T O P I C R E V I E W |
Mendicant |
Posted - 20 Mar 2005 : 07:33:12 Consecrator of Nature
There exists in the lands of Faerun places of such natural beauty that the gods bless and nurture them. Often times, druids find them and establish a grove or shrine there. From time to time, dark magic or the extended presence of evil creatures may corrupt the very heart of nature. When this happens, it is up to the servants of nature to restore the corruption. Druids, due to their closeness to nature, feel the responsibility and try to cleanse the natural world of evil.
Hit Dice: D8
Requirements: Able to cast divine and arcane spells
Alignment: Any good
Race: Elf
Gender: Either
Base Attack Bonus: +5
Skills: Spellcraft (8 ranks), Craft (8 ranks)
Feats: Create Portal, Inscribe rune, Theurgic magic
At least 10th level Cleric or Druid
Patron: Any nature deity. The deity varies from shrine to shrine. For example, Eldath might favor a natural spring, whereas Chauntea might favor an expanse of blue roses.
Special: Must have created a grove or shrine
Class Skills: Balance, Concentration, Craft, Diplomacy, Knowledge (Nature), Knowledge (Religion), Knowledge (History), Knowledge (Arcane), Wilderness Lore, Survival, Spellcraft, Scry, Heal - Skill Points per Level: 2 + Intelligence modifier
Level BAB Fortitude Reflex Will Special * 1 +0 +0 +0 +0 Consecrated spells, turn undead as cleric of equal level 2 +1 +0 +1 +0 Commune with nature 2x per day Plant growth 2x per day 3 +3 +1 +3 +1 Control animal, Control plant 2x per day 4 +3 +1 +3 +1 Good spells cast at +2 levels, Hallow 2x per day 5 +4 +2 +4 +2 Smite evil 2x per day, turn outsiders as undead 6 +5 +2 +5 +2 Nature’s cleansing 2x per day, weapon becomes Holy 7 +6 +3 +6 +3 Seal portal 2x per day, Banishment 2x per day 8 +6 +3 +6 +3 Celestial consecration 2x per day 9 +7 +4 +7 +4 Nature’s vengeance 2x per day 10 +8 +4 +8 +4 Miracle 2x per day
* Spellcasting level increases +1 each PrC level
* Feat gained every odd level
Class Features:
Weapons/Armor Proficiency: A Consecrator gains additional weapon and armor proficiencies as a cleric. A Consecrator may wear armor as a cleric, but must succeed an Arcane Spell Failure roll in order to cast any arcane spells. They may use any simple or martial weapon but cannot specialize.
Spells Per Day/Known: At each Consecrator level a character gains new spells per day and spell known if applicable as if he had also gained a level in a spellcasting class she belonged to before adding this PrC. She does not however gain any other benefits that a character of that class would have gained such as improved chance of Rebuking/Turning Undead. If the character belonged to more than one spellcasting PrC before he must choose to which class to add each Consecrator level for the purpose of determining Spells per day/Known
Low Light Vision: All Consecrator have Low Light Vision
Druid Abilities: A druid keeps the following special abilities: Animal companion, nature sense, wild empathy, Woodland stride, and Trackless step. All others are lost, including wild shape.
Theurgic magic: The consecrator sacrifices special abilities by learning the intricacies of casting arcane and divine magic. The consecrator has access to the divination and abjuration schools for spells. The number of arcane spells is counted with the number of divine for the total number that can be memorized per level.
Domains: Consecrators cast divine spells from the following spells: Air, Animal, Craft, Elf, Fire, Freedom, Good, Healing, Knowledge, Magic, Mercy, Moon, Plant, Portal, Protection, Renewal, Rune, Spell, Sun, Time, Travel, Truth, Water, Weather, Celestial. These spells are granted by the nature deity favoring the area..
Nature’s Cleansing (Su): Beginning at 6th level a Consecrator can call upon the power of nature to cleanse defiled plant growth. The are of effect is 100 yards per level. The consecrator must replant the area with native plants and trees (or replace non-native) before gaining any further experience.
Celestial consecration (Su): The consecrator channels celestial energy to reconsecrate an area. This negates any desecration or unhallowed spells. The grove is considered consecrated and hallowed and ready to receive enchantment. All spells cast by good aligned casters are at +4 while in the grove. All healing spells cast are at maximum damage. Any evil outsider or undead who attempt to enter the grove must make a fortitude save or perish.
Nature’s vengeance: Summons natural creatures who immediately attack enemies of the Consecrator. The creatures appearing have a total of 10HD per level of Consecrator. These creatures cannot be banished or dispelled. These creatures do not leave until compelled by the Consecrator or until the threat no longer exists.
What do you think?
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