Greenmage

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Greenmage

There is quiet power and joy to be found in all living things that are green and growing. Those who study and shepherd plants and trees can learn their slow secrets. The greenmage knows those secrets, and they are the foundation of his magic.

Some students of flora have a divine intuition for the nature and kinds of plants. Some scholars have earned their place through much hard work and study. And all greenmages know how to survive in the wild. Druids, rangers, and clerics with the Plant domain are natural greenmages. Sometimes wizards also study the arts of plant magic.

As NPCs, some greenmages look like most druids, but they favor green and brown clothing, and they may have green highlights -- green eyes, green hair. They are often herbalists and healers. Others make the best gardeners in the Wold. Some are protectors of forests and wild places. Greenmages can be noble sages or village elders; members of druidic circles or hermits -- but all share a love of growing things.

Hit Die: d8

Requirements

To qualify to become a greenmage, a character must fulfill the following criteria.

  • Base Will Save: +3
  • Skill: Knowledge (Nature) 5 ranks OR druidic Nature Sense; Profession (herbalist) 5 ranks Or Plant Domain; Survival 3 ranks
  • Special: As a candidate, you must spend 24 continuous hours in the form of a tree
    • To take the shape of a tree for a day and a night is not easy. Here are a few ideas on how to achieve it.
      • Gain a Greenmage as a mentor and teacher. If you please your mentor (through quests and service), he may brew for you a long-lasting herbal potion of Tree Shape (See the Herbal Healing ability). This option should take place in game, not early in the career of a PC who starts at a higher level.
      • Use the Tree Shape spell, enhanced with the Extend, Silent, or Still Spell feats. It might help to boost your caster level with magic items or the Natural Specialization feat.
      • Read a scroll of Extended Tree Shape written with a caster level of 12 (900gp price).

Class Skills

The Greenmage's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Knowledge [nature] (Int), Knowledge [planes], Profession (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points per level: 4 + Int modifier

Table: The Greenmage
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Plant Communion, Plant Dominion, +1 level of existing spellcasting class
2nd +1 +1 +1 +1 Herbal Healing, +1 level of existing spellcasting class
3rd +2 +2 +1 +2 Craft Lifewood, +1 level of existing spellcasting class
4th +3 +2 +1 +2 Plant Companion, +1 level of existing spellcasting class
5th +3 +3 +2 +3 Lesser Herbal Infusion, +1 level of existing spellcasting class
6th +4 +3 +2 +3 Craft Staffwood, +1 level of existing spellcasting class
7th +5 +4 +2 +4 Plant Command, +1 level of existing spellcasting class
8th +6 +4 +3 +4 Greater Herbal Infusion, +1 level of existing spellcasting class
9th +6 +5 +3 +5 Craft Spellwood, +1 level of existing spellcasting class
10th +7 +5 +3 +5 Plant Control, +1 level of existing spellcasting class

Class Features

Weapon & Armor Proficiency: Greenmages are proficient in light and medium armor and shields. They are proficient with all simple weapons. Druid greenmages, however, remain bound by their oaths to use only certain armor. All greenmages, of any race or class, gain proficiency with staff.

Spells Per Day: When a new greenmage level is gained, the character gains new spells per day as if she had also gained a level in a 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 (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of greenmage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a greenmage, she must decide to which class she adds her greenmage levels for purposes of determining spells per day when she first adopts the PrC.

Sect: Greenmages form a sect of scholars and naturalists who recognize in each other an abiding devotion to flora. Each year, they gather in rings (harkening to the rings formed in the trunks of trees). At these winter meetings, greenmages share research findings, discuss lore, and share news of the year gone by. Rings are ranked in a hierarchy, with the inner rings -- which include elder druids -- holding sway over the outer rings. Some rings have particular interests or agendas: preservation of old forest, fostering agriculture, sharing herbal lore, and so on. Sometimes unrelated rings will exchange members in order to gain from a new perspective, or move members from an inner ring to an outer, and vice versa -- greenmages who move from one ring to another are known as "grafts." Some greenmages, of course, are solitary, and join formally with no ring.

Plant Communion (Sp): This ability allows the greenmage to Speak With Plants (as the spell) at will.

Plant Dominion (Su): You gain the Wooden Fist power of the Plant Domain, as well as Bramble Armor at level 6. Your Greenmage level determines your level for these abilities. If you have the Plant Domain from another class, all levels of classes that have that domain stack for all powers of this domain."

