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Guardian of NatureD&D 3e (3.0/3.5) Rulesby ZabraxusServants of the gods of nature, the divine group known as guardians of nature have emerged following the rule of the dragon overlords and their total disregard for Ansalon's environment. Their abilities to merge with nature and attack those who dare destroy it make them champions of the wild world. Clerics with access to the Animal domain find it easiest to gain access to this class, and are the ones who would be most likely to benefit from it. Druids and rangers of a high enough level to cast spells may also find it a good choice. Multiclassed fighters, barbarians, mariners, and rogues who feel an affinity with nature also may consider this class. Bards, monks, nobles, sorcerers, and wizards are less likely to follow this path. Mystics could also follow this path, and notes on such are below. NPC guardians of nature are most likely to be found in the forests of Qualinost and Silvanost, or near Southern Ergoth, where the terraforming of the dragon overlords has taken its highest toll. RequirementsTo qualify to become a guardian of nature, a character must fulfill the following requirements: Base Will Save: +4. Class SkillsThe guardian of nature's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Ride (Dex), Spellcraft (Int), and Survival (Wis). Guardians of nature who follow Zeboim also gain Swim as a class skill.
Class FeaturesAll of the following are class features of the guardian of nature prestige class. Weapon and Armor Proficiency: Guardians of nature gain no additional weapon or armor proficiencies. Wild Empathy (Ex): A guardian of nature can use body language, vocalizations and demeanor to improve the attitude of an animal. This ability works like the druid and ranger ability of the same name, but uses guardian of nature levels to influence the roll. A guardian who has levels of druid and/or ranger may add his guardian of nature class levels to his druid and/or ranger levels when determining the potency of wild empathy. Track: At 1st level, the guardian of nature gains the Track feat for free. Spells per Day: At the listed levels, when a new guardian of nature level is gained, the character gains new spells per day as if he had also gained a level in any previous divine spellcasting class. He does not, however, gain any other benefit a character of that class would have gained (more uses of wild shape, better animal companions, and so on). If the guardian of nature had more than one divine spellcasting class, then he must choose which class to add to at each level. Deific Aspect: At 2nd, 5th, 7th, and 9th level, the guardian of nature becomes more closely associated with his deity. This causes magical, mundane, and purely physical changes depending on the patron deity.
Nature's Enemy (Ex): When a guardian of nature reaches 2nd level, and again at 8th level, he gains certain bonuses against a chosen enemy of nature. This ability works like (and stacks with) the ranger's favored enemy ability, but the guardian of nature may only select his enemy of nature from the following list: aberrations, constructs, dragons (evil dragons and draconians only), minotaurs, ogres, oozes, and undead. At the DM's discretion, they may be allowed to choose a specific group of humanoids, such as Knights of the Lily, if the guardian sees the group causing harm to nature. Woodland Stride (Ex): A 3rd level guardian of nature gains woodland stride, as per the druid's ability. If the guardian already has woodland stride, he instead gains the druid's trackless step ability. If the guardian has both abilities, he instead gains a +2 divine bonus to saving throws against entangle, wall of thorns, and similar spells that manipulate plants to block or hinder. Guardians of Zeboim can use this against aquatic barriers, such as kelp and coral reefs, as well as thorns and briars. Venom Immunity (Ex): At 4th level, a guardian of nature becomes immune to all natural poisons. Manufactured and magical poisons can still affect the guardian. Animal Companion (Ex): At 6th level, a guardian of nature can call upon an animal companion as per the druid ability. The guardian is considered a druid of 4 levels lower than his guardian of nature level when determining the animal companion's special abilities. If the guardian already has an animal companion, the character's guardian of nature levels stack with levels of the class that grants the animal companion. Guardians choose their companions from the following list, as appropriate to their patron deity:
Natural Perfection (Ex): When a guardian of nature reaches 10th level, he is the embodiment of his god's fury on Ansalon. His physical changes are even more pronounced, and the following effects occur, depending on the guardian's patron deity. The character's type also changes to Monstrous Humanoid, which means certain spells and effects will no longer affect him while others will.
NOTE: Mystics with the Animal domain can theoretically take this class, even though they do not serve a god, as they are inexorably tied to Ansalon. In this case, the mystic must still choose a path - land mammals (Habbakuk), birds and flying animals (Chislev) or sea and amphibious animals (Zeboim). This would allow a godless progression, and could allow other world progressions for the guardian - Obad-Hai from Oerth could allow any of the paths of progression, whereas Mielikki of Toril might only allow the mammal progression. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas
