DEFENDER OF THE AWAKENED (Woldian Prestige Class)
With the awakening of the Fey King, nature has become more vibrant and
defined than ever before. The land itself has become more alive and in
many places has even become sentient and self-aware. Many of these patches
of the Wold have found a need for defenders, and although many have Fey
protectors, the land has imbued some mortals with special powers and abilities
to defend their boundaries.
The sentient lands of the Wold seem to grant these special abilities
primarily to those skilled in martial as opposed to divine or magical
arts. Why this is the case is a mystery, but some scholars believe that
the lands have a kind of jealousy of the gods (and thus do not grant favor
to their followers) while magic users tend to be rather destructive to
their surroundings. Certainly, those drawn to nature-oriented classes,
such as rangers, barbarians, and some druids, are the most common Defenders.
As NPCs, Defenders of the Awakened often take on the part of a Warden,
protecting the land from all intruders that damage the land. They will
often stalk travelers in the area for some time to determine their intentions.
They often take on a hermit's lifestyle, rarely going into civilized areas
unless such areas live in harmony with their land. They may leave their
lands freely, but they seldom stay away long, and they return when needed.
Hit die: d8
REQUIREMENTS
To qualify to become a Defender of the Awakened, a character must fulfill
the following criteria.
• BAB: +5
• Weapon Proficiency: Must be proficient with all martial weapons
• Skills: Knowledge (Nature): 4 ranks, Survival: 4 ranks
• Feats: Self-Sufficient, Weapon Focus (any weapon)
• Special: The character must have a special connection to the land
that he defends. There are four options: (1) The character was born on
the land (2) The character has shed his blood (been reduced to negative
hit points) on the land (3) The character has befriended another defender
of the land (through role-play) and (4) The character has a Woldian land-specific
feat (such as Forest Walking for the Culverwood)
CLASS SKILLS
The Defender's class skills are Climb, Craft, Handle Animal, Intimidate,
Knowledge (Geography), Knowledge (Local), Knowledge (Nature), Listen,
Ride, Sense Motive, Spot, Swim, and Survival
Skill Points per level: 4 + Int modifier
Table: Defender of the Awakened
Level..........BAB..........FS..........RS..........WS..........Special
...1..............+1............+2...........+0...........+0............Land's
Favor
...2..............+2............+3...........+0...........+0............Land's
Weapon +1, Woodland Stride
...3..............+3............+3...........+1...........+1............Land's
Skin 1/day
...4..............+4............+4...........+1...........+1............Land's
Weapon +2, Land's Endurance
...5..............+5............+4...........+1...........+1............Land's
Bond
...6..............+6............+5...........+2...........+2............Land's
Weapon +3, Trackless Step
...7..............+7............+5...........+2...........+2............Land's
Skin 2/day
...8..............+8............+6...........+2...........+2............Land's
Weapon +4, Hidden Guardian
...9..............+9............+6...........+3...........+3............Land's
Retreat
.10............+10............+7...........+3...........+3............Land's
Weapon +5, Land's Healing
Defender of the Awakened Ethos
Defenders of the Awakened must do their best to defend their lands against
all who harm them. The Defender must never harm the land. Failure to uphold
these vows when fully aware of a problem and able to uphold them results
in loss of Defender abilities until a full atonement is achieved.
Weapons and Armor: Defenders of the Awakened gain no additional weapon
or armor proficiencies.
Spells per Day: Defenders of the Awakened gain no spell abilities from
this class, nor do their levels as a Defender stack with any spell casting
levels they may have from other classes.
CLASS FEATURES
Land's Favor (Su) At first level, the Defender is granted
a limited form of empathy with the world around him, granting him an insight
bonus to Survival, Knowledge (Nature), and Knowledge (Geography). While
in his defended lands, the bonus is +4, but outside that area it's only
+2.
Land's Weapon (Su) At 2nd level, the Defender's land
makes a masterwork weapon for him out of its very substance. This weapon
is made of earth or stone, but is as strong and sharp as steel. The Defender
can only have one such weapon at a time, but if it is broken, lost, or
returned to the land, then the land can make a new one in one round once
per day. The weapon has an enhancement bonus equal to half the Defender's
level. While in the defended land, the weapon has the same alignment as
the land, allowing it, for example to overcome certain alignment-based
damage reduction. Also, while in the defended land, the weapon acts as
a bane weapon against any being that has in the last week attacked the
land or the animals and plants of the land. If the weapon is a double-weapon,
then the defender must split the total enhancement bonus between the two
heads. The weapon can be any ranged or melee weapon, so long as the Defender
has Weapon Focus with the desired weapon
Woodland Stride (Ex) At 2nd level, the Defender is granted
the woodland stride ability of a druid.
Land's Skin (Sp) At 3rd level, the Defender can call
upon his land to protect him. This ability allows the Defender to cast
barkskin on himself as a spell-like ability. While in his defended lands,
his caster level equals his character level. Outside his lands, his caster
level equals his Defender level. This ability is usable once per day at
level 3 and twice per day at level 7.
Land's Endurance (Ex) At 4th level, due to his close
connection to the land, the Defender gains protection from natural elements,
granting him endure elements (like the spell) as an extraordinary ability
that is always in effect.
Land's Bond (Su) At 5th level, the Defender can communicate
by empathy with his Land. This lets the Land tell him where his services
are needed, or where to find what he seeks. If the Land is an Immortal
Power, it can communicate telepathically with the Defender.
Trackless Step (Ex) At 6th level, the Defender gains
the trackless step ability of a druid.
Hidden Guardian (Su) At 8th level, while in his Land,
the Defender is cloaked from animals and plants. Treat this as the Hide
from Animals spell, although with a permanent duration that affects plants
as well. If the effect is suppressed or broken, it will automatically
reinstate itself in 1d4 rounds.
Land's Retreat (Sp) At 9th level, the Defender has the
ability to retreat to any location within his land from any place in the
Wold or the Wold's Cradle once per day as if casting the Word of Recall
spell. While in his defended lands, his caster level equals his character
level. Outside his lands, his caster level equals his Defender level.
Land's Healing (Su) At 10th level, the Defender can
draw healing energy from nature. As a standard action once per day, he
can activate this ability and gain the benefit of both a Lesser Restoration
spell and a Cure Serious Wounds spell for himself. If he is on his defended
land, this takes effect as a Heal spell. If this special ability has not
been used, and if the defender falls into negative hit points, then it
is automatically activated on his first turn in the negatives. While in
his defended lands, his caster level equals his character level. Outside
his lands, his caster level equals his Defender level.
The rules for this Woldian prestige class were created by the Powers
That Be and several Woldians in the Black Genie Center.
Approved for play by Assistant Campaign DM for Development Cayzle on
4 August 2007.
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