Wild Guardian [Archive] - Wizards Community

Post/Author/DateTimePost
lds_soldier

05-13-07, 05:21 PM
Wild Guardian

The Wild Guardian protects the forests and wilds of Eberron against aberrations and the spread of civilization. Often sent by Balinor by extraordinary means to places of great need that not even the Wardens of the Wood are able to resolve, these are the right hand of Balinor. A Wild Guardian depends upon Charisma to work with Nature and Strength to do battle.

Prestige Levels: 10

Hit Die: D12

Requirements:
Skills: Animal Empathy 6 ranks
Knowledge Nature 8 ranks
Diplomacy 5 ranks
Feats: Animal Affinity
Religion: Balinor
10 levels of Barbarian, Druid, or Ranger
Alignment: Chaotic Neutral
Ability: Wisdom score of 12 or higher

Class Skills:
Animal Empathy (Cha, exclusive skill) Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Knowledge Nature (Int), Knowledge Geography (Int), Listen (Wis), Scry (Int, exclusive skill), Search (Int), Spot (Wis), Survival (Wis)

Skill points at each level: 4 + Int modifier


Class Features:

Weapon and Armor Proficiency: A Wild Guardian is proficient with all simple and martial weapons. The Great axe is the preferred weapon of Balinor. Using it gives a +1 to attack and damage. A Wild Guardian is proficient with light, medium, and heavy armors, but may not wear metal armor. They are also proficient with all non-metallic shields.

Spell casting: Wild Guardians gain the ability to choose 2 of the following Domains from which to cast Divine spells.
-Animal Domain
-Earth Domain
-Plant Domain
-Strength Domain
-Water Domain

Prayer: Once per day, the Wild Guardian may ask one question of Balinor.

Animal Mastery: Beginning at 1st level, a Wild Guardian can have animal companions whose Hit Dice total no more than the sum of twice his Wild Guardian level plus twice the number of ranks he has in Animal Empathy. No individual companion can have more Hit Dice than the Wild Guardian does. Companions may be summoned and dismissed as a standard action (each must be summoned or dismissed one at a time).

Blood Bond: A Wild Guardian gains a +2 bonus to all attacks, checks, and saves after witnessing any threat or harm to a companion or to any wild thing including plant life. This bonus ends after the threat is no longer apparent.

Scry: Once per day, a Wild Guardian may use a calm pool of water to scry up to 100 miles for 1D4 rounds per level. The range doubles at level 6 and again at level 10.

Spell Resistance: A Wild Guardian has a natural resistance to Arcane magic of 2/level. This ability is also active for all Wild creatures and Plant life within 50 ft.

Underwater Breathing: At second level, a Wild Guardian may breath underwater twice/day for 1 hour per level.

Empathic Link: At third level, a Wild Guardian may speak telepathically with his companion up to 1 mile away. Intelligence is still a factor in these conversations and misunderstandings are possible.

Wild Shape: At 3rd level a Wild Guardian may wild shape into a Small creature 1/day. At 7th level a Wild Guardian may wild shape into a Large creature 1/day and a Small creature 3/day. At 9th level a Wild Guardian may wild shape into a Gargantuan 1/day, a Large creature 3/day, and a Small creature 6/day. He may wild shape only into natural creatures of the Wild.

Beast Mastery: At 4th level, a Wild Guardian may summon Beasts as companions. Beasts count as animal companions when totaling HD for Animal mastery.

Natural Armor: At 4th level, each animal companion gains a +1 bonus to its natural armor. This increases by one for every level of Wild Guardian its master gains. Up to +7 at 10th level.

Fearless: At 4th level Wild Guardian lose all fear of anything from the wild including plant life, animals, beasts, and Natural Disasters.

Concerted Attack: At 5th level a Wild Guardian may join with each of his companions for a concerted attack. This gives a +2 bonus to attack due to flanking. The Wild Guardian and each companion also gain an additional +2 bonus to attack for working as a team.

Natural Spell: At 6th level Wild Guardian may cast spells while in wild shape form.

Rebuke Wild: At 7th level, a Wild Guardian may rebuke or command wild plant life or wild creatures as a caster 3 levels higher than he actually is.
Logos7

05-13-07, 05:47 PM
first a few minor points

No more exclusive skills in 3.5 , animal empathy became handle animal

second of all generally if you want a specific level of a certain class it's easier to simply make it hard for other classes to reach the prereq's than out right banning them. For example rather than requiring 10 levels in a nature oriented class why not 13 ranks in Handle Animal

Third why would the PrC give access to domains that Balinor Doesn't Last time i checked balinor gave Air Animal Earth

Forth being in eberron and all anyone can ask any god any question they like, they are not going to get an answere however at anytime. The Gods are distant, even with Commune with Diety and the ilk , the questions are answered by High Level Outsider's who worship the same god ( Angels of the god etc) Why wouldn't this rely on the existing mechanic?

5> Qhy give proficiencies when the classes you want coming in already have them? Nature warriors seem more like a fit with lighter armours anyway ( Rangers in Light Armour Druidis in Non Metals etc, Barbarians in non heavy )

6th the animal companion mechanic should be done in the same manner as druid's ability and specifically say that they can have multible. Beasts no longer exist in 3.5 Do you really want a Wild Master of BAlinor to have Hydra and the like as pets? Same with Wild Shape

7th the Arcane Spell Resistance seems too low to be useful

A PrC aimed at 2/3 non full casters has full divine progression? Gives Wildshape and Animal Companion Advancement and Extra abilities and is not surposed to be unbalanced? Kewl Idea but shows the foibles of 3.0 well. If i was bringing this up to 3.5 at best i'd offer 1/2 divine casting advancment and make the requirements 13 handle animal, and then all the rest you had drropping the class specific ones and fixing the above problems i thought was preety against the whole eberron thing
lds_soldier

05-13-07, 05:53 PM
thanx,

I'll work on that after a bit, I'm modding it for a PC that wants to be a little more than a Warden. I have a couple weeks to tweak it. But class construction is not my strong point.
Logos7

05-14-07, 02:42 AM
Hey,

It sounds a lot worst then i ment, the most of my problems are 3.0 stuff that annoys me ( Like exclusive skills). I think probably the biggest problem is that the prc doesn't seem to have a flavour but be a divine gish ( Thats not bad but my favorite PrC are one's that give kewl New Abilities , not replicate other classes abilities )

Logos