D&D 3e (3.0/3.5) Rules
To most races living in Ansalon, the extremely stratified Elven culture is difficult to unravel. The maneuvering between the Elven Houses, or castes, is complex and their relationship seems to be very fragile. The most astonishing caste to outsiders is House Woodshaper—a caste seemingly devoted entirely to gardening. Even the most jaded human noble will say that the creation of an entire class of people for such a thing is a waste of time. The elves, however, are quite aware of the importance of House Woodshaper. To a people intimately entwined with the living world, to be born into House Woodshaper is a great honor. Most members of this caste are indeed glorified gardeners, but many do take their studies of plants farther, far enough to learn how to use magic to control and alter them. The elite of these elites are called Archimandrites, elves who blend all forms of magic toward the goal of sustaining, controlling, and exalting plant life. These elders of House Woodshaper are held in high esteem, even the kings of Qualinesti and Silvanesti listen to their wise words.
Usually druid/wizards or druid/sorcerers become Archimandrite Woodshapers. On rare occasions, druid/rangers become Archimandrites, but this way of life is too retiring for most rangers. Wizard/rangers and sorcerer/rangers, already a rare breed to begin with, do not usually develop their talents to become archimandrites.
To qualify to become an Archimandrite Woodshaper, a character must fulfill the following criteria:
The Archimandrite Woodshaper's class skills (and the key ability for each skill) are: Alchemy (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Int), Spellcraft (Int), and Wilderness Lore (Wis)
Weapon and Armor Proficiency: An archimandrite woodshaper gains no additional proficiency in any weapons or armor.
Spells per Day: An archimandrite woodshaper continues his training in magic. Thus, when a new archimandrite level is gained, the character gains new spells per day as if she had also gained a level in an arcane or divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). This essentially means that he adds the level of archimandrite woodshaper to the level of some other arcane or divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane or divine spellcasting class before he became an archimandrite woodshaper, he must decide to which class he adds each level of archimandrite woodshaper for purposes of determining spells per day when he adds the new level. Since all archimandrite woodshapers are multiclass spellcasters, some choose to expand their skill in the arcane, others in the divine, and the remainder striking a balance between the two.
Woodwise (Ex): Beginning at his first class level, an archimandrite's maximum skill rank level for his Knowledge (Nature) and Wilderness Lore skills is equal to his character level plus eight, instead of the regular character level plus four. At every odd class level, an archimandrite gains an additional skill point which may be added to either his Knowledge (Nature) skill or his Wilderness Lore skill.
Biosecret: At every even numbered level, an archimandrite woodshaper learns a new secret regarding the life of plants or how they work. He may choose from the list below which secret he discovers, and may only choose a secret once.
Bonus Feat (Ex): The archimandrite woodshaper may choose one feat from this list at 5th and 10th level. He must still meet all requirements for the feat: Brew Potion, Craft Wondrous Item, Create Infusion, Energy Substitution, Plant Control, Silent Spell, Skill Focus, Spell Focus, Spell Girding, and Track.
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