Inaccurate?

Landforged Walker

(Secrets of Xen'drik variant, p. 123)

Even as they speak for nature, landforged walkers coax the living bounty of the earth to grow on their metal hides, drawing power from the environment around them.

Requirements

Skills: Knowledge (geography) 2 ranks , Knowledge (nature) 4 ranks , Survival 8 ranks

Feats: Skill Focus (Knowledge [nature]) , or Ironwood Body

Race: Warforged.


Hit die

d8

Skill points

4 + Int

Class Features

Spellcasting: At each level beyond 1st, 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 divine 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 landforged walker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Body of Nature (Su): As a 1st-level landforged walker, you choose a terrain type to which you are forever bound. The available terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground. You cannot change your selection once it is made. Upon taking your first level in this prestige class, you sprout a second skin composed of tiny plants native to your chosen terrain. For instance, a desert landforged walker might appear covered with tiny cacti, while an underground landforged walker might grow a skin of moss and fungi. This living skin is a mystical representation of your bond with the earth, and it requires neither water nor sunlight. Damaged or harvested areas regenerate almost instantly.

This living skin also provides you with a variety of benefits based on your class level. At 1st level, you gain a +4 circumstance bonus on Hide checks in your chosen terrain. In addition, your body serves as a divine focus for your spells—you need no other item.

At 2nd level, you gain resistance to cold 5 and electricity 5, and your natural armor bonus improves by 1.

At 3rd level, you can coax beneficial herbs to grow upon your body. Three times per day, you can harvest these herbs as a move action. Once harvested, they remain potent for 1 hour. When consumed by a living creature (a standard action), the herbs heal damage equal to your class level × your Wisdom bonus. These herbs work equally well on all living creatures, including living constructs, but have no effect on other creatures.

At 4th level, your resistance to cold and electricity improves to 10, and your natural armor bonus increases by another 1 (+2 total).

At 5th level, you gain immunity to polymorph effects and your fortification improves to 50%. (If you already have fortification of 50% or greater, you gain no additional benefit.)

Green Mind (Ex): After a time, landforged walkers gain some of the stoic quality of nature. At 2nd level, you gain a +4 bonus on saves against mind-affecting spells and abilities.

Speak With Plants (Sp): By 3rd level, landforged walkers know the language of nature. Once per day you can use speak with plants as a druid of your character level.

Voice of Nature (Sp): When you reach 5th level, you can enter a trance in which you become one with nature, seeing and hearing through the senses of all plant life in the area. You can use commune with nature once per day as a druid of your character level.

Plant Shape (Su): At 5th level, you can change into a plant creature and back again three times per day. You can assume any form from Small to Huge. This ability is otherwise like the wild shape druid class feature (PH 37). Use your total character level as your effective druid level to determine duration and maximum Hit Dice.

Advancement

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +0 Body of nature (Hide +4, divine focus)
2nd +1 +3 +0 +0 Body of nature (resistance 5, natura l armor +1), green mind +1 level of existing divine spellcasting class
3rd +2 +3 +1 +1 Body of nature (healing herbs), speak with plants +1 level of existing divine spellcasting class
4th +3 +4 +1 +1 Body of nature (resistance 10, natural armor +2) +1 level of existing divine spellcasting class
5th +3 +4 +1 +1 Body of nature (immune to polymorph, fortification 50%), plant shape, voice of nature +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Hide DEX no yes
Knowledge (geography) INT yes no
Knowledge (nature) INT yes no
Move Silently DEX no yes
Profession WIS yes no
Spellcraft INT yes no
Survival WIS no no
Swim STR no yes

Spells for Landforged Walker

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