Herbal Healing: The greenmage can create the following potions as teas, ointments, infusions, or berries: Cure Light Wounds, Delay Poison, Cure Moderate Wounds, Lesser Restoration, Remove Paralysis, Remove Blindness/Deafness, Remove Disease, Neutralize Poison, and Cure Serious Wounds. Unlike normal potion creation, this requires no expense in gold, only 1d4 hours of preparation time, and no trip to the Black Genie Center. These herbals last indefinitely if stored in lifewood flasks, but otherwise they spoil within 24 hours. In addition, the Greenmage may make a special potion of Treeshape. This potion is an exception to the rule prohibiting personal range spells from being made into potions, but otherwise functions as a normal potion. This is most often used to initiate new Greenmages.

Craft Lifewood: The greenmage can cast Wood Shape at will, but only on living wood. Using this ability, the greenmage can remove pieces of wood from a tree, shape them as she desires, AND the wood remains alive for so long as the greenmage tends it. Unlike the spell, the wood can be finely and beautifully shaped with a successful Craft skill check. Items finely crafted of lifewood are masterwork items. However, if a lifewood item leaves the greenmage's possession for more than an hour per level, it dies. Note that lifewood can only be taken from normal trees, not treants, animated trees, awakened trees, etc. Lifewood objects tend to slowly and naturally sprout twigs and leaves. These generally do not interfere with the function of the item, and the greenmage can prune them as desired (or clip and use as a cutting to make a new tree).

Plant Companion: The greenmage can wake a normal plant, changing it to a plant creature, which serves as his plant companion. If the Greenmage already gains a familiar, animal companion, or bonded creature as a class ability, then those prior creatures are dismissed without penalty, and levels from classes that grant companions all stack to determine the power of the plant companion. See below for specifics on the plant companion.

Lesser Herbal Infusion: The greenmage can create ointments, teas, infusions, and berries that are just like magical potions. This ability is just like the Brew Potion feat, except that spells up to 3th level can be infused. Unlike normal potion creation, this requires no expense in gold, only 2 hours of preparation time, and no trip to the Black Genie Center. These herbals last indefinitely if stored in lifewood flasks and kept by the Greenmage, but otherwise they spoil within 24 hours. Once the potion has left the greenmages possession, they will spoil even if the greenmage reclaims them before the 24 hours pass. The greenmage can also make use of the lesser effects of herbs (examples listed below). A Greenmage may possess 2 x Greenmage level in herbal infusions at any one time.

Craft Staffwood: The greenmage creates a lifewood staff, spending one week in its construction. With this staff, the greenmage gains the Two-Weapon Fighting feat. The staff is a masterwork staff that deals damage as if it were two size categories larger. It stores one spell as with a Spellstaff spell. The greenmage can also enchant the staff (or help another enchant it) like any other magic weapon, using the Woldian Craft Magic Item feat and/or the Craft Staff feat. However, if the lifewood staff leaves the greenmage's possession for more than an hour per level, it dies, and all gold and experience put into enchanting it are lost.

Plant Command (Sp): The greenmage can cast Command Plants as a spell-like ability once per hour. The save DC is 10 + Greenmage's level + Greenmage's Cha modifier.

Greater Herbal Infusion: This ability works as Lesser Herbal Infusion however the greenmage can now infuse spells up to 6th level. The greenmage can also make use of the greater effects of herbs (examples listed below).

Craft Spellwood: When crafting items made of lifewood, you may act as if you possessed any of the Item Crafting Feats that you meet the prerequisites for. Also, the greenmage can make lifewood items with the properties of Ironwood if the greenmage so desires, including the +1 enhancement bonus that applies to Ironwood weapons, armor, and shields. However, if a lifewood item leaves the greenmage's possession for more than an hour per level, it dies.

Plant Control (Sp): The greenmage can cast Control Plants as a spell-like ability once per hour. The save DC is 10 + Greenmage's level + Greenmage's Wis modifier.

Lesser And Greater Herbals

In addition to the usual potions, a Greenmage can use fresh plants and his own life energy to create unique herbal ointments, teas, and infusions with magical effects. First, find and harvest the fresh herbs you seek. Your DM will determine the chance of finding a plant based on rarity, use of divination magic, Wilderness Lore, etc. Note that any herbs magically kept fresh or rejuvenated by magic cannot be used in making herbals -- the magic of preservation ruins the herb's innate magical properties. Second, on the same day, spend 1d4 hours preparing the herbal. The DM will tell you the effect of the herbal when you use it or administer it to another -- no two herbal preparations are the same, and two herbals, similarly prepared, may produce subtle or significant differences from what you expect. These herbals last indefinitely if stored in lifewood flasks, but otherwise they spoil within 24 hours.

