Renewer (3.5e Prestige Class)

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Renewer
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Renewer

War can permanently alter the land, corrupting both plants and animals. A sect of druids called Renewers dedicate themselves to restoring the bounty the land once knew. Considered somewhat radical by other druids, the Renewers have committed themselves to fighting against mutated natural creatures and aberrations. Once this corruption of nature has been elimnated, the Renewers believe that the land will be restored to its former glory.

Rangers and druids most often become Renewers, although the sect will admit any who are able to fulfill their entrance requirements and show a propensity for destroying aberrations. Druids and rangers taking this class will focus their combat abilities upon the destruction of aberrations while continuing to hone their magical capabilities.

Requirements

To qualify to become a Renewer, a character must fulfill all of the following criteria:


Table: Renewer
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +2 +0 +2 Verdant restoration +1 level of existing class
2nd +1 +3 +0 +3 Favored enemy
3rd +2 +3 +1 +3 Call upon nature +1 level of existing class
4th +3 +4 +1 +4 Smite Foe
5th +3 +4 +1 +4 Nature's favor +1 level of existing class
6th +4 +5 +2 +5 Favored enemy
7th +5 +5 +2 +5 Restore the land +1 level of existing class
8th +6 +6 +2 +6 Craft nature magic
9th +6 +6 +3 +6 Warrior of nature +1 level of existing class
10th +7 +7 +3 +7 Favored enemy

Class Skills (4 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Int), and Swim (Str).

Class Features

All of the following are features of the Renewer class:

Weapons and Armor: A Renewer gains to additional proficiencies over and above those of her original class. Upon joining the ranks of the Renewers, the character may be gifted with an razorboar blade, a magical scimitar and symbol of the Renewers.

Spells per Day: A Renewer continues training in magic as she advances. At each indicated level, the Renewer gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before advancing as a Renewer (either druid or ranger). If the Renewer had both druid and [[[ranger]] levels, she must choose to add her Renewer spellcasting levels to one of those classes, and may not later alter this choice.

Verdant Restoration (Su): The Renewer may sacrifice two point of Constitution as temporary ability damage at will to cast the plant growth spell. This requires a standard action.

Favored Enemy (Ex): At 2nd level, the Renewer may choose a favored enemy in the same fashion as a ranger. At 6th level and again at 10th level, the Renewer may choose an additional favored enemy. She gains a +1 bonus verses the new type of favored enemy and previous bonuses increase by +1. One of her favored enemies must be "aberration".

Call Upon Nature (Ex): At 3rd level the Renewer is able to call upon the power of the land to imbue himself with a dedicated fury once per day. While in this rage, the Renewer's martial abilities increase dramatically, granting him a +2 bonus to his Strength and Constitution scores. In addition, the saving throw DC for all the Renewer's spells increases by +2 while in the rage. The rage lasts for 3 + Cha modifier rounds, and may be invoked as a free action. After the rage ends, the Renewer has temporarily exhausted his tie to the land, becoming unable to cast spells for ten minutes. This ability otherwise counts as the barbarian rage ability, including being affected by or being a prerequisite for feats that interact with the rage ability.

Smite Foe (Su): At 4th level, a Renewer may attempt to smite a favored enemy with one normal melee attack once per day. This smiting ability affects any pre-existing favored enemy. The Renewer adds her Charisma modifier (if positive) to her attack roll, and deals one extra point of damage per class level.

Nature's Favor (Ex): Starting at 5th level, the Renewer may apply her Charisma modifier as a bonus to her saving throws against spells and spell-like abilities of her favored enemies.

Restore the Land: Beginning at 7th level, the Renewer is able to participate in the restore the land druid true ritual (see Relics and Rituals, pg. 141) as a caster, even if she is not normally able to cast the spell. She must still sacrifice the requisite amount of experience points.

Craft Nature Magic: At 8th level, the Renewer gains the ability to craft magical items relating to nature without further need for other creation feats. This includes items such as the razorboar blade, sylvan scimitar, ring of animal friendship, staff of woodland, and druid's vestments.

Warrior of Nature (Su): At 9th level, the Renewer is able to further focus his ability to draw upon the power of the land. When the Renewer choose to rage as per Call Upon Nature, her Strength and Constitution increase by +4 each. In addition, all spells cast by the Renewer are treated as if her caster level were one level higher and the saving throw DC for all the Renewer's spells increase by +2 while in the rage. At the end of the rage, the Renewer's tie to the land is not as severely disrupted. She is able to cast spells, but for the next ten minutes, her caster level is treated as two levels lower and every spells has a -2 penalty to its saving throw DC.




Scarred Land Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.

Permission to use this content granted via "Designation of Open Game Content", page 1, Scarred Lands Campaign Setting: Ghelspad. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set.



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