly types, relying on the land and its powers in order to circumvent or deal with problems as opposed to relying on people skills. Although they do usually have a high charisma, or at least a good diplomacy, they do not usually use it on those that are living, instead reserving it for the Land Spirits they encounter.

    BECOMING A SPIRIT OF THE LAND
    To become a Spirit of the Land, you must be a Spirit Shaman. Most Spirits of the Land are very connected to the land in a personal way, having grown up in a sort of connection to it, or having acquired a connection to the land.

    ENTRY REQUIREMENTS
    Skills: Diplomacy 8 ranks, Knowledge (Geography) 8 ranks
    Spells: Able to cast 3rd level divine spells
    Special: Spirit Guide class feature
    Special: Must have made contact with a Land Spirit


    Class Skills
    The Spirit of the Land‘s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Geography)(Int), Knowledge (Nature)(Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level: 4 + intelligence modifier

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Speak to the Land, Terran Guide|

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Forced Manifestation|+1 level of existing divine spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Apply the Spirits 1/day|+1 level of existing divine spellcasting class

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

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Manifest the Land|+1 level of existing divine spellcasting class

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Apply the Spirits 2/day|+1 level of existing divine spellcasting class

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

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    ||+1 level of existing divine spellcasting class

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Apply the Spirits 3/day|+1 level of existing divine spellcasting class

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Permanent Manifestation| [/table]

    Weapon Proficiencies: The Spirit of the Land does not gain proficiency with any weapons or armor.

    Spellcasting: At every level except for first and tenth, the Spirit of the Land gains spells per day (and spells known, if applicable), as if he had gained a level in a divine spellcasting class he belonged to before he became a member of the Spirit of the Land prestige class. He gains no other benefits from gaining a level in that class, and gains no class features.

    If the Spirit of the Land had more than one divine spellcasting class before entering this prestige class, he must choose to which he increases the level, for determining spells per day and spells known if applicable.

    Speak to the Land (Ex): The Spirit of the Land is able to see and hear Land Spirits in their own domain. He gains a +4 bonus to diplomacy checks in order to change the attitude of a Land Spirit when in their domain. He also gains a +4 bonus to diplomacy checks in order to change the attitude of all spirits. It is impossible for a Land Spirit to hide themselves from a Spirit of the Land, and the Spirit of the Land can call them to the spot on which he stands as a full round action. They appear adjacent to him.

    Terran Guide (Su): The Spirit of the Land’s Spirit Guide becomes an avatar of the land. Its form and shape are based upon the land type in which you inhabit. If you are on a land type without a Spirit form for it, the Spirit guide gains the Unformed spirit form, for places such as extraplanar locations, and terraformed locations. The Spirit form that your Terran Guide takes gives you bonuses, and also abilities that you wouldn’t have normally gained. A Terran Guide is similar to a Land Spirit in that it cannot affect a physical object unless it is manifested. If the Spirit of the Land moves into a new terrain type, his Terran Guide changes into that Spirit form, but he doesn’t gain back use of any per encounter effect until he starts a new encounter, and doesn’t gain a new use of a per day effect until the next day. See the Land Guides section for abilities from each land type.

    Forced Manifestation (Su): Starting at second level, the Spirit of the Land may force a Land Spirit to manifest itself, becoming a physical being as a standard action. The Spirit manifests adjacent to the manifester. The Spirit may give the Spirit of the Land one favor, depending on how it was approached, and its disposition towards the manifester before manifesting, as so:

    {table=head]Disposition Before Manifestation|Task/Favor

    Helpful/Friendly| 1 task or favor

    Indifferent| No task (Doesn’t attack)

    Unfriendly/Hostile| No task (Attacks)[/table]

    If a Land Spirit was helpful or friendly before they are manifested, they may be willing to help the Spirit of the Land, but usually for only one task, and over a set amount of time. If they feel that the task is too hard or impossible, they are allowed to refuse. If a Land Spirit was Indifferent before manifestation, they are usually unwilling to grant a task or favor to the Spirit of the Land, but are similarly unwilling to attack them. If a Land Spirit was unfriendly or hostile before manifestation, they generally object to the manifestation, and usually will attack the manifester. It takes at least one round in order to change the disposition towards the manifester in combat, and usually a bargain is struck by both, before the Land Spirit is willing to do something for the manifester

    The manifestation lasts for 10 minutes at first level, and then 10 additional minutes every three levels after that (20 minutes at 4th level, 30 minutes hours at 7th level, and 40 minutes at 10th level), or until the manifester is unconscious, or causes the Spirit to dematerialize. It is a full round action to cause a Land Spirit to dematerialize, which provokes attacks of opportunity. The Spirit of the Land must make a concentration check to avoid failing from damage, just as if they were casting a spell (DC 10+the damage taken), if they take damage during this action. The Spirit of the Land may use this ability a number of times per day equal to his Wisdom or Charisma modifier, whichever is higher. Most Land Spirit’s start out at indifferent or unfriendly. It is impossible to improve an NPC’s attitude above Helpful. You may not use this ability on your Terran Guide. If a Land Spirit dies while under this effect, they reappear 2d6 minutes later at the center of their domain (Exact center), and are no longer manifested. While not manifested, Land Spirits are Incorporeal. When a Land Spirit dies while manifested, their attitude goes down two steps for the manifester (from helpful to indifferent, from friendly to unfriendly, from indifferent to hostile, and from unfriendly to hostile).

