Lord of the Land

Prestige Class – Druid Based

Hit Die: d8      Skill Points 4+Int per level

 

Pre-requisites:

Attack Bonus: +9

Alignment: Lawful Good

Feat: Martial Weapons Proficiency

Location: Land trained only

 

The Lords are a dedicated group of Druids worshipping Earthpower and focusing on the Seven Wards of Druidic Power as written by their ancient heroes. The Seven Wards are far from mastered and some have yet to even be recovered from their hiding places. As one ward is mastered by the Lords, it is said a new one will be revealed. As of now, the Lords possess the first three Wards and the High Lord alone possess the Seventh.

The Lords have ruled the Land for over 4000 years. They rely on both the Sword and the Staff, but first the sword. Thus they require a mastery of the sword (pre-requisites) before accepting candidates. Their Attack bonuses are slightly better than a normal druid but they gain other druid powers more slowly overall.

Class Skills: The druid's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.

 

 

 

 

Level   Titles                      Special Abilities                           Attack Save            Spells 

1st                  Aspirant Lord             1st Ward Access                          +0  As Druid  +1 level

                                                Nature Sense

2nd                 Aspirant Lord                                                              +1

3rd         Aspirant Lord                 Woodland Stride                          +2

                                                Trackless Step

4th         Aspirant Lord                                                                  +3                                

5th         Aspirant Lord                                                                  +4

6th         Aspirant Lord                                                                  +5

7th         Aspirant Lord                  Resist Nature's Lure                         +6/+1

8th         Aspirant Lord                                                                  +7/+2

9th         Aspirant Lord                  Healthsense,                                +8/+3

10th       Aspirant Lord                  2nd Ward Access                          +9/+4

11th       Lord Aspirant                  3rd Ward Access                          +10/+5

12th       Lord                              4th Ward Access                          +11/+6/+1           

13th       Landsire                         5th Ward Access                          +12/+7/+2

14th       High Lord                        6th Ward Access                          +13/+8/+3

15th       Grand Druid                   7th Ward Access                          +13/+8/+3

16th       Grand Druid                  

17th       Grand Druid

18th       Grand Druid                   Old Lord Spell Creation Feat         

 

 

 

 

1st Ward

Sphere Restriction: Access to Stone and Wood Spheres of Druid Spells only

Healthsense: This form of sense is actually a form of amphasia..a blending of the senses. Smelling sounds, seeing smells and so on that reveals the following: Detect Earthpower, Detect Druid Magic, Positive/Negative energy, Netherworldly, Outer Planar and Other Worldly. If the bearer has sensed something before he may identify it again.

 

2nd Ward

 

3rd Ward

Forbiding: This acts like a Wall of Force but can withstand only 10HP/Level of caster before it collapses. This at will power takes one full round to cast and has a range of 0. The AOE is 10ftx10ft wall per level of the druid. Its duration is 1 day/level.

 

4th Ward

Lordsfire: This is the physical manifestation of the fury of nature. This fire, always blue, is pure divine fire and normal protections do not work (including SR). No save is allowed, Range is 400feet +40ft/level and this is a 1 action at will power. A Lord must have his staff to throw this. A ranged touch attack to hit is required and can be on a single target. Damage is the Druids Wisdom plus 1d8. The fire may also be used to block energy attacks and can deflect up to x4 the Druids Wisdom.

 

Life Energy Drain Immunity: This is an automatic successful save against any Life Energy Drain attack and always the minimum levels is drained if a random number. If no save is allowed, a normal save is given vs the Energy Drain.

 

Partial Immortality: Lords age at 1/5 the rate of other humans, can stop their breathing to 1/5 normal, blood circulation to 1/5 and the like. It can be used to decrease the spread of Poison (insead of dead in 1 rd, dead in 5, for example) or increase the ability to hold ones breath.  This is an at will, 1 action power to slow breathing and heartrate but the duration is permanent. However, this is somewhat uncomfortable (forced concentration check for every spell cast while slowed down) and is not abused unless needed.

 

5th Ward

Ward of Warning: This sphere is a 20ft radius per level of the Druid (but may be smaller) and may be visible (as a blue shimmering) or not at casters desire. It causes x2 the casters wisdom in Lordsfire damage each round spent inside, no To Hit or save required. It will automatically deflect damage at x8 the casters wisdom in Lordsfire for each attack. It may be taken down by a Wish, Miracle, or Sin spell cast upon it. It normally lasts 1 day/level but may become permanent if the caster expends 2500xp. Either way, the casting exhausts the caster (loses 6 levels immediately through exhaustion, recovers the levels normally) and must make a Concentration Check for every spell cast until fully rested (DC15+spell level).

 

6th Ward

Firelions

 

7th Ward

Earthsblood - Unlimited Wish power and only one being in the multiverse may possess the Earthsblood..

 

 

Of Lords and Druids

Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.

Woodland Stride: Starting at 3rd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.

Resist Nature's Lure: Starting at 7th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.

Wild Shape: At 7th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape. This must be learned outside the Land and is not usable in the Land.

 

some have yet to

age, (19-20 crit range), gives+2 to intimidate or diplomacy with any fighter classes.