Sample Herbs (You can discover more in the game or research new ones in the BGC)

  • Dove Flower (rare) This soft white flower is common in the Windhorn Hamlet area. Lesser effect: small aid to Chr and Dex. Greater effect: big aid to Chr and Dex.
  • Yelder Tree Bark (very rare) This small, stunted tree is common only on dunes where salt winds blow in from the sea. Lesser effect: courage bonus. Greater effect: immune to fear.
  • Jariola Berry (uncommon) This ruby red berry, if harvested with silver tools, helps in healing and is used in making healing potions. Lesser effect: small bonus on amount of healing. Greater effect: large bonus on amount of healing.
  • Salmonberry Root (common) This bush grows near fast streams. Lesser effect: swim. Greater effect: breathe water.
  • Nightdrop Root (very rare) A bitter, black root that has to be harvested in total darkness. Lesser effect: sleep. Greater effect: coma / feign death.

The Greenmage's Plant Companion

The plant companion functions as a druid's animal companion, using all greenmage prestige class levels stacking with levels that grant an animal companion or a familiar. These total levels function as an effective druid level.

The base statistics for the plant companion are:

Plant Companion STARTING STATISTICS: Size Medium; Speed 30 ft.; AC +5 natural armor; Attack 2 slams (1d6); Ability Scores Str 14, Dex 14, Con 14, Int 2, Wis 12, Cha 10; Special Qualities: plant qualities, two special attacks and two special defenses (choose all four from the lists below). 7TH-LEVEL ADVANCEMENT: Ability Score Con +4; add a bite attack for 1d10 damage, add one more special attack or defense.

Plant qualities:

  • 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.

Special Attacks: Pick two of the following:

1) Thorns (ex): This plant has poisonous thorns. Injury, instant onset, frequency 1/round for 2 rounds, damage 1d2 dex. The save DC is 10 + 1/2 hit dice + Con bonus. Also increase slam damage as if one size larger.

2) Roots Into Objects (ex): When this plant makes a full attack against an object or structure, it ignores hardness and deals double damage.

3) Entangle (sp): This plant can cast Entangle once per encounter. Caster level = hit dice, and save DC is 10 + 1/2 hit dice + Wis bonus.

4) Vines (ex): The plant gains the improved grab ability and the improved grapple feat. With a successful grapple, it does slam damage; with a successful pin, it constricts for double damage.

5) Nimble Roots (ex): The plant's many nimble roots give it a +10 bonus to speed and a climb rate of half its move rate.

6) Grow (ex): Increase the plant's size, as with a permanent Enlarge Person spell.

Special Defenses: Pick two of the following:

1) Thick Bark (ex): This plant has damage reduction 5/slashing.

2) Grounded (su): This plant takes no damage from electricity. Instead, any electricity attack used against it temporarily grants it 1d4+1 points of Constitution. The plant loses these points at the rate of 1 per hour. Multiple applications do not stack, but the best 1d4 result applies.

3) Leafy (ex): The plant can use its Stealth skill in any natural setting where green plants grow, even if it does not have cover or concealment. It also gains a +8 racial bonus on these Stealth checks.

4) Unusual Senses (ex): The plant gains Scent and Blindsense within 30 ft.

5) Tempered (ex): Resistance 5 to fire and cold.

6) Shrink (ex): Decrease the plant's size, as with a permanent Reduce Person spell.


OLD OUT OF DATE VERSION:

Stats for base Plant Companion:

Size/Type: Medium Plant
Hit Dice: 3d8+6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+5 natural +2 Dex), touch 12, flat-footed 15v Base Attack: +2
Grapple: +4
Attack: Slam +4 melee (1d6+2)
Full Attack: Two Slams +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: See below
Special Qualities: Low light vision, plant qualities, see below.
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 14, Dex 14, Con 14, Int 2, Wis 12, Cha 10
Skills: Divide 6 Ranks among Animal Skills
Feats: Pick Two: Track, Weapon Focus (slam), Combat Reflexes, Alertness, Endurance, Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Stealthy, Weapon Finesse
6th-Level Advancement: Attack bite (1d10); Ability Scores Con +4; Add one extra special attack or quality.

PROGRESSION

Use table from here.

Remember that with each hit die gained, the plant companion improves BAB as a cleric with good Fort saves and poor Will and Reflex saves. Each hit die grants one skill rank, and the plant gains the usual feat and ability score improvements at levels evenly divided by three and four.

As with animal companions, the Greenmage can dismiss a plant companion freely and call a new one with one day's meditation.

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[This revision of the Greenmage to conform with the 3.5 rules was approved by Development ACDM Cayzle in May 2007.]