    Apply the Spirits (Su): Starting at third level, once per day, you may grant to an ally all the bonuses granted by your Terran guide as a swift action. They do not gain any per encounter or per day abilities. They benefit from this for a number of rounds equal to your wisdom or charisma modifier, whichever is greater. They do not gain any other benefits from having a Terran Guide. You may use this ability an additional time per day at sixth level, and at ninth level. While an ally benefits from this ability, you do not gain the bonus or at will ability from your Terran Guide.

    Manifest the Land (Su): At fifth level, the Spirit of the Land’s Terran Guide can become manifested as if it were a Land Spirit of the terrain type in which the Spirit of the Land is currently in, as a standard action. He retains the abilities he gains from a Terran Guide. Its physical abilities depend on the Spirit of the Land’s levels.

    {table=head]Level|Effect Domain Size

    4-6| 1 miles

    7-9| 3 miles

    10| 9 miles[/table]

    You may only manifest your Terran Guide for a total number of rounds equal to your Spirit of the Land’s levels plus his Wisdom or Charisma modifier, whichever is higher. These rounds may be split up into 1 round increments. If the Terran Guide is killed, he or she reforms in 1d6 rounds, adjacent to the Spirit of the Land. While a Terran Guide is reforming, the Spirit of the Land does not gain the bonus or at will effects of the Terran Guide, and cannot use their Encounter of Daily abilities.

    Permanent Manifestation (Ex): Starting at tenth level, the Spirit of the Land’s Terran Guide is constantly manifested, as if using the Manifest the Land feature. It does not disappear in an Antimagic Field. If the Terran Guide is killed, it reappears 2d10 minutes later. The Spirit of the Land can “unmanifest” the Terran Guide as a standard action, and they become unable to affect the physical world. He may then “re-manifest” the spirit as a standard action. If the Spirit of the Land spends a use of his Manifest the Land ability, then his Terran Guide becomes empowered as a standard action, gaining a bonus to his or her Strength, and Dexterity scores, a bonus to skill checks, and a bonus to attack and damage rolls, equal to either the Spirit of the Land’s Wisdom or Charisma modifier, whichever is higher. This effect only lasts one round per use.


    PLAYING A SPIRIT OF THE LAND
    Spirits of the Land are often very calm and collected, and like to act slowly and think about what they are doing. But their individual personality can change quickly, mostly because of the way that their Terran Guide changes.
    Combat: Combat for a Spirit of the Land usually involves the use of spells, the abilities granted by their Terran Guide, and maybe manifesting the Land Spirit for the land, if they have had prior contact. They usually would use their Terran Guides abilities if they are in danger that they are not able to deal with normally, without spells.
    Advancement: Very few classes really advance and help the powers gained from this class, and very rarely use prestige classes besides this one. One prestige class that might be used would be one that progresses casting.
    Resources: Although the Spirit of the Land does not have much in the way of material goods, they do get favors from Land Spirits that they might have been especially polite to.

    SPIRITS OF THE LAND IN THE WORLD
    ”Did you see that?! That… lion just pounced on Jar’Thek, and then tha’ man swirled his hands, and the sand! It flew up to protect him. What the hell is he?” --For’Mar, Dwarven bandit.

    Spirits of the Land are pretty much respected, except for those rare few who twist and corrupt the land. Most druids have a lot of respect for someone who can call up the spirits of the land itself, and then talk them into doing what they want. A lot of people do not even know who the Spirits of the Land are, and very few actually recognize what they do. This often has to do with the fact that a lot of their work deals with Land Spirits, who do not appear unless forcefully manifested by the Spirit of the Land.

    Daily Life: Few Spirits of the Land have similar or the same lifestyle. Many stay in one place, and have a very large connection to the Land Spirit of that domain, and tend to help them with anything they might need for their domain.
    Notables: One famous Spirit of the Land was Aleious Farkhoum, a Spirit of the Land that dedicated his life to protecting Domains from any harm that might have come from mortal influences. He was a huge proponent against terraforming, but died when he gained just too many enemies among real estate magnates.
    Organizations: Most Spirits of the Land are hermetic, and tend to be solitary. They do not organize, seeing as having multiple Spirits of the Land in the same domain is very threatening to a Land Spirit.

    NPC Reaction
    Those NPCs that do know of the Spirits of the Land tend to respect their ability to call the land. Those who do not, tend to think of them as just some weird faction of druids, which is a very heinous thing to call a Spirit of the Land, and most would be very offended if called that. They tend to view druids with some contempt, seeing as Druids tend to say that they work with the land, while not even being able to speak to the land.

    SPIRIT OF THE LAND IN THE GAME
    Spirits of the Land tend to be fairly powerful, albeit because they have access to Land Spirits, and in spite of the fact that they lose several caster levels. Thus, a Dungeon Master is advised to tailor encounters based on the location that they occur in, and to pay more attention to the terrain.
    Adaptation: the Spirit of the Land class is definitely not campaign specific, and can really apply to any campaign. It is also entirely possible for them to be druids, having a Terran Companion instead of an Animal Companion.
    Encounters: More often than not, an encounter with a Spirit of the Land will start out with the Players defending against the Spirit of the Land, and then resolving the conflict otherwise. Although the Spirit of the Land does attack someone if they are attempting to harm the land, they will usually attempt to reason with them if the Spirit of the Land or their opponent takes sufficient amounts of damage.




