Ess' Project Class #12: The Greenbond

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Essence
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Ess' Project Class #12: The Greenbond

Post by Essence »

Here's Monte Cook's druid variant, the Greenbond, given shape. THe only thing to notice here is that this Geenbond gains the same level of spellcasting that a Wizard or Sorcerer does (complex), putting him quite a step above the Druid in spellcasting ability.


GREENBOND

Alignment: Any
Hit Die: d6
Class Skills: (2+Int)
The greenbond’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, magic, nature, spirits), Listen (Wis), Speak Language (n/a), and Spellcraft (Int), Survival (Wis), and Swim (Str)

BAB: Low
Saves: Fort mid, Ref low, Will high
Class Features and Spells by Level:

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[br]							Spell Levels:[br]                                                 0   1   2   3   4   5   6   7   8   9[br] 1 Nature sense, infuse (1d6)                   3/5 1/2                              [br] 2 Nature’s gift 1/day                          4/6 2/3                       [br] 3 Trackless step                               4/6 2/3 1/2                      [br] 4 Infuse (2d6)                                 4/7 3/4 2/3                   [br] 5 Bond with the green (land sense)             5/7 3/4 2/3 1/2                  [br] 6 Percipience                                  5/8 3/5 3/4 2/3                   [br] 7 Infuse (3d6), nature’s gift (distributive)   5/8 4/5 3/4 2/3 1/2               [br] 8 Speak with spirits                           6/9 4/6 3/5 3/4 2/3               [br] 9                                              6/9 4/6 4/5 3/4 2/3 1/2                [br]10 Infuse (4d6), bond with green (sustenance)   6/9 5/7 4/6 3/5 3/4 2/3            [br]11 Inspire to respire, nature’s gift 2/day      6/9 5/7 4/6 4/5 3/4 2/3 1/2          [br]12 Nature’s gift (enduring)                     6/9 5/8 5/7 4/6 3/5 3/4 2/3           [br]13 Infuse (6d6)                                 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2         [br]14 Speak with spirits (long answers)            6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3          [br]15 Bond with the green (plant body)             6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2         [br]16 Infuse (8d6)                                 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3     [br]17 Nature’s gift (universal)                    6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3 1/2    [br]18                                              6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 2/3  [br]19 Infuse (10d6)                                6/9 6/9 6/9 6/9 6/8 5/7 4/6 4/5 3/4 2/3	[br]20 Bond with the green (plant transformation),  6/9 6/9 6/9 6/9 6/9 5/8 5/7 4/6 3/5 3/4 [br]   speak with spirits (automatic), nature’s[br]   gift 3/day[br]



Class Features
All of the following are class features of the greenbond.

