Guardian of the Nature (3.5e Prestige Class)

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Guardian Of the Nature[edit]

Guardians of the nature are rare, you will rarely find one on your adventures. Even so, they are powerful allies that will help all those who respect nature.

Entry Requirements
Alignment: Any Neutral.
Skills: Knowledge (nature) 10 ranks, survival 8 ranks, concentration 5 ranks.
Spellcasting: Able to cast 3rd level divine spells.
Special: You must have done a noble deed twords nature, wether it be curing a sick animal, protecting a sacred grove, or destroying aberitions and undead, however, the deed cannot be a small one(the DM can judge weather act is worthy or not.).
Table 1:0 Guardian of the Nature

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Animal companion mastery, Feral Trance, Natural Armor +1 +1 level of existing divine spellcasting class
2nd +1 +3 +1 +3 Superior Life Bond, Retaliation Bond +1 level of existing divine spellcasting class
3rd +2 +3 +2 +3 Share saving throws, Scent +1 level of existing divine spellcasting class
4th +3 +4 +2 +4 Flank bond, Powerful spells +1 level of existing divine spellcasting class
5th +3 +4 +2 +4 Animal companion Mastery, Tempest +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level)
The Guardian of the Nature class skills are concentration(con), handle animal(cha), heal(wis), knowledge(nature)(int), listen(wis), spellcraft(int), survival(wis).

Class Features[edit]

All of the following are class features of the champion of nature.

Spellcasting: At 1st level 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 a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a champion of nature, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Animal companion mastery(Ex):At 1st level, the Guardian of nature attain the supernatural ability to improve his power with his animal companion. The animal companion gains a +2 enhancement bonus to any ability score he desires and a feat, he can choose this feat from the Monster feat list. In addition his levels in this class stacks with others for the purposes of calculating the animal companion effective level. If the Guardian of the Nature has more than one animal companion all class features that affect his companion aply to all he posses.

Nature Trance:Starting at 1st level he can enter in a state peace of mind, where his senses and body become sharp and stronger. He receives a bonus equal to his Guardian of the nature level for Spot, Listen, Survival and Search, in addition he receives an equal enchancement bonus to his Strength, Dextery ability score and Natural Armor. In order to activate this class feature as a move action he needs to do a 12 Concentration check, if he succeeds he gains the benefits. The trance durationion is equal to 3 + Wisdom modifier. Every time he wants to activate the Nature trance again the DC increase in +2. If he wants to do not increase the DC he needs to rest for 8 hours consecutively.

Superior life bond(Ex):With the extreme supernatural bond they have, the guardian of the nature has become an expert of the careness of his companion. As a swift action 3/day he can transfer the life between his animal companion and his,as he desires his animal companion can do the same with him; to a maximum of 10 Hit points per Guardian level. Example: "Lideon the Nature guardian level 3 currently has 53 hit points and he wants to transfer 30 points to Chrumdar his animal companion who currently has 5 hit points; Now Chrumdar has 35 HP".

Natural armor:Starting at 1st level your animal companion gains a +1 bonus to natural armor. This increases every level to a maximum of +5 at 5th level.

Retaliation bond(Su):At 2nd level the Guardian and his companion gain a +2 bonus on attack and damage rolls against any enemy that has already attacked one of them. At 5th level this bonus increases to +4.

Scent: At 3rd level the Guardian gains the scent ability, allowing him to track opponents by scent.

Share saving throws:At 3rd level the Guardian gains the ability to swap saving throws with his animal companion.

Powerful spells(Su): At 4th level the Guardian gains the ability to Empower all his spells as the "Empower spell" feat without spending the up spell slots.

Flank bond(Su): At 4th level the guardian and his companion substitute the bonus when flanking for his flank bond. Both gain a bonus equal to Guardian's level.

Animal companion Supremacy(Su):At 5th level, the Guardian of nature has reached the top of this bond. The supernatural ability to improve his power with his animal companion increasesto another +4 enhancement bonus to any ability score he desires and a bonus feat, he can choose this feat from the Monster feat list. In addition whenever an enemy generates an attack of oppotunity to any of them, the guardian or his companion can make an extra attack to his full base attack bonus. In order to this ability has effect the animal companion must be whithin 30ft.

Blood bond(Ex): At 5th level the Guardian has acquired the ability to make powerful attacks at the cost of his companions life, as a swift action the guardian can take 1 blood point to a maximum of 10 from his companion to deal an extra 2 damage per blood point on his attacks. In order to activate the companion must be adyacent to him.

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