The Dragonlance Nexus

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Archimandrite Woodshaper

D&D 3e (3.0/3.5) Rules

by syncomm

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.
Hit Die: d8.


To qualify to become an Archimandrite Woodshaper, a character must fulfill the following criteria:
Race: Elf
Alignment: Any non-evil
Skills: Knowledge (Arcana) 3 ranks, Knowledge (Nature) 5 ranks, Wilderness Lore 3 ranks
Feats: Plant Defiance, Still Spell
Spellcasting: Ability to cast 3rd level arcane and 3rd level divine spells.
Special: Must be born into House Woodshaper.

Class Skills

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)
Skill Points at Each Level: 4 + Int modifier.

Archimandrite Woodshaper
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day
1st +0 +2 +0 +2 Woodwise +1 Spellcaster Level
2nd +1 +3 +0 +3 Biosecret +1 Spellcaster Level
3rd +1 +3 +1 +3 Woodwise +1 Spellcaster Level
4th +2 +4 +1 +4 Biosecret +1 Spellcaster Level
5th +2 +4 +1 +4 Bonus Feat, Woodwise +1 Spellcaster Level
6th +3 +5 +2 +5 Biosecret +1 Spellcaster Level
7th +3 +5 +2 +5 Woodwise +1 Spellcaster Level
8th +4 +6 +2 +6 Biosecret +1 Spellcaster Level
9th +4 +6 +3 +6 Woodwise +1 Spellcaster Level
10th +5 +7 +3 +7 Biosecret, Bonus Feat +1 Spellcaster Level

Class Features

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.

Create Bogun (Su): Once per month, an archimandrite woodshaper can create a bogun as if he possessed all the necessary feats or spells to create the creature. Creating a bogun drains 15 XP from the archimandrite (see Monster Manual II for more information on Boguns).

Zone of Preservation (Su): All living beings other than plants within 10 feet of the archimandrite gain fire resistance 10. Plants (including creatures with the plant type) within 10 feet of the archimandrite are not affected by either magical or normal fire.

Realm of Respite (Su): The archimandrite woodshaper and all plants (including creatures with the plant type) within 10 feet of him become immune to all natural diseases. If the archimandrite or the plants become afflicted with a magical disease, they may re-roll all failed saving throws to resist the disease one time.

Heart of the Vine (Ex): The archimandrite woodshaper's creature type changes to plant. He appears unchanged on the outside, but his blood is replaced with sap.

Anger of the Vine (Sp): The archimandrite may cast entangle as a druid spell with a caster level equal to his divine spell caster level 1/round.

Garden Vale (Sp): The archimandrite may cast obscuring mist as a wizard spell with a caster level equal to his arcane spell caster level 1/round.

Root Pact (Ex): Creatures with the plant type will not attack the archimandrite woodshaper or in anyway cause him damage unless he attacks them first. They are free to attack or hinder his companions, however.

Whispers of the Branch (Sp): The archimandrite may cast command plants as a druid spell with a caster level equal to his divine spell caster level 1/day.

Secret Garden (Sp): The archimandrite may cast antipathy as a wizard spell with a caster level equal to his arcane spell caster level 1/day.

Wooden Lore (Su): The archimandrite woodshaper can cast iron wood, liveoak, repel wood, and transmute metal to wood as if he were a druid equal to his character level. These spells use up slots in his highest divine spellcasting level or slots of their own level, whichever is greater.

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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