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 Prestige class: Nature's Herald

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Broj postova : 349
Join date : 2012-09-01
Age : 28
Lokacija : Sinarius

PostSubject: Prestige class: Nature's Herald   Fri Sep 14, 2012 7:30 pm



Nature's champions are among the best Sylvania druids. They have learned how
to perfectly hravest the power of nature to aid them and to aid those in need.
The quietly powerful Sylvanians entrust the nature's heralds with guarding their
guildhall and places of worship.

Prerequisits:
Skills: Handle animal 7, Knowledge(nature) 10
Spells: Ability to cast 4th level druid spells
Special: Character must be a member of Sylvania Conclave.

Level 1 2 3 4 5 6 7 8 9 10
Bab 0 1 2 3 3 4 5 6 6 7
Fort 2 3 3 4 4 5 5 6 6 7
Ref 0 0 1 1 1 2 2 2 3 3
Will 2 3 3 4 4 5 5 6 6 7

Abilities:
1 Detect plants, Trostani's blessing
2 Barksing, Speak with plants
3 Nature's wrath, Greenbound summoning
4 Tree stride, Trostani's will
5 Command plants, Extraordinary concentration
6 Trostani's grace
7 Summon treant
8 Elemental mastery
9 Trostani's wrath
10 Awake the forest, One with nature

Spell progression
1 +1 existing class
2 ------------------
3 +1 existing class
4 ------------------
5 +1 existing class
6 ------------------
7 +1 existing class
8 ------------------
9 +1 existing class
10 ------------------

Detect plants

At 1st level, a nature's hreald can detect plants within 60ft radius at will.

Trostani's blessing

At 1st level, all nature's heralds recieve a blessing from their guildmaster. Nature's
herald's class level stacks with levels of druid to determine the number of wild shape
uses per day and other wild shape level based abilities.

Barkskin

At 2nd level, a Nature's herald has a permanent barkskin cast on him.
Due to this ability, a Nature's herald can not wear any sort of metal armor, including dragonhide armor.

Speak with plants

This ability functions as the spell speak with plants and it can be used any number
of times per day.

Nature's wrath

At 3rd level, a nature's herald can cast a beam of pure energy on a creature, as a standard action
and up to 3+wisdom modifier times per day. This is a ranged touch attack and it deals 1d6/nature's herald level
+1 damage per character level. This damage can be of any energy type of your choice.

Greenbound summoning

At 3rd level, a nature's herald can summon stronger creatures. All animals that he summons using summon nature's ally
acquire the greenbound template.

Size and Type: The creature's type changes to plant with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.

Hit Dice: Change all current Hit Dice to d8s.

Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base creature.

Attack: A green bound creature retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the greenbound creature retains this ability. A greenbound creature fighting without weapons uses either its slam attack or its primary natural weapons (if it has any). A greenbound creature armed with a weapon uses either its slam attack or a weapon, as it desires.

Full Attack: A greenbound creature fighting with out weapons uses either its slam attack (see above) or its natural weapons (if it has any): If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: A greenbound creature has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the greenbound creature's size. A creature that has other kinds of natural weapons retains its old damage values or uses the appropriate values from the table below, whichever is better.
Size Base Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A greenbound creature retains all the special attacks of the base creature and gains those described below.

Spell-Like Abilities: At will - entangle, pass without trace, speak with plants; 1/day - wall of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell level + greenbound creature's Charisma modifier.

Special Qualities: A greenbound creature retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A greenbound creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points in combat, it is slain.

Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hands and feet grant it a +4 bonus on grapple checks.

Resistance to Cold and Electricity (Ex): A greenbound creature gains resistance 10 to cold and electricity.

Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything within 60 feet that is in contact with the ground.

Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Cha +4.

Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks made in forested areas.

Tree stride

At 4th level, a nature's herald can meditate in front of any one tree for 1 hour. For the rest of the day, a nature's herald can enter any tree
and reappear at the tree in front of which he was meditateing. This ability can be used once per day.

Trostani's will

At 4th level, a nature's herald gains bonus to natural AC equal to his wisdom modifier.

Command plants

This ability can be used three times per day and functions exactly like command plants spell.

Extraordinary concentration

When concentrating to maintain a spell, you can make a Concentration check (DC 25 + spell level) to maintain concentration with just a move action.
If you beat the DC by 10 or more, you can maintain concentration on the spell as a swift action. Using this ability is a free action, but if you fail the Concentration check,
you lose concentration on the maintained spell and its effect ends. This feat does not give you the ability to maintain concentration on more than one spell at a time.
However, a druid can cast spells that have a casting time of standard action while maintaining concentration.

Trostani's grace

At 6th level, a nature's herald adds 1/2 of his wisdom bonus to all saves.

Summon treant

At 7th level, a nature's herald can summon a treant once per day.
At 9th level, a nature's herald can summon two treants once per day.

Elemental mastery

At 8th level, a nature's herald can change the energy type of any spell he casts.

Trostani's wrath

At 9th level, a nature's herald adds his wisdom modifier times two to spell save DCs.
Once per day, a nature's herald can add his wisdom modifier to his caster level.

Awake the forest

At 10th level, a nature's herald can animate any trees within 180 feet at will, controlling up to two trees at a time.
It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant
(although it has only one slam attack and lacks the treant's animation and rock-throwing abilities),
gaining the treant's vulnerability to fire. If the nature's herald that animated it terminates the animation,
moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

One with nature

At 10th level, a nature's herald gains plant creature type and the following benefits:

Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep.

_________________
''You will give the people an ideal to strive towards. They will race behind you. They will stumble. They will fall. But in time, they will join you in the sun. In time, you will help them accomplish wonders."
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