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Verdant Lord

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 73)

The verdant lord is the final defender of the forest.

Requirements

Alignment: Any nonevil

Skills: Profession (herbalist) 8 ranks , Wilderness Lore 8 ranks

Feats: Plant Control , Plant Defiance

Spells: Able to cast control plants


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Verdant lords gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At each verdant lord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a verdant lord, the player must decide to which class to add each verdant lord level for determining spells per day and spells known.

Create Infusion: At 1st level, the verdant lord gains Create Infusion as a bonus feat.

Expert Infusion: At 2nd level, the character can automatically identify the spell contained in an infusion and the caster level of that spell (see Infusions in Chapter 3). He also gains a bonus equal to his verdant lord level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs.

Sun Sustenance (Ex): Also at 2nd level, the verdant lord gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive.

Spontaneity: Beginning at 3rd level, the verdant lord can channel stored spell energy into certain healing spells that he hasn't prepared ahead of time. This works like the cleric's spontaneous casting ability, with the following exceptions. He can "lose" a prepared spell to cast any regenerate spell of the same level or lower (a regenerate spell is any one with "regenerate" in its name; these spells are presented in Chapter 6). For example, a verdant lord who has prepared faerie fire (a 1st-level spell) may lose that spell to cast regenerate light wounds (also a 1st-level spell) instead. Domain spells, if the character has access to them, cannot be converted into regenerate spells.

Plant Facility: At 4th level, the verdant lord can rebuke or command plants with Plant Control as if he were three levels higher than the actual caster level he uses to determine the benefits of that feat. This means that he can also command 3 additional HD of plant creatures.

Fast Healing: At 5th level, the verdant lord gains Fast Healing as a bonus feat.

Treant Wild Shape (Sp): Beginning at 6th level, the verdant lord can use wild shape to take the form of a treant and back again once per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the verdant lord can cast spells normally while in treant wild shape.

Animate Tree (Sp): At 8th level, a verdant lord can animate a tree within 180 feet of him once per day. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of verdant lord levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the verdant lord's commands. The character can return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the verdant lord who animated it is incapacitated or moves out of range. Once the tree returns to its normal state by any means, the verdant lord cannot animate another tree for 24 hours.

Gaea's Embrace: At 10th level, the verdant lord permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the verdant lord still dies of old age when his time is up.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +1 +2 +0 +2 Create Infusion +1 level of existing class
2nd +2 +3 +0 +3 Expert infusion, sun sustenance +1 level of existing class
3rd +3 +3 +1 +3 Spontaneity +1 level of existing class
4th +4 +4 +1 +4 Plant facility +1 level of existing class
5th +5 +4 +1 +4 Fast healing +1 level of existing class
6th +6 +5 +2 +5 Treant wild shape +1 level of existing class
7th +7 +5 +2 +5 +1 level of existing class
8th +8 +6 +2 +6 Animate tree +1 level of existing class
9th +9 +6 +3 +6 +1 level of existing class
10th +10 +7 +3 +7 Gaea's embrace +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Animal Empathy Cha yes no
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Disguise CHA no no
Handle Animal CHA yes no
Heal WIS no no
Hide DEX no yes
Intuit Direction Wis yes no
Knowledge (nature) INT yes no
Listen WIS no no
Scry Int yes no
Spellcraft INT yes no
Swim STR no yes
Wilderness Lore Wis no no

Spells for Verdant Lord

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