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| enygmatic_me02-18-07, 02:11 AM | "The Gods of Nature can be found in the smallest stone, in the mightiest tree, in the howling wind, the raging waters, and in the crackling flame. The forces of nature are connected to the gods of nature. In perfect harmony they exist one with the other. The one could not be without the other and it is this connection that is foundation of our teachings." --Vyndel the Spirit Speaker. The teachings of the Gods of Nature and the teachings of the Forces of Nature are not so different. It was only natural that the two become one. An initiate Sublime Hierophant has found the beginnings of this philosophy and further unlocks the mysteries of these teachings as they progress through the class. Prerequisites: BAB: +6 Feats: Domain Spontaneity Skills: Knowledge (Nature) 11 ranks, Knowledge (Religion) 11 Ranks, Special: Must have the Plant Cleric Domain, Must have Resist Natures Lure Class Feature, Must speak Ignan, Terran, Aquan, Auran, and Sylvan, Level BAB F R W Special 1st +1 +2 +0 +2 Tongue of the Nature Spirit, Fey Companion, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 2nd +2 +3 +0 +3 Augmented Summoning, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 3rd +2 +3 +0 +3 Force of Nature, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 4th +3 +4 +1 +4 Fey Cohort, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 5th +4 +4 +1 +4 Command/Rebuke Fey, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 6th +4 +5 +2 +5 Cooperative Spontaneity, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 7th +5 +5 +2 +5 Plane Shift, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 8th +6 +6 +3 +6 Enhanced Summoning, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 9th +6 +6 +3 +6 Command/Rebuke Elementals, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level 10th +7 +7 +4 +7 Nature’s Avatar, +1 level Cleric spellcasting Level, +1 level Druid spellcasting Level HD: d6 Class Skills Handle Animal, Knowledge (Nature), Knowledge (Religion), -Skill Points per Level + Intelligence modifier Class Features: A Sublime Hierophant gains no weapon or armor proficiency. A Sublime Hierophant who wears prohibited armor or uses prohibited shields loses the ability to cast Druid spells or use any spell-like or supernatural class abilities while doing so and for 24 hours thereafter. The connection to nature that the Sublime Hierophant now allows them to speak with the spirits that live within fire, earth, water, air, and plants. Fire Spirits tend to be passionate, playful, and short tempered. Of all the spirits they are the most easily offended. A diplomacy check (base DC 15) is required to gain their cooperation. Failure by 2 or more on the check lowers the Fire Spirit’s attitude by one and increases the diplomacy DC by 5. This increase to DC is cumulative with each failed attempt. This check must be made for every question asked of the spirit. Fire Spirits are all connected and may know the answer to anything that has ever been said or done near a flame. Earth Spirits are patient and friendly; if a little slow in response. It is hard to offend an earth spirit, but once offended the slight is not soon forgotten. A diplomacy check (base DC 15) is requires to gain their cooperation. Failure by 5 or more on the check lowers the Earth Spirit’s attitude by one step and increases the diplomacy DC by 8. This increase is cumulative with every two failures. The earth spirit will answer two questions per diplomacy check. An earth spirit is limited to an area of only 100 yards from where it is located. Water Spirits are fickle and strong willed. It is a little hard to determine how a water spirit will react to being approached. A diplomacy check (base DC 15) is required to gain their cooperation. Failure by 3 or more on the check lowers the water spirit’s attitude by one step and increases the DC by 5. A success of 3 on more increases the water spirit’s attitude by one step. The water sprit is will answer one question per diplomacy check. A water spirit is limited to the body of water it exists in and the surrounding shores. Air Spirits are flighty and don’t focus well, but are probably the most knowledgeable of all the spirits. A diplomacy check (base DC 20) is required to gain their cooperation. Failure by 5 or more means the Air spirit has become bored and will no longer cooperate. No further rolls can be made to solicit answers from the spirit. The Air Spirit will answer one question per diplomacy check. An air spirit knows the answer to everything under the sky. Plant Spirits are usually passive in demeanor and matter of fact in speeck, but have a playful side. A diplomacy check (base DC 15) is required to gain their cooperation. Failure by 5 or more on the check lowers the Plant Spirits Attitude by one step and increases the DC by 3. The Plant Spirit will answer one question per diplomacy check. A Plant spirit is limited to an area of 200 yards from where it is located. The DC of the diplomacy check should be increased for particularly hard or unclear questions. It is up to the DM what a spirit does or does not know. The Sublime Hierophant’s Animal Companion gains the Fey subtype and the following abilities:: +2 Dexterity, immunity to mind-affecting effects, +10 primary move, and low-light vision. The Sublime Hierophant advances their casting ability as if they have gained a level in both cleric and druid. They do not gain any other benefits of advancing in those classes. If the Sublime Hierophant casts either a Summon Natures Ally or Summon Elemental spell they are treated as having a caster level 4 levels higher. Starting at 2nd level the Sublime Hierophant can take on characteristics of the nature spirits. Choose fire, earth, water, air, or plant. The Sublime Hierophant gains the following bonuses: Fire = melee attacks deal +2 melee fire damage per successful strike, fire based spells are cast as if the Arcane Hierophant was 2 levels higher. Physical Characteristics: Hands wreathed in flames that do not injury the Sublime Hierophant. Earth = +2 Natural Armor Class, earth based spells are cast as if the Arcane Hierophant was 2 levels higher. Physical Characteristics: Sublime Hierophant’s skin takes on a stone like quality. Water = +20 temporary Hit Points, water based spells are cast as if the Arcane Hierophant was 2 levels higher. Physical Characteristics: Sublime Hierophant gains scales on their neck and up around their hairline. Air = +2 Deflection Bonus to Armor Class, air based spells are cast as if the Arcane Hierophant was 2 levels higher. Physical Characteristics: Sublime Hierophant’s hair moves continuously as if in a slight breeze. Plant = reduce terrain penalties to movement by one step, Plant based spells are cast as if the Arcane Hierophant was 2 levels higher. Physical Characteristics: Skin color becomes dark brown and hair takes on a greenish color. The Sublime Hierophant may choose another Force of Nature at every even numbered level beyond 2nd. The Sublime Hierophant may use their aspects known a total number of rounds per day equal to half class level times Charisma Modifier. The rounds do not have to be consecutive. Activation of this ability, and switching between aspects, is a standard action The Sublime Hierophant’s connection has grown so strong they have attracted the attention of a fey that is willing to serve them. This Fey may not have an effective character level (HD + LA + Class Level; if any) more than the Sublime Hierophant’s character level -2. If this Cohort dies the Sublime Hierophant may attract a new one by meditating for 24 hours in a wooded glade that is no less than one mile in area. The Fey Cohort’s alignment must be within one step of the Sublime Hierophant. The DM will have final say on what Fey is attracted through this class ability. The Sublime Hierophant gains the ability to command/rebuke fey as a cleric equal to their character level. The Sublime Hierophant may lose one of their Druid spells to cast either a healing spell or cleric domain spell as a cleric. They may also lose a prepared Cleric Spell to cast a summon natures ally spell as a druid. The new spell is of one level lower then the lost spell. One time a day, as a standