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.