Lord of the
Land
Prestige
Class
– Druid Based
Hit
Die: d8 Skill
Points 4+Int per level
Pre-requisites:
Attack
Bonus: +9
Alignment: Lawful
Good
Feat:
Martial
Weapons Proficiency
Location: Land
trained
only
The
Lords are
a dedicated group of Druids worshipping
Earthpower and focusing on the Seven Wards of Druidic Power as written
by their
ancient heroes. The Seven Wards are far from mastered and some have yet
to even
be recovered from their hiding places. As one ward is mastered by the
Lords, it
is said a new one will be revealed. As of now, the Lords possess the
first
three Wards and the High Lord alone possess the Seventh.
The
Lords have
ruled the Land for over 4000 years. They
rely on both the Sword and the Staff, but first the sword. Thus they
require a
mastery of the sword (pre-requisites) before accepting candidates.
Their Attack
bonuses are slightly better than a normal druid but they gain other
druid
powers more slowly overall.
Class
Skills: The druid's class
skills (and the key ability for
each skill) are
Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft
(Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction
(Wis),
Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive
skill),
Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).
Weapon
and Armor Proficiency: Druids
are proficient with the
following weapons: club,
dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle,
shortspear,
and sling. Their spiritual oaths prohibit them from using weapons other
than
these. They are proficient with light and medium armors but are
prohibited from
wearing metal armor (thus, they may wear only padded, leather, or hide
armor).
They are skilled with shields but must use only wooden ones.
1st
Aspirant
Lord 1st
Ward
Access
+0
As Druid +1
level
Nature
Sense
2nd
Aspirant
Lord
+1
3rd
Aspirant Lord
Trackless
Step
4th
Aspirant Lord
+3
5th
Aspirant Lord
+4
6th
Aspirant Lord
+5
7th
Aspirant Lord
Resist
Nature's Lure
+6/+1
8th
Aspirant Lord
+7/+2
9th
Aspirant Lord
Healthsense,
+8/+3
10th
Aspirant Lord
2nd
Ward Access
+9/+4
11th
Lord Aspirant
3rd
Ward Access
+10/+5
12th
Lord
4th
Ward Access
+11/+6/+1
13th
Landsire
5th
Ward Access
+12/+7/+2
14th
High Lord 6th
Ward
Access
+13/+8/+3
15th
Grand Druid
7th
Ward Access
+13/+8/+3
16th
Grand Druid
17th
Grand Druid
18th
Grand Druid
Old Lord Spell Creation Feat
1st
Ward
Sphere
Restriction: Access
to
Stone and Wood Spheres
of Druid Spells only
2nd
Ward
3rd
Ward
4th
Ward
Lordsfire:
This is
the
physical
manifestation of the fury of nature. This fire, always blue, is pure
divine
fire and normal protections do not work (including SR). No save is
allowed,
Range is 400feet +40ft/level and this is a 1 action at will power. A
Lord must
have his staff to throw this. A ranged touch attack to hit is required
and can
be on a single target. Damage is the Druids Wisdom plus 1d8. The fire
may also
be used to block energy attacks and can deflect up to x4 the Druids
Wisdom.
Life
Energy
Drain Immunity: This
is
an automatic successful save against any Life Energy Drain attack and
always
the minimum levels is drained if a random number. If no save is
allowed, a
normal save is given vs the Energy Drain.
Partial
Immortality: Lords
age at
1/5 the rate of
other humans, can stop their breathing to 1/5 normal, blood circulation
to 1/5
and the like. It can be used to decrease the spread of Poison (insead
of dead
in 1 rd, dead in 5, for example) or increase the ability to hold ones
breath.
This is an
at will, 1 action
power to slow breathing and heartrate but the duration is permanent.
However,
this is somewhat uncomfortable (forced concentration check for every
spell cast
while slowed down) and is not abused unless needed.
5th
Ward
Ward of
Warning:
This
sphere
is a 20ft radius per
level of the Druid (but may be smaller) and may be visible (as a blue
shimmering) or not at casters desire. It causes x2 the casters wisdom
in
Lordsfire damage each round spent inside, no To Hit or save required.
It will
automatically deflect damage at x8 the casters wisdom in Lordsfire for
each
attack. It may be taken down by a Wish, Miracle, or Sin spell cast upon
it. It
normally lasts 1 day/level but may become permanent if the caster
expends
2500xp. Either way, the casting exhausts the caster (loses 6 levels
immediately
through exhaustion, recovers the levels normally) and must make a
Concentration
Check for every spell cast until fully rested (DC15+spell level).
6th
Ward
Firelions
7th
Ward
Earthsblood
- Unlimited
Wish
power and only one
being in the multiverse may possess the Earthsblood..
Nature Sense: A
druid can identify plants and animals (their species and special
traits) with
perfect accuracy. The druid can determine whether water is safe to
drink or
dangerous.
Woodland Stride:
Starting at 3rd level, a druid may move through natural thorns, briars,
overgrown areas, and similar terrain at his or her normal speed and
without
suffering damage or other impairment. However, thorns, briars, and
overgrown
areas that are enchanted or magically manipulated to impede motion
still affect
the druid.
Trackless Step:
Starting at 3rd level, a druid leaves no trail in natural surroundings
and
cannot be tracked.
Resist Nature's
Lure: Starting at 7th level, a druid gains a +4 bonus to saving throws
against
the spell-like abilities of feys.
Wild Shape: At 7th
level, a druid gains the spell-like ability to polymorph self into a
Small or
Medium-size animal (but not a dire animal) and back again once per day.
Unlike
the standard use of the spell, however, the druid may only adopt one
form. As
stated in the spell description, the druid regains hit points as if he
or she
has rested for a day. The druid does not risk the standard penalty for
being
disoriented while in the wild shape. This must be learned outside the
Land and
is not usable in the Land.
age, (19-20 crit range), gives+2 to intimidate or diplomacy with any fighter classes.