    Land Guides:

    Bonus: X equals 3+¼ of your Spirit of the Land levels.
    At-will Effect: An at-will effect, which either doesn’t have an action, or is a standard action, depending on the Land type.
    Per Encounter Effect: A per encounter effect that you can use as a standard action, unless specified otherwise. You may only use this once per encounter.
    Per Day Effect: A per day effect that you can use as a standard action, unless specified otherwise. You may only use this once per day.

    All abilities and bonuses granted by the Guide are Supernatural abilities.

    Any spell cast has a caster level of twice your Spirit of the Land levels, and material components are not required. If a spell has a basic caster level requirement higher than that of the Spirit of the Land’s caster level for these effects, the Spirit of the Land uses that caster level instead, for that effect.

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    Desert:
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    A Spirit of the Desert appears as a roughly 5 foot tall vortex of dust and sand, colored a dull brown. Their voices are gravelly and loud.

    Bonus: Gain a (X*5) bonus to your base land speed.

    At-will Effect: The Control Sand* spell, at will, as a standard action.

    Per Encounter Effect: You swirl sand around your form, creating an impenetrable shield of sand. You gain a Deflection bonus to your Armor Class equal to one half of your Spirit of the Land levels, for 3 rounds.

    Per Day Effect: You summon a dust storm. The sand around you springs up, swirling everywhere. All creatures, except for you and any creature with the Earth subtype, takes 1d6 bludgeoning damage per Spirit of the Land level you have. You gain concealment within this effect. The dust storm has a radius of 10 feet. It lasts for 3 rounds.

    *Sandstorm.

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    Desert Spirit
    Medium Outsider (Native)
    HD 4d8+8 (30)
    Speed 50 ft. (10 squares)
    Init: +8
    AC 18; touch 14; flat-footed 14 (10+4[Dex]+4[Def])
    BAB +4; Grp +4
    Attack Slam +8 (1d8)
    Full-Attack 2 Slams +8 (1d8)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Desert Storm
    Special Qualities Domain
    Saves Fort +6 Ref +8 Will +4
    Abilities Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 8
    Skills Survival +7, Tumble +11, Hide +11, Spot +7, Listen +7, Knowledge (Geography) +8, Knowledge (Nature) +8, Diplomacy +6.
    Feats Improved Initiative, Weapon Finesse
    Environment Desert
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Desert Storm (Ex): The Desert Spirit may summon a dust storm. The sand around him or her springs up, swirling everywhere. All creatures, except for him or her and any creature with the Earth subtype, takes 3d6 bludgeoning damage per round. You gain concealment within this effect. The dust storm has a radius of 10 feet. It lasts for 3 rounds. It is centered on the Desert Spirit, and moves with them. After using this ability, the Desert Spirit must wait 2d4 rounds before using it again. It is a standard action to start a Desert Storm.




    Plains:
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    A Spirit of the Plains appears as a large lion, or cougar, depending on the viewer. Their fur is a light brown color, almost sandy, and their eyes vary based on location of the plains. Their voices are soft and low, menacing all but the hardiest of adventurers.

    Bonus: +X bonus to Hide and Move Silently checks.

    At-will Effect: You gain pounce. Alternatively, if you cast a spell, you may make a hide check to remain hidden, with a DC equal to the foe’s spot check and at no penalty. If you make this hide check, your foe does not know where you are, or where you cast the spell from.

    Per Encounter Effect: You gain Hide in Plain Sight for a 5 rounds.

    Per Day Effect: You gain two claws and a rake attack until the end of the encounter. The claws deal 1d6+strength modifier slashing damage, and the rake is usable if you pounce at the target, along with any other attacks you may make, or if you grapple the target. The claws may be enchanted as natural weapons. The rake uses the claws gained from this ability.

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    Plains Spirit
    Medium Outsider (Native)
    HD 4d8 (22)
    Speed 30 ft. (6 squares)
    Init: +2
    AC 16; touch 16; flat-footed 10 (10+2[Dex]+4[Dodge])
    BAB +4; Grp +8
    Attack Claw +8 (1d8+4)
    Full-Attack 2 Claws +8 (1d8+4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Pounce, Rake
    Special Qualities Domain
    Saves Fort +4 Ref +6 Will +4
    Abilities Str 18, Dex 14, Con 10, Int 8, Wis 10, Cha 12
    Skills Hide +9, Move Silently +9, Survival +7, Knowledge (Geography) +6, Spot +7, Diplomacy +8, Escape Artist +9.
    Feats Power Attack, Improved Bull Rush.
    Environment Plains
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Pounce (Ex): When a Plains Spirit makes a charge, it can follow with a full attack—including rake attacks.

    Rake (Ex): A Plains Spirit gains extra natural attacks when it grapples its foe. A Plains Spirit gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon in a grapple.




    Forests:
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    A Spirit of the Forests appears as a large Treant, with silvery bark, and bright green foliage. Their voices are soft and sound like wind blowing through leaves.

    Bonus: Gain a +X bonus to move silently and survival checks.

    At-will Effect: Gain a slam attack, which deals 1d12 plus 1.5 x your Strength modifier damage. This is a primary attack.

    Per Encounter Effect: You take on the aspects of the trees that surround you. Gain Damage Reduction equal to your Wisdom or Charisma modifier, whichever is higher (cold iron bypasses). This lasts 3 rounds.

