Silentgreen (3.5e Prestige Class)

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Silentgreen
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[edit] Silentgreen

<silence>
—Jaxon Miller, human Silentgreen

Silentgreen are druids who worship Modroben as god of death and protector of the dead, and they serve him by protecting animals and plants from the ravages of undeath. They are highly trained at combating and fighting necromancers who pervert nature.

[edit] Becoming a Silentgreen

Silentgreen are chosen from among the more reclusive of the Greenclaine, Druid class of Claine. Wisdom is the most important ability score for Silentgreen.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Race: Any.
Skills: Knowledge (necrology) 3.
Spellcasting: Greenclaine 7.
Patron: Modroben.

Table: The Silentgreen

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Celestial Swarm 1 +1 of Greenclaine spellcasting
2nd +1 +3 +0 +3 Celestial Swarm 2 +1 of Greenclaine spellcasting
3rd +2 +3 +1 +3 Celestial Swarm 3, Swarmshape +1 of Greenclaine spellcasting
4th +2 +4 +1 +4 Celestial Swarm 4 +1 of Greenclaine spellcasting
5th +3 +4 +1 +4 Celestial Swarm 5 +1 of Greenclaine spellcasting
6th +3 +5 +2 +5 Celestial Swarm 6 +1 of Greenclaine spellcasting
7th +4 +5 +2 +5 Celestial Swarm 7 +1 of Greenclaine spellcasting
8th +4 +6 +2 +6 Celestial Swarm 8 +1 of Greenclaine spellcasting
9th +5 +6 +3 +6 Celestial Swarm 9 +1 of Greenclaine spellcasting
10th +5 +7 +3 +7 Celestial Swarm 10 +1 of Greenclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

[edit] Class Features

Like all members of the Church of Modroben, Silentgreen are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Silentgreen powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Silentgreen:

Spellcasting: At first level and every level thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the Greenclaine (Druid) class. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your wis bonus (if any).

Celestial Swarm: Beginning at first level, Silentgreen can summon a Celestial Swarm of scavenger insects, the identities of which change with every caster level; the Swarm comes out of the Silentgreen's mouth and nose. These insects can be directed by the Silentgreen to attack foes. They use the Silentgreen's attack bonus with his Wisdom modifier. They can attack one large creature/two medium/four small/eight tiny or any number of even smaller creatures doing 1d12, 1d10, 1d8, 1d6, 1d4 damage respectively (+2 versus undead/+4 versus undead animals/plants/fungi). All Celestial Swarms can crawl, swim or fly at 40'. They can attack any target within 100' of the caster. Though Celestial, the insects in the Swarm are the same size and essential appearance as ordinary specimens. Their hit points go up as the Silentgreen's level increases, despite the insect's size not changing. The AC of the Swarm itself is 20. The AC of any individual insect within it is 20+Silentgreen level. If the Swarm or an insect within it receive a Reflex save, they roll with a bonus equal to the spellcaster's druid level.

1st level: Blowflies (1 hp each, swarm has 35 hp) - Cleaves on Kill
2nd level: Thrips (5 hp each, swarm has 45 hp)
3rd level: Beetles (7 hp each, swarm has 75 hp)
4th level: Moths (10 hp each, swarm has 110 hp)
5th level: Wasps (15 hp each, swarm has 150 hp) - Cleaves on Impact
6th level: Dragonflies (15 hp each, swarm has 160 hp)
7th level: Ants (15 hp each, swarm has 170 hp)
8th level: Millipedes (25 hp each, swarm has 225 hp)
9th level: Silverfish (25 hp each, swarm has 250 hp)
10th level: Dobsonflies (30 hp each, swarm has 300 hp)

