Verdant Avenger
Mar 31, 2014 20:54:17 GMT
Post by Adele on Mar 31, 2014 20:54:17 GMT
Prerequisites
Skills: Knowledge: Nature 8 ranks, Profession: Herbalist or Profession: Woodworker 5 ranks.
Spells: Cast third level Divine Spells including Plant Growth
Alignment: Any Neutral
Class Skills: The Verdant Avenger’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Survival (Wis).
Hit Die: d8.
Skill points at each level: 4+ Int modifier
Weapon and Armour Proficiency: Verdant Avengers gain no new weapon or armour proficiency’s
Level | BAB | Fortitude | Reflex | Will | Special | Spells |
1 | +1 | +2 | +0 | +0 | Plant Form Natural Armor Special Ability | +1 Divine Caster Level |
2 | +2 | +3 | +0 | +0 | Special Ability | +1 Divine Caster Level |
3 | +3 | +3 | +1 | +1 | Photosynthesis Special Abilities | +1 Divine Caster Level |
4 | +4 | +4 | +1 | +1 | Special Ability | +1 Divine Caster Level |
5 | +5 | +4 | +1 | +1 | Plant Walking Special Ability Special Ability | +1 Divine Caster Level |
Plant Form (Su): The Verdant Avenger gains the ability to assume a plant-like creature form at will, still clearly humanoid as a standard action. Gains a +2 Natural Armor from bark-like skin, 2 Slam attacks that deal 1d6+Str, Low-Light Vision and Fire Vulnerability. Any gear worn or carried by the Verdant Avenger melds into the new form and becomes nonfunctional. When the Verdant Avenger reverts to her true form, any objects previously melded into the new form reappear in them same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Verdant Avenger's feet.
Natural Armor (Ex): Gain +1 Natural Armor/Verdant Avenger class level, stacks with other forms of Natural Armor. This bonus is double when in plant form.
Photosynthesis (Su): The Verdant Lord no longer requires food or sleep. Instead, planting herself in Plant Form for four hours fully rests and feeds them, as well as restores Hit Points and Ability Score damage as though a full day of bed rest.
Plantwalking (Su): Immunity to terrain effects caused by overgrowth, including magical ones such as Entangle.
Special Abilities
Each level, and twice at level 5, the Verdant Avenger gains a Special Ability. They can be chosen from the list below. Each ability may be gained only once unless otherwise indicated.
- Regeneration (Su): Gain Regeneration 1/Verdant Avenger class level. Fire and acid deal normal damage to a Verdant Avenger. A Verdant Avenger that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the limb enables it to reattach instantly.
- Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning.
- Improved Immunities (Ex): Not subject to critical hits. Requires Immunities.
- Improved Size (Ex): Increases size by one step, +4 Str, -2 Dex, +2 Con, Natural Armor +2. Reach becomes typical of a tall creature for that size, damage on attacks increases one step.
- Vine Strike (Ex): Increase reach of Slam attack by 10ft, damage is increased one step.
- Poisonous Strike (Ex): Gain a Poison Attack on the Slam that deals 1d4 Str Damage (injury). The DC to resist is 10+ 1/2 Character Level+ Con Modifier.
- Stonewood (Su): Damage Reduction 1/- per level. The Verdant Avenger also gains a single bonus of +2 Natural Armor.
- Trample (Ex): May perform an overrun attempt that deals 2d8+Double Strength Damage if successful. Requires Improved Size.
- Improved Grab (Ex): When hitting with a Vine Strike attack, the Verdant Avenger may immediately perform a Grapple Check. If he succeeds, he may constrict and deal automatic Slam Damage. Requires Vine Strike.
- Camouflage (Su): May go Invisible 3/day as a Spell-like ability when in natural plant-filled surroundings. +4 Bonus to Hide checks otherwise. This bonus becomes +8 when in Plant-filled surroundings.
- Virulence (Ex): Poison attack is enhanced to 1d6 Str Damage (injury). The DC to resist is 10 + 1/2 Character Level + Con Modifier. Requires Poisonous Strike.
- Heartwood (Ex): +2 Constitution bonus per level. Bonus HP from new constitution score only apply in plant form.
- Greater Improved Size (Ex): Increases size by one step, Str +8, -4 Dex, +4 Con, Natural Armor +4. Reach becomes typical of a tall creature for that size, damage on attacks increases by another one step. Requires Trample.
- Sap Skin (Ex): Removes Fire Vulnerability.