Grove Master

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Requirements

Skills: Knowledge (nature) 10 ranks, Wilderness Lore 5 ranks, Hide 4 ranks.

Spells: Able to cast 3rd‐level divine spells.

Special: Must gain the trust of a Spirit of the Land

Summary



Grove masters are experienced druids devoted to protecting a certain area from the destruction of defilers and other intruders that would harm the land. In return for their devotion, the Spirit of the Land bestows additional powers on the grove masters. Grove masters are formidable enemies while on their guarded lands. Most grove masters allow travelers free passage as long as they do not harm the ecosystem, but some view all as intruders and enemies. The latter are typically grove masters who have sworn to protect an endangered plant or species from eradication and will go to any lengths to do so.

Druids are natural candidates for this class, but members of this prestige class can come from a variety of backgrounds. A grove master is chosen more for his devotion to the wilderness than for any specific skill he possesses. Sometimes a very dedicated ranger manages to gain the trust of a Spirit of the Land and become a grove master.

Role: Spell Utility

Characteristics: Guardian spellcasters that excel in defending and travelling through their sacred lands

Source: Dark Sun 3

Game Rule Information

The Grove Master has the following game statistics.

Abilities: Wisdom for your divine spellcasting, Charisma to exude your aura over enemies and destroy invaders, Constitution is good for your spellcasting and staying alive.

Alignment: Any

Hit Die: d8

Starting Gold: N/A

Class Skills

The Grove Master's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Grove Master.

Weapon and Armor Proficiency: A Grove Master is proficient with whatever they were already proficient with prior to taking levels in this class.

Spellcasting: When a new grove master level is gained, you gain new spells per day as if you had also gained a level in whatever divine spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you add the level of grove master to the level of whatever other divine spellcasting class you have, and then determines spells per day and caster level accordingly. If you had more than one divine spellcasting class before you became a grove master, you must decide to which class you add each level of grove master for the purpose of determining spells per day.

Animal Companion: Your druid levels stack with your grove master levels for the purpose of determining the abilities of your animal companion.

Wild ShapeSu: Your Druid levels stack with your grove master levels for the purpose of determining the number of daily uses, the maximum Hit Dice, size (but not creature type), and the duration of your wild shape ability.

Guarded LandsSu: You choose a single area of up to 20 square miles to become your guarded lands. If someone defiles when casting arcane spells on your guarded lands, you instinctively know of the act and where on your lands it takes place.

SacrificeSu: If someone defiles on your guarded lands, you can react to protect your lands through sacrificing part of your own life force. This nullifies a wizard’s defiling radius and any effects it entails, such as penalties to attacks and saving throws, and damage to plants. It also nullifies the benefits of any Raze feats used in the casting of the defiling spell. You lose 1 hit point per 5 feet of defiling radius nullified.

Smite IntruderSu: The local Spirit of the Land) infuses you with the power to smite intruders. Once a day, you may attempt to smite intruders with one normal melee attack. You add your Charisma modifier (if positive) to your attack roll and deals 1 extra point of damage per grove master level. At 7th level, you may smite intruders one additional time per day.

SustenanceSu: While on your guarded lands, the Spirit of the Land provides you with nutrition. You need not eat or drink after spending 24 hours in your guarded lands as long as you remain on your guarded lands.

InvisibilitySp: You can become invisible as per Invisibility while on your guarded lands, the listed amount of times per day. If you move outside the boundaries of your guarded lands while invisible, the effect is dispelled.

Greater TeleportSp: You can teleport as per Greater Teleport to any location within your guarded lands, the listed amount of times per day. You cannot teleport to a location beyond the boundaries of your guarded lands, nor can you teleport back to your lands if you move outside your guarded lands.

NondetectionSp: While on your guarded lands, you become difficult to locate through magical means. You are treated as if under the effects of Nondetection.

Improved InvisibilitySp: You can become invisible and strike without revealing yourself as per Improved Invisibility, once per day, but only on your guarded lands. If you move outside the boundaries of your guarded lands while invisible, the effect is dispelled.

Timeless BodyEx: You no longer suffer ability score penalties from aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you will die of old age when your time is up.

Table 1-1: Grove Master Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +0 +0 +2 Animal companion, wild shape, guarded lands, sacrifice +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Smite intruder 1/day +1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 Sustenance, invisibility 1/day +1 level of existing divine spellcasting class
4th +2 +1 +1 +4 Greater teleport 1/day +1 level of existing divine spellcasting class
5th +2 +1 +1 +4 Nondetection 1/day +1 level of existing divine spellcasting class
6th +3 +2 +2 +5 Invisibility 2/day +1 level of existing divine spellcasting class
7th +3 +2 +2 +5 Smite intruder 2/day +1 level of existing divine spellcasting class
8th +4 +2 +2 +6 Greater teleport 2/day +1 level of existing divine spellcasting class
9th +4 +3 +3 +6 Improved invisibility 1/day +1 level of existing divine spellcasting class
10th +5 +3 +3 +7 Timeless body +1 level of existing divine spellcasting class