Swarmshape: Beginning at third level, the Silentgreen can use any of his druidic shapechanging uses to turn into a swarm of insects of the type in his Celestial Swarm at the time. He does not turn into a Celestial Creature.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes:
  • Autumneves are battle-sorcerers whose speciality in invocation allows them to blast undead hordes in great numbers.
  • Blackshirts are ebony-clad wizards, specializing in arcane enchantment magic, especially in the creation of magical potions and objects to assist people in defense against the undead.
  • Bonetamers are good necromancers who can take control of undead away from their nefarious counterparts and use their spells to protect the natural flow of life and death.
  • Candlelords are studious and hermetic wizards whose powers focus on defending time from those who would undermine it and threaten reality itself.
  • The Cathardigan are an order of gnomish paladins who seek out vile necromancers to slay them and their hordes, riding into combat on the backs of giant condors.
  • Chrysanthemasters are elite elven nobles with enough grace and class to be royal cleavers, assigned to powerful households throughout the world.
  • Combustioneers are clerical priests of Modroben, god of death, who serve him as masters of cremation and fire elementrics.
  • Corpselights are shamanic druids who worship the spirits of all the scavenger species that are holy to Modroben, gaining their unique powers, attacks and abilities in the fight against undeath.
  • Darkfeathers are archers with the eyes of their shared animal spirit, the buzzard, giving them incredible accuracy and precision.
  • Deathwrights are the most common, well-known and highly-visible paladin orders of the Church of Modroben, and journey throughout righting the wrongs laid out by necromancers and other perverters of death.
  • Drumblacks are powerful bards who specialize in percussion instruments whose tone can destroy the undead across miles.
  • Edgerippers are sorcerers with a focus on spells of transmutation and metamorphosis, and are able spies, sneaking into undead encampments in disguise.
  • Fangbringers are barbarians who fly into blind rages at the sight of undead, slaying them by the score with the strength of the patron spirit, the sacred hyena.
  • The Fatemark are sages and scholars, wizards specializing in divination and the protection of the passage of fate.
  • Foolsmen/Foolswomen are chaotic and unstable sorcerers who focus on developing skills in illusions and phantasms, especially in the distraction of large numbers of undead so they can be destroyed easily.
  • The Ghostwyld are a mysterious and reclusive order of shamans who communicate with the spirits of the dead and protect them from those who would exploit their power.
  • The Gravewire are stoic, isolated rangers who defend large cemeteries and tombs from anyone who would defile them or prey on the souls buried there.
  • The Graylimm are dark-robed druids who utilize powerful mushroom spores, which they breed and grow, to attack their foes.
  • Grinreapers are strong and dark rangers who use their sickles and black robes to teleport to disasters moments before they strike, especially undead attacks.
  • The Hightombed are scholarly priests who serve Modroben as masters of mummification and the elementrics of air.
  • Lightkeepers are defenders against spirits and demons, wizards who specialize in the art of abjuration and are known for protecting whole villages and tribes from onslaughts of the dead.
  • Loregrimmers are the highest-ranking functionaries in the Church of Modroben, and are powerful clerics and healers with advanced spellcasting and cleaving abilities.
  • Mireblacks are healing-focused, druid-like priests of Modroben with an affinity for leechmastery and a psionic bent.
  • Nightsummoners are wizards who can summon a legion of allies when they find an undead horde, specializing in the art of conjuration.
  • Orespringers are dwarven Claine who specialize in rescuing the souls of miners and others trapped in cave collapses underground.
  • The Penumbraul are ascetic monks with the ability to sneak past undead and manipulate shadow to their advantage.
  • Shadowgrippers are psychoportive psionicists who can teleport through shadows, giving them powerful abilities to strike at the heart of undead hordes.
  • Shapeflayers are powerful elementricians, who use martial arts and dance to manipulate the flow of their chosen element, allowing them to affect undead in droves from afar.
  • Silverslicers are stealthy assassins who specialize in finding elite undead liches and vampires, and the necromancers who create them, and killing them quietly.
  • The Silentgreen are entirely mute druids with a specialty in attacking undead animals and plants in order to protect nature.
  • Truthringers are psionic telepaths whose focus is on investigating crimes, especially necromantic acts, and punishing those responsible.
  • Whipblacks are fighters with finely-honed warrior skills, specializing in an advanced type of whip.
  • Winterskins are rainids, who fly, row or swim between ships and ports, specializing in protecting sailors and captains from necromancers, ghost ships and other sea-borne terrors.

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