Nature Guardian (3.5e Prestige Class)

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Nature Guardian[edit]

Though guardian is my title, I protect no man, nor creature. I owe my nature more.
Tome Of Terrain, Captain Xarxium, Head Nature Guardian.

After the great war was over in Rubyspire Vale, and the Terrainians won to once more worship their deity, Terreia, they were gifted an orb that was glowing green, with all the colors inside it, the Heart of Nature. Terreia explained to their druids, that this is a gift from her, to keep Rubyspire under her protection. As keeping the orb in their town was too unholy, their druids built a temple in the middle of the barrens of Rubyspire Vale, to let Terreia keep the plane safe from harm to the nature. As the orb was always in danger from travelers that were tempted with fortune that was offered from the clerics of the other deities in Rubyspire to rid Rubyspire off Terreia's clutches, the council of Terrain decided to create a small force of elite soldiers to protect the temple, the Nature guardians.

Becoming a Nature Guardian[edit]

Becoming a Nature guardian is no easy task. those who seek that power must be trained in the art of the weapon, though not to lack the use of magic. They must only obey their nature deity, must it be helpful, either suicide. All Nature guardians must be completely dedicated to protect the valley of Rubyspire from any intruder, and protect the heart of nature. But a trainee must have a nature guardian willing to teach him the power, or else no one will.

Entry Requirements
Alignment: any.
Base Attack Bonus: +4.
Skills: Knowledge (Nature) level 9.
Patron: Obad Hai, Ehlonna, Karaan, Chauntea, Mielikki, Silvanus, Gwaeron, Auril, Talos, Terreia, Uvalou, Melkie or Vacklash.
Special: must gain respect from another Nature Guardian.
Table: The Nature Guardian
Hit Die: d8
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +0 Summon Weak Elemental, Charm monster/1 use a day.
2nd +2 +3 +0 +0 Summon Elemental, Charm monster/2 uses a day.
3rd +3 +3 +1 +1 Elemental Whirlwind, Elemental Poison, Charm monster/4 uses a day.
4th +4 +4 +1 +1 Summon Elemental Elder, Charm monster/6 uses a day.
5th +5 +4 +1 +1 Plane Genesis, Charm monster/10 uses a day.

Class Skills ( 2+ Int modifier per level)
Knowledge (nature), Intimidate, Spot, Search, Listen.

Class Features[edit]

All the following are class features of the Nature Guardian:

Summon Weak Elemental: At 1st level, a Nature Guardian is able to call upon an elemental from his nature god to aid him in combat. the Nature Guardian may summon a weak earth elemental, a weak fire elemental, a weak air elemental or a weak water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.

Charm Monster: this spell enables the Nature Guardian to use his Nature powers to learn the history of his enemy monster and try to charm it. this works only on magical creatures.

Summon Elemental: At the 2nd level, the Nature Guardian is already capable of controlling a moderate Elemental that his nature god aids him with. the Nature Guardian may summon an earth elemental, a fire elemental, an air elemental or a water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.

Elemental Whirlwind at the 3rd level, a Nature Guardian is able to create a tornado of elements, which is on for 1d4 turns and does 1d6 damage of desired element each turn, at the end of the tornado, the victim is sent back 3 meters, and has a 1d20 chance of observing another 1d6 damage. this spell can be used 2 times a day

Elemental Poison at the 3rd level, the Nature guardian may create an elemental powder of a desired element and spray it on an enemy. the powder observes the enemy and inflicts 1d6 damage of desired element to the victim in 1d8 turns. this spell can be used 1d6 times a day.

Summon Elemental Elder at the 4th level, a Nature Guardian is able to use the strongest of the elementals at his side for his defense. the Nature Guardian may summon an weak earth elemental, an elder fire elemental, an elder air elemental or an weak water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.

Plane Genesis at the 5th level, a Nature Guardian may open a portal to a new demiplane, that is controlled by him. the Nature guardian may change the shape of the nature there, but not add inhabitants. the plane is only 1X1km wide, and so mainly used as defense if an enemy has breached a defensive line. the plane may also be used as a prison, but if it is summoned again, the former one parishes, letting the prisoner free. this may be used once a day.

Playing a Nature Guardian[edit]

Combat: the main role of a Nature Guardian is a spell-caster if a group does not have one, but is also good at combat.

Resources: from other Nature Guardians, it would be expected to have special attention and respect.

Nature Guardians in the World[edit]

the Nature Guardians shall be seen most likely near a temple of a nature god, or by the main temple of Terreia, to guard the heart of nature. Not many Nature Guardians are seen outside of Rubyspire, but some do.

NPC Reactions: most of the NPC's outside the plane of Rubyspire Vale don't recodnise the class. although if seen by Terrainians, the character would be greeted with honor, and will be given exceptions in some cases in Terrain. But if seen by a Cleric of another deity in Rubyspire, the Nature Guardian shall be automatically attacked.

Nature Guardians in the Game[edit]

as NPC's, the Nature Guardians are seen only protecting the main temple and the other temples in Rubyspire. yet their commanders, the council, with Commander Xarxium in it, are in fort gilbert in Terrain. none of the NPC Nature Guardians are seen outside Rubyspire Vale.

Sample Encounter: near a nature deity temple, and near the main temple of the heart of nature.


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