    Per Day Effect: You may animate two trees within 180 feet. It takes one full round for a tree to uproot itself. There after it moves at a speed of 10 feet, and functions exactly like a Treant. If you are incapacitated, or moved 180 feet away from the trees, they stop moving. This lasts until the end of the encounter. These Treants cannot animate more trees.

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    Forest Spirit
    Medium Outsider (Native)
    HD 4d8+16 (38)
    Speed 20 ft. (4 squares)
    Init: +4
    AC 18; touch 10; flat-footed 18 (10+8[Def])
    BAB +4; Grp +6
    Attack Slam +6 (2d6)
    Full-Attack 2 Slam +6 (2d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Animate Trees
    Special Qualities Domain
    Saves Fort +8 Ref +4 Will +5
    Abilities Str 14, Dex 10, Con 18, Int 8, Wis 12, Cha 10
    Skills Survival +8, Knowledge (Nature) +6, Jump +9, Knowledge (Geography) +6, Diplomacy +7, Handle Animal +7, Intimidate +7.
    Feats Improved Initiative, Improved Natural Attack (Slam)
    Environment Forests
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Animate Trees (Su): The Forest Spirit can animate and control trees that are in his or her Domain. Any tree is eligible, and this ability functions exactly as the Liveoak spell. The Forest Spirit may only control as many trees as he or she has Hit Dice. The Forest Spirit must concentrate as a full round action in order to control the trees, and any damage interrupts this effect. If the Forest Spirit is damaged or incapacitated in any way, they immediately loose control, and the trees return to normal. This ability may be used indefinitely, as long as the Forest Spirit concentrates, but once they stop, cannot be used for 2d4 rounds.





    Aquatic:
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    A Spirit of the Water appears as a dolphin or similarly large shark, depending on location. Most often their skin is a dark blue, or a darker grey, their teeth a bright white. Their voices are high and chirpy, or low and glotteral, depending on whether they are a dolphin or shark, respectively.

    Bonus: Gain a swim speed of (X*10) feet per round, and a bonus to swim checks equal to X. If you already have a swim speed, you gain a bonus to it equal to (X*5) feet per round.

    At-will Effect: Gain the effect of a Water Breathing spell.

    Per Encounter Effect: You can create a stream of water at an enemy. It is a ranged touch attack, and functions as a bull rush attack, with a bonus to the bull rush check equal to your Spirit of the Land levels plus your wisdom or charisma modifier, whichever is higher.

    Per Day Effect: You create a vortex of water surrounding you. It is 20 feet in diameter. It lasts as long as you concentrate, or the end of the encounter, which ever comes first. Creatures in the vortex must make a strength check with a DC equal to (10 + Your Wisdom or Charisma modifier; which ever is higher + Your Spirit of the Lands levels). Any creature within 10 feet must make a strength check (DC 10 + Your Spirit of the Lands levels + Your Wisdom or Charisma modifier, whichever is higher), to avoid being sucked into the vortex. If something is sucked into the vortex, it takes 1d6 damage per Spirit of the Land level, per round. You cannot move while concentrating on the vortex. You must be in the water in order to activate this ability.

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    Aquatic Spirit
    Medium Outsider (Water, Native)
    HD 4d8 (22)
    Speed 10 ft. (2 squares); Swim 50 f. (10 squares)
    Init: +8
    AC 18; touch 18; flat-footed 10 (10+4[Dex]+4[Dodge])
    BAB +4; Grp +6
    Attack Slam +6 (1d8+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Water Blast
    Special Qualities Domain
    Saves Fort +4 Ref +8 Will +4
    Abilities Str 14, Dex 18, Con 10, Int 12, Wis 8, Cha 10
    Skills Knowledge (Geography) +8, Diplomacy +7, Spot +6, Listen +6, Survival +6,
    Feats Blindfight, Improved Initiative
    Environment Aquatic
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.


    Water Blast: The Aquatic Spirit creates a stream of water at an enemy. It is a ranged touch attack, and functions as a bull rush attack, with an extra bonus to the bull rush check equal to the Aquatic Spirit’s hit dice. They may use this ability as a standard action, and must wait 1d4 rounds before using the ability again.




    Tundra:
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    A Spirit of the Tundra is usually shown as a tundra wolf, or fox. Their fur is a pale, pale shade of white, and their pupils are generally white as well. Their voices are often on the verge of howling.

    Bonus: Gain a +X bonus to hide and survival checks.

    At-will Effect: You gain Hide in Plain Sight.

    Per Encounter Effect: You become invisible for 5 rounds, as the Greater Invisibility spell.

    Per Day Effect: You cast the Cone of Cold spell.

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    Tundra Spirit
    Medium Outsider (Native)
    HD 4d8 (22)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 15; touch 15; flat-footed 10 (10+1[Dex]+4[Dodge])
    BAB +4; Grp +3
    Attack Claw +5 (1d6-1)
    Full-Attack 2 Claws +5 (1d6-1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Special Qualities Domain, Scent
    Saves Fort +4 Ref +4 Will +4
    Abilities Str 8, Dex 12, Con 10, Int 18, Wis 14, Cha 10
    Skills Survival +9, Knowledge (Geography) +11, Listen +9, Spot +9, Hide +8, Move Silently +8, Escape Artist +8, Tumble +8, Balance +8, Diplomacy +7, Jump +6, Gather Information +7.
    Feats Weapon Finesse, Track
    Environment Tundra
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.