Weapon and Armor Proficiency: Greenbonds are proficient with all simple weapons, and with light armor, but no shields.
Spells: A greenbond casts complex spells, and any spell with the [spirit] or [natural] descriptors. A greenbond’s spells have verbal components (songs of supplication to the green), and gesture components (strong motions of admonition or supplication). A greenbond may choose to ready any simple spell provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a greenbond must have a Wisdom score of at least 10+ the spell’s level.
Nature Sense (Ex): Greenbonds can identify plants and animals with perfect accuracy, and can determine whether water is potable or dangerous with a sniff and a glance.
Infuse (Sp): A greenbond can call upon the energy of life and bestow that energy upon himself or another creature with a touch. This ability heals 1 point of damage per greenbond level plus the listed number of dice of damage. A greenbond can use this ability once per day per point of Wisdom modifier, plus once per day plus an additional once per day per four class levels.
Nature’s Gift (Su): Once per day plus once per day per nine class levels beyond the 2nd (11th and 20th) a 2nd-level or higher greenbond can use his connection with the Green to draw forth the natural competence of himself or, later, another. The greenbond gains a divine bonus equal to half of his class level on any one skill or attribute check, saving throw, or attack roll he makes in the next round. Alternatively, the greenbond can pass this bonus along to another by touch. (The touch is made on the round this ability is activated, and the target must use the bonus during the next round.)
Starting at 7th level, the gift’s bonus can be divided amongst up to 5 targets, each getting a portion of the bonus as the greenbond decides. Thus, a 10th-level greenbond could grant a +2 bonus to each of two allies and a +1 bonus to a roll of his own.
Starting at 12th level, the gift’s bonus lasts 1 round per 4 greenbond levels (maximum 5 rounds). The greenbond decides when this ability is activated who gets what bonuses each round, and once distributed the bonuses do not change. The individual targets decide each round which roll they will apply the bonus to.
Starting at 17th level, the gift’s bonus applies to all applicable rolls made by it’s targets, rather than one roll of their choice per round.
Trackless Step (Ex): Starting at 3rd level, a greenbond leaves no trails and cannot be tracked.
Bond with the Green (Su): At 5th level, a greenbond gains the ability that gives the class it’s name. In a night-long ritual, the greenbond gains an intuitive sense of the land – a bond with the Green. If the land is harmed in any way (forest fire, famine, plague, etc) within one mile per greenbond level, the greenbond becomes aware of it and gains a general understanding of what is happening. If he makes a caster power check DC 25, he gains knowledge of the distance and direction of the event. In order for an event to trigger the bond, is must affect an area at least 100 yards across or involve at least 25 creatures or large plants.
At 10th level, a greenbond derives sustenance from the land directly, without the need for food or sleep. The greenbond may substitute an hour in direct sunlight for a day’s worth of meals (though he still requires the same amount of water), and as long as the greenbond is in the wilderness (a non-urban or –rural setting), he need not sleep (though he must still rest as normal to recover his spell slots).
At 15th level, the greenbond is infused by and become one with a small community of vines, brambles, and other small plants. From that point on, the greenbond is no longer a humanoid, but a plant instead. He remains a living, thinking creature, so he is not immune to mind-affecting effects, and he maintains a discernable anatomy, so he is not immune to critical hits or sneak attacks, but he gains all other effects of having the plant type, including immunity to polymorphing and poisons.
At 20th level, the transformation into a plant creature continues, changing what anatomy the greenbond has into vegetation rather than muscle and organs. The greenbond becomes immune to critical hits.
Percipience (Su): At 6th level, greenbonds can see and hear nature spirits otherwise imperceptible to mortals. The character cannot yet communicate with these spirits, but he is made immediately aware of their presence and their pervasiveness.
Speak with Spirits (Su): The 8th-level greenbond can speak with the spirit of a tree, a brook, the air, or any other spirit of nature that he encounters. Once per day, he can ask a spirit a question that can be answered in a single word. The spirit is not omniscient, but it knows all observable facts about it’s surroundings, and can answer any such question with perfect accuracy. A spirit’s perception rarely if ever extends more than 100 yards in any direction. A spirit has a 75% chance +1% per greenbond level of correctly answering a question about events immediately outside of it’s direct perception, but almost no chance (5% +1% per greenbond level) of answering questions about events further away that that. In no case can the spirit answer questions about events that occurred off-plane. The spirits never know the answers to questions about the future or about the thoughts or feelings of any non-spirit creatures.
To convince the spirits to answer a question, the greenbond must succeed at a Diplomacy check DC 15, modified by the following chart. All modifiers are cumulative, so an question about something far outside the spirit’s perception in the far past has a DC of 15 (base) +2 (immediate past) +8 (far past) +5 (just outside the spirit’s perception) +5 (far outside the spirit’s perception), or 35.

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[br] +2          About something in the immediate past (within one hour)[br] +8          About something in the far past [br] +5          About something just outside the spirit’s perception (within 10 yards of the spirit’s limit)[br] +5          About something far outside the spirit’s perception [br]+10          About something not an observable fact[br]+10          About something opposed to the spirit’s nature [br](i.e. asking a water spirit about an earth elemental or a forest fire) 


Starting at 14th level, the greenbond can receive answers from the spirits that are up to one word per greenbond level in length, or can ask a series of one-word-answer questions – one such question per greenbond level.
Starting at 20th level, the greenbond no longer needs to make Diplomacy checks in order to get the spirits to answer his questions.
Inspire to Respire (Su): Once per day, an 11th level greenbond can use his Infuse ability to bring someone who is dead back to life. The target must not have been dead longer than one minute per greenbond level, and comes to life with HP equal to the amount the greenbond’s Infuse healed him minus 10 (capped at the target’s normal maximum.)



Thoughts?
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