Green Warden (D20 Modern Class)
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Making a Green Warden
Alignment: A Green Warden’s alignment does not determine what spells he is able to cast. Instead he gains the ability to change from positive and negative energy through his class abilities.
Starting Age: Complex.
|Saving Throws||Special||Spells per Day1|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Green Warden.
Spells: A Green Warden casts divine spells, which are drawn from the Druid spell list. A Green Warden must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Green Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Green Warden’s spell is 10 + the spell level + the Green Warden’s Wisdom modifier.
Like other spellcasters, a Green Warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Green Warden. In addition, he receives bonus spells per day if he has a high Wisdom score.
Time spent resting has no effect on whether a Green Warden can prepare spells. A Green Warden may prepare and cast any spell on the Druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A Green Warden can’t cast spells of an alignment opposed to his own or his own (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
A Green Warden can channel stored spell energy into either cure spells or inflict spells (player’s choice) at equal level or lower. He "gains" the use of a healing or inflict spell and "loses" another spell of that level.
Domains and Domain Spells: At 1st level and every 4 levels after, the Green Warden chooses one domain from the list below.
A Green Warden can select an alignment domain (Chaos, Evil, Good, or Law) as well, but only if his alignment matches that domain. Each domain gives the Green Warden access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Green Warden gets the granted powers of all the domains selected.
With access to two or more domain spells at a given spell level, he gains use of each spell once per day. A Green Warden can spontaneously cast from his domain spells as he can normally. If a domain spell is not on the Green Warden spell list, a Green Warden can prepare it only in his domain spell slot.
Wild Shape: At 4th level, a Green Warden gains the ability to turn herself into any Small or Medium animal and back again her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the Green Warden melds into the new form and becomes nonfunctional. When the Green Warden reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Green Warden's feet.
The form chosen must be that of an animal the Green Warden is familiar with.
A Green Warden loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s Green Warden level.
At 12th level, a Green Warden becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Green Warden can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a Green Warden becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Green Warden gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a Green Warden becomes able to assume elemental form, and at 20th a Green Warden may use this wild shape ability to change into a Huge elemental.
A Green Warden who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Green Warden of that god until he atones (see the atonement spell description).
Epic Green Warden
2 + Int modifier skill points per level.
Spells: The Green Warden’s caster level is equal to his or her class level. The Green Warden’s number of spells per day does not increase after 20th level
Bonus Feats: The epic Green Warden gains a bonus feat (selected from the list of epic Green Warden bonus feats) every three levels after 20th.
Epic Green Warden Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.