    Mountains:
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    A Spirit of the Mountain appears as a large composition of stone and rock. They are usually the color of the mountain that is their domain. Their voices are rumbling and deep.

    Bonus: Gain a climb speed of (X*10) feet per round. If you already have a climb speed, you gain a bonus to it equal to (X*5) feet per round.

    At-will Effect: You may cast the Stone Shape spell as a standard action.

    Per Encounter Effect: You may summon stone. You summon one giant boulder, with a volume of one 5’ cube per level. It is permanent. It appears within 30 feet of you, wherever you choose.

    Per Day Effect: You may coat yourself in solid stone, granting Damage Reduction and a deflection bonus to your Armor Class equal to your Wisdom or Charisma modifier, whichever is higher (nothing bypasses the damage reduction). This lasts 3 rounds.

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    Mountain Spirit
    Medium Outsider (Earth, Native)
    HD 4d8+16 (38)
    Speed 20 ft. (4 squares); Climb 50 ft.
    Init: +0
    AC 16; touch 10; flat-footed 16 (10+6[Def])
    BAB +4; Grp +7
    Attack Slam +7 (1d8+3)
    Full-Attack 2 Slams +7 (1d8+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Constrict 2d6
    Special Qualities Domain, Tremorsense
    Saves Fort +8 Ref +4 Will +5
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 6
    Skills Knowledge (Geography) +7, Jump +10, Spot +8, Listen +8, Survival +8, Search +7, Sense Motive +8, Concentrate +11.
    Feats Improved Unarmed Strike, Improved Grapple
    Environment Mountains
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Constrict (Ex): Whenever the Mountain Spirit makes a successful grapple check, they deal 2d6 bludgeoning damage.

    Tremorsense (Ex): A Mountain Spirit automatically senses the location of anyone in contact with the ground, within range. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a Mountain Spirit to detect them.




    Marsh:
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    A Spirit of the Marsh appears as a muskrat. Their fur is brown, and their voices are squeaky and high.

    Bonus: Gain a +X bonus to survival and Listen checks.

    At-will Effect: You take no impediment to move silently or spot checks while in a marsh, and can see as normal.

    Per Encounter Effect: You sink into the muck, and it slowly around you, providing cover against an attacker. You gain full cover, even if you had nothing between you and an attacker. This effect lasts for 3 rounds.

    Per Day Effect: You are affected by the Freedom of Movement spell until the end of the encounter.

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    Marsh Spirit
    Medium Outsider (Native)
    HD 4d8 (22)
    Speed 40 ft. (8 squares)
    Init: +5
    AC 15; touch 11; flat-footed 14 (10+1[Dex]+4[Def])
    BAB +4; Grp +4
    Attack Claw +5 (1d6)
    Full-Attack 2 Claws +5 (1d6)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Special Qualities Domain, Scent, Evasion
    Saves Fort +4 Ref +5 Will +7
    Abilities Str 10, Dex 12, Con 10, Int 16, Wis 16, Cha 8
    Skills Knowledge (Geography) +10, Swim +7, Survival +10, Spot +10, Listen +10, Move Silently +8, Sense Motive +10, Gather Information +6, Hide +8, Diplomacy +6, Escape Artist +8, Intimidate +6.
    Feats Weapon Finesse, Improved Initiative
    Environment Marsh
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.





    Underground:
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    A Spirit of the Underground appears as a bat, with silvery wings. Their voices are small, insignificant, and often hard to make out.

    Bonus: Gain Darkvision out to (X*10) feet. If you already have Darkvision, you gain a bonus to your Darkvision equal to (X*10) feet.

    At-will Effect: You gain two claws made of pure shadow, that deal 1d4+Strength modifier cold damage as a melee touch attack. These are secondary attacks. You may not use them as part of a full attack unless you use not weapon held by the claws.

    Per Encounter Effect: Shoot a bolt of pure darkness, dealing 1d8 per two levels of Spirit of the Land that you have, in negative energy damage, as a ranged touch attack. It heals undead.

    Per Day Effect: Shadow coalesces around you. You gain a deflection bonus to Armor Class equal to 3+½ your Spirit of the Land levels as an immediate action. This effect lasts for a number of rounds equal to your Wisdom or Charisma modifier, whichever is higher.

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    Cave Spirit
    Medium Outsider (Earth, Native); Fly 40 (Poor)
    HD 4d8+4 (26)
    Speed 10 ft. (2 squares); Fly 40 (poor)
    Init: +8
    AC 16; touch 14; flat-footed 12 (10+4[Dex]+2[Def])
    BAB +4; Grp +4
    Attack Claw +8 (1d6)
    Full-Attack 2 Claws +8 (1d6)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Suck the Blood
    Special Qualities Domain, Darkvision 60 ft.
    Saves Fort +5 Ref +8 Will +5
    Abilities Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 6
    Skills Listen +8, Survival +8, Knowledge (Geography) +9, Spot +8, Escape Artist +11, Hide +11, Move Silently +11, Tumble +11, Diplomacy +5, Bluff +5.
    Feats Improved Initiative, Blindfight
    Environment Underground
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Suck the Blood (Ex): As a standard action, the Cave Spirit may make a melee touch attack against an opponent. If he or she makes the attack, the opponent takes 2 constitution damage, and the Cave Spirit gains 5 temporary hit points. The Cave Spirit must wait 1d4 rounds before using this ability again.




    Urban:
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    A Spirit of the City appears as a young fey woman, hardly past her first century, and whose voice is soft and delicate. Alternatively, a Spirit of the City may appear as the most common denizen of the city that is their Domain.

