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Nature's Defender (prestige class)

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Nature's Defender

The Nature's Defender protects the land from shifts in the natural balance of things by crusading against the unnatural and arcane--and occasionally divine--forces which threaten it. Not a passive observer and healer, the Defender is a fighter as well.

History

(Coming Soon... You might want to read Grayn's bio for some background)

Requirements

  • Ability to cast Speak with Plants (3rd level divine magic)
  • Base attack bonus of +9
  • Combat Casting feat
  • Concentration: 5 ranks
  • Animal Empathy: 5 ranks
  • Wilderness Lore: 10 ranks
  • Alignment: Any Good. True Neutral is not allowed.
  • Race: Any
  • Restriction: No class-awarded ability to cast arcane spells

Class Skills

Animal Empathy, Bluff, Climb, Concentrate, Handle Animal, Heal, Hide, Intimidate, Intuit Direction, Jump, knowledge (nature), Listen, Ride, Search, Sense Motive, Wilderness Lore
Skill points per level: 4+Int Modifier

Class Features

LevelAttack BonusFort SaveRef SaveWill SaveSpecialSpells

1+0101 Attack Bonus in Natural Surroundings
Environmental Specialization

2+1111Never Flatfooted in natural surroundings +1 caster level

3+2212Nature's Movement
Environmental Specialization

4+3222 Spell Resistance +1 caster level

5+3223 Commune with Plants
Bonus feat

6+4323 Nature's Stride
Environmental Specialization
+1 caster level

7+5333 Deflect Arcane Magic

8+6/1334 Bonus feat +1 caster level

9+6/1434 Environmental Specialization

10+7/2435 Forbiddance +1 caster level

11+8/3545

12+9/4555 Bonus feat
Environmental Specialization
+1 caster level

13+9/4656

14+10/5666 +1 caster level

15+11/6/1667 Environmental Specialization

LevelAttack BonusFort SaveRef SaveWill SaveSpecialSpells

Hit Die: d10

Weapon and Armor Proficiency: Defenders are proficient in all weapons, shields, and all armors but heavy since they prefer to wear light amors due to the mobility. Defenders must continue to honor any restrictions from their existing classes (Druids and metal, for example)

Attack Bonus in Natural SurroundingsDefenders gain a +3 bonus to attack and AC in natural surroundings.

Wild Shape Every 2 levels as a Defender counts as an additional Druidic level for purposes of Wild Shape, If the Defender has Wild Shape to begin with. A Defender does not gain the Wild Shape Ability.

Environment Specialization Defenders become highly accustomed to and experienced with certain environments (sea & coastal areas, swamps & bogs, grasslands, pampas & scrublands, forests, tropical jungle, hill country, rocky environments & mountains, natural underground caverns, volcanic areas, deserts & wastelands, clouds) and gain certain abilities when they are within these places. They gain their first environment of specialization at first level automatically, and may purchase additional areas as feats if there is sufficient reason to gain the area (adventuring within the area, dire need due to imminent destruction of the area, etc.), and every three levels they gain another area of specialization automatically. Specialization in each environment provides a +5 bonus to all wilderness lore checks for that environment, and gives the Defender automatic knolwedge about the natural plant and animal life native to the environment.

Bonus Feats Every level divisible by 4 gains the Defender an additional bonus feat.

Spell Resistance (5+Defender Level+Wisdom) This will increase as defender level increases.

Never Flatfooted in Environment Starting at 2nd level, Defenders are never caught flatfooted in their chosen natural surroundings.

Nature's Movement The Defender's connection to their specialized environments allows them to effect the movement of friends and foes. Beginning with 3rd level, once per day the defender may do each of the following (they may be layered):

  • Gain +4 to personal initiative for one combat
  • Add +2 to the initiative of all good-aligned beings in a 30' radius for 1 combat
  • Cause all creatures of evil alignment to loose 1 point of initiative.
  • Double the movement rate of the a number of beings equal to the Defender's total level for the entire day.

    Commune with Plant At 5th level, Defenders may at will Speak with Plants (as per the spell) and Defenders can interact and animate plants as per Control Plant once per level in the Defender class per day.

    Nature's Stride From 6th level on, a Defender gains the ability to teleport as with the spell Tree Stride once per level of the Defender per day. Environmental Specialists may apply this to primary features of their chosen surroundings (mountain to mountain, sand dune to sand dune, etc.)

    Deflect Arcane Magic At 7th level, the Defender can deflect arcane magic which effects an environment of their specialization. The Defender can deflect a number of spell levels equal to his or her own level as Defender. For example, a fireball aimed at the Defender's party within a forest could be deflected, but the same fireball in a city could not.

    Forbiddance At 10th level, a Defender gains the ability to cast the Clerical spell, "Forbiddance" once per day within their chosen environment

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