    Bonus: Gain a +X bonus to tumble and Gather Information checks.

    At-will Effect: You gain Detect Magic at will.

    Per Encounter Effect: As an immediate action when making a reflex save against an effect that deal damage you can gain the benefit of the evasion ability. This apply only against one effect/attack.

    Per Day Effect: For the next number of rounds equal to one half your Spirit of the Land levels (minimum 1), you cannot be flatfooted or flanked. This applies if you don’t know of the attack, can’t see the attacker, or even if the attack specifically states that you are flat-footed, or flanked.

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    City Spirit
    Medium Outsider (Native)
    HD 4d8 (22)
    Speed 50 ft. (10 squares)
    Init: +7
    AC 17; touch 15; flat-footed 12 (10+3[Dex]+2[Dodge]+2[Def])
    BAB +4; Grp +3
    Attack Slam +7 (1d8-1)
    Full-Attack 2 Slams +7 (1d8-1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Special Qualities Domain, Lifesense, Improved Evasion
    Saves Fort +4 Ref +7 Will +5
    Abilities Str 8, Dex 16, Con 10, Int 16, Wis 12, Cha 12
    Skills Knowledge (Geography) +10, Tumble +10, Spot +8, Listen +8, Survival +8, Gather Information +8, Sense Motive +8, Diplomacy +8, Bluff +8, Intimidate +8, Balance +10.
    Feats Weapon Finesse, Improved Initiative
    Environment Urban
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Lifesense (Su): In addition to any normal light that might be present, the City Spirits surroundings are illuminated by roving points of brightness created by living creatures. To their eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to the City Spirit’s life-adapted sight. This life-light behaves like regular light—they can’t see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.




    Sky:
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    A Spirit of the Sky appears as a large white heron or similarly sized bird. Their eyes are often black and beady, and their voices are singsong and chipper.

    Bonus: Wings grow from your shoulders. You gain a fly speed of (X*5) feet per round with a maneuverability of (Poor). If you already have a fly speed, you gain a bonus to it equal to (X*5) feet per round, and your maneuverability goes up by one category.

    At-will Effect: You may use your wings to make two Slam attacks, at 1d8 + Strength modifier damage. These attacks are secondary. You gain reach with them as if you were one size category larger.

    Per Encounter Effect: Cast the Control Winds spell.

    Per Day Effect: You create a barrier of wind around you in a complete sphere. It functions exactly as the Wind Wall spell. It lasts for a number of rounds equal to your Wisdom or Charisma modifier, whichever is larger.

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    Sky Spirit
    Medium Outsider (Air, Native)
    HD 4d8+4 (26)
    Speed 20 ft. (4 squares); Fly 50 (Perfect)
    Init: +4
    AC 18; touch 18; flat-footed 10 (10+4[Dex]+4[Dodge])
    BAB +4; Grp +3
    Attack Slam +8 (1d8-1)
    Full-Attack 2 Slams +8 (1d8-1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Birds of a Feather
    Special Qualities Domain, Evasion
    Saves Fort +5 Ref +8 Will +6
    Abilities Str 8, Dex 18, Con 12, Int 8, Wis 14, Cha 10
    Skills Spot +9, Survival +9, Listen +9, Knowledge (Geography) +6, Hide +11, Move Silently +11, Diplomacy +7.
    Feats Flyby Attack, Weapon Finesse
    Environment Sky
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.

    Birds of a Feather (Ex): As a standard action a Sky Spirit may call birds that live in its domain. They appear almost instantly, as if waiting for their master’s call, and then charge the target of this attack. The target takes 4d6 bludgeoning damage (Reflex Save for half, DC 16), and is bull rushed, with a bonus to the bull rush attempt at +10. The Sky Spirit must wait 3d4 rounds before using this ability again. After the summoned birds make their attack, they fly away, until the Sky Spirit calls them again. If a physical object impedes them, they appear to fly right through it.




    Unformed:
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    A Spirit of the Unformed is constantly shaping and reshaping itself, a large gray blob, similar to a gray ooze. Its voice is cracked, stuttered and slow.


    Bonus: Gain a bonus of +X to Knowledge (Geography) checks for this location.

    At-will Effect: You are unaffected by the natural hazards of the Terraformed location, or the extraplanar location. You are immune to any environmental damage that you would take (fire damage on the plane of fire, cold damage from cold on a terraformed location, etc.) while in these environs.

    Per Encounter Effect: Use the encounter effect of one other terrain.

    Per Day Effect: You may shift the entire Land type to one other, for all of the terrain
    within 100 feet. For instance, if you were on a terrformed area, you could potentially change the terrain into a tundra, granting the bonuses and powers from being in the tundra. The Land type changes back after 3 hours. If this effect is used on a non-prime plane, then the environment of that plane becomes inhabitable within that area, and outside effects do not encroach upon the area changed until the time limit is up.

    Spoiler
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    Unformed Spirit
    Medium Outsider (Native; Fire, Water, Air, Earth, other depending on the plane of location)
    HD 4d8+4 (30)
    Speed 30 ft. (6 squares)
    Init: +5
    AC 15; touch 13; flat-footed 12 (10+1[Dex]+2[Def]+2[Dodge])
    BAB +4; Grp +5
    Attack Slam +5 (1d8+1)
    Full-Attack 3 Slams +5 (1d8+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Special Qualities Domain
    Saves Fort +5 Ref +5 Will +5
    Abilities Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
    Skills Knowledge (Geography) +8, Diplomacy +8, Hide +8, Move Silently +8, Spot +8, Survival +8, Intimidate +8, Listen +8, Escape Artist +8.
    Feats Improved Initiative, Improved Toughness
    Environment Terraformed locations, Extraplanar (Any)
    Organization Always solitary
    Challenge Rating 1 mile Domain, 3; 3 mile Domain, 7; 9 mile Domain, 12; 27 mile Domain 16; 50 mile Domain, 20.
    Treasure None
    Alignment Always true neutral
    Advancement By Domain size.


    Subtype
    the Subtype of an Unformed Land Spirit is dependant on the plane of their location. If they are on the plane of fire, than they have the fire subtype (Plane of Ice, cold subtype, plane of earth, then the Earth subtype, and so on). If their domain is in a terraformed location (one that has been changed forcefully from its original environment. If a city is built over a terrformed environ, then it becomes an urban one) on the material plane, they have the native subtype.





    Land Spirit Physical Form:

    The Land Spirit gains a bonus to all ability scores and bonus HD, and increase their size based on the size of their domain. A Land Spirit’s Domain is never less than 1 square mile, those smaller areas being controlled be lesser spirits such as fey or elementals. The Spirit of Land takes a penalty to diplomacy checks based on the size of the Land Spirit’s Domain:

    {table=head]Size of Domain|Bonus (HD and Ability Scores)|Size|Penalty to Diplomacy

    1 sq. mile|
    +0
    |
    Medium
    |
    -0

    3 sq. miles|
    +4
    |
    Large
    |
    -2

    9 sq. miles|
    +8
    |
    Huge
    |
    -4

    27 sq. miles, or more|
    +16
    |
    Gargantuan
    |
    -8
    [/table]

    If the size of the Land Spirit’s Domain is larger than 27 miles, take the square root of the size of the Domain, and multiply that by 4, and that is the bonus to ability scores, and the number of bonus HD they gain. The diplomacy penalty becomes -16 when the Land Spirit size becomes colossal. Any Land Spirit with a Domain larger than 50 miles is colossal.

    Domain (Ex): A Land Spirits Domain is their home and their most sacred area. They have almost full control of anything that lives in their Domain and that are not sentient (such as any plants or insects. They do not gain control over animals other things that have a brain). A Land Spirit cannot leave his or her Domain, and if they try, forcibly or not, while in physical form, they are instantly teleported back to the center of their domain. Other Land Spirits cannot enter a Land Spirit’s domain without permission (The Terran Guide is exempted from this clause). A Land Spirit is never able to affect the world around it (that is not living in their Domain, that is), unless manifested by a Spirit of the Land. Some more powerful Land Spirits have kidnapped Spirits of the Land and used them to gain almost limitless materialization.

    Every single location has a Land Spirit, be it a small pond, or a giant plain. Usually a Domain is the terrain type. So, if a plain is surrounded by forests on one side, and water on the other, its Land Spirit is a Plains Spirit, while the ones on either side are Forest and Aquatic. If multiple terrain types appear in one domain, they separate into different Domains. So, if there was a lake or small pond in the middle of a forest, the surrounding area would have a Forest Spirit, and the Lake/Pond would have an Aquatic Spirit. Larger areas might have multiple Land Spirits, even if it is just one terrain type. So, the above mentioned forest might be large enough that it has multiple Forest Spirits.

    The Domains of Land Spirits tessellate, but are not necessarily the same size or shape.
    Last edited by unosarta; 2010-09-06 at 09:23 AM.
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    Default Re: Spirit of the Land (3.5 PrC, P.E.A.C.H.)

    Okay here we go, I'll use the peach i'll aready done by PM so i'll only comment on what still bug me or what amelioration I like.

    Quote Originally Posted by unosarta View Post
    ENTRY REQUIREMENTS
    Base Attack Bonus: +3
    Skills: Diplomacy 8 ranks, Knowledge (Geography) 8 ranks
    Spells: Able to cast 3rd level divine spells
    Special: Spirit Guide class feature
    Special: Must have made contact with a Land Spirit
    We still don't know how to contact the land spirit before entering the class.
    And the bab requirement still seem out of place to me.

    Spellcasting: At every level except for first and tenth, the Spirit of the Land gains spells per day (and spells known, if applicable), as if he had gained a level in a divine spellcasting class he belonged to before he became a member of the Spirit of the Land prestige class. He gains no other benefits from gaining a level in that class, and gains no class features.

    If the Spirit of the Land had more than one divine spellcasting class before entering this prestige class, he must choose to which he increases the level, for determining spells per day and spells known if applicable.
    Two lost level now, perhaps a little harsh but the ability grant by the class probably warrant it.

    Forced Manifestation (Su): -snip-
    10 minutes level is probably beter, good choice.

    Apply the Spirits (Su): Starting at third level, once per day, you may give another ally the you may grant to an ally all the bonuses granted by your Terran guide. They do not gain any per encounter or per day abilities. They benefit from this for a number of rounds equal to your wisdom or charisma modifier, whichever is greater. They do not gain any other benefits from having a Terran Guide. You may use this ability an additional time per day at sixth level, and at ninth level. While an ally benefits from this ability, you do not gain the bonus or at will ability from your Terran Guide.
    Still no mention of what sort of action is need to grant the bonus. Swift or move action should be enough.

    Land Guides:

    Bonus: X equals 3+¼ of your Spirit of the Land levels.
    At-will Effect: An at-will effect, which either doesn’t have an action, or is a standard action, depending on the Land type.
    Per Encounter Effect: A per encounter effect that you can use as a standard action, unless specified otherwise. You may only use this once per encounter.
    Per Day Effect: A per day effect that you can use as a standard action, unless specified otherwise. You may only use this once per day.

    All abilities (besides the bonuses) are Supernatural abilties.

    Any spell cast has a caster level of twice your Spirit of the Land levels, and material components are not required. If a spell has a basic caster level requirement higher than that of the Spirit of the Land’s caster level for these effects, the Spirit of the Land uses that caster level instead, for that effect.
    Nice change, why the bonus are not supernatural ? Seem logical to me.

    -snip description of land-
    You correct all that I could find wrong before, nothing more to say.
    (Still hate urban image, but whatever)

    Land Spirit Physical Form:

    The Land Spirit gains a bonus to all ability scores and bonus HD, and increase their size based on the size of their domain. A Land Spirit’s Domain is never less than 1 square mile, those smaller areas being controlled be lesser spirits such as fey or elementals. The Spirit of Land takes a penalty to diplomacy checks based on the size of the Land Spirit’s Domain:

    {table=head]Size of Domain|Bonus (HD and Ability Scores)|Size|Penalty to Diplomacy

    1 sq. mile|
    +0
    |
    Medium
    |
    -0

    3 sq. miles|
    +4
    |
    Large
    |
    -2

    9 sq. miles|
    +8
    |
    Huge
    |
    -4

    27 sq. miles, or more|
    +16
    |
    Gargantuan
    |
    -8
    [/table]

    If the size of the Land Spirit’s Domain is larger than 27 miles, take the square root of the size of the Domain, and multiply that by 4, and that is the bonus to ability scores, and the number of bonus HD they gain. The diplomacy penalty becomes -16 when the Land Spirit size becomes colossal. Any Land Spirit with a Domain larger than 50 miles is colossal.

    Domain (Ex): A Land Spirits Domain is their home and their most sacred area. They have almost full control of anything that lives in their Domain and that are not sentient (such as any plants or insects. They do not gain control over animals other things that have a brain). A Land Spirit cannot leave his or her Domain, and if they try, forcibly or not, while in physical form, they are instantly teleported back to the center of their domain. Other Land Spirits cannot enter a Land Spirit’s domain without permission (The Terran Guide is exempted from this clause). A Land Spirit is never able to affect the world around it (that is not living in their Domain, that is), unless manifested by a Spirit of the Land. Some more powerful Land Spirits have kidnapped Spirits of the Land and used them to gain almost limitless materialization.

    Every single location has a Land Spirit, be it a small pond, or a giant plain. Usually a Domain is the terrain type. So, if a plain is surrounded by forests on one side, and water on the other, its Land Spirit is a Plains Spirit, while the ones on either side are Forest and Aquatic. If multiple terrain types appear in one domain, they separate into different Domains. So, if there was a lake or small pond in the middle of a forest, the surrounding area would have a Forest Spirit, and the Lake/Pond would have an Aquatic Spirit. Larger areas might have multiple Land Spirits, even if it is just one terrain type. So, the above mentioned forest might be large enough that it has multiple Forest Spirits.

    The Domains of Land Spirits tessellate, but are not necessarily the same size or shape.
    Glad for the precision, very nice.
    All in all a very good class as I already said.
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    Default Re: Spirit of the Land (3.5 PrC, P.E.A.C.H.)

    Quote Originally Posted by zagan View Post
    Okay here we go, I'll use the peach i'll aready done by PM so i'll only comment on what still bug me or what amelioration I like.
    Thanks!


    Quote Originally Posted by zagan View Post
    We still don't know how to contact the land spirit before entering the class.
    And the bab requirement still seem out of place to me.
    Oh, they have to appear to you willingly (which is all but impossible), or they have to be manifested by another Spirit of the Land.


    Quote Originally Posted by zagan View Post
    Two lost level now, perhaps a little harsh but the ability grant by the class probably warrant it.
    Yeah, that is what I was thinking. With all of the stuff they gain from their Terran Guide, just once caster level didn't seem enough.


    Quote Originally Posted by zagan View Post
    10 minutes level is probably beter, good choice.
    Thanks.


    Quote Originally Posted by zagan View Post
    Still no mention of what sort of action is need to grant the bonus. Swift or move action should be enough.
    OK, will be fixed.


    Quote Originally Posted by zagan View Post
    Nice change, why the bonus are not supernatural ? Seem logical to me.
    I can change that. I just thought that the bonuses would be sort of like, from the Terran Guide itself, sort of like experience they are giving to the Spirit of the Land. But that doesn't really make any sense, so I can change it. I also didn't really want to completely shut them down in an Antimagic Field.


    Quote Originally Posted by zagan View Post
    You correct all that I could find wrong before, nothing more to say.
    (Still hate urban image, but whatever)
    Yeah, I know. I couldn't really find a better image for it though.


    Quote Originally Posted by zagan View Post
    Glad for the precision, very nice.
    All in all a very good class as I already said.
    Thanks!
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    Default Re: Spirit of the Land (3.5 PrC, P.E.A.C.H.)

    Those are awesome. I'll add one in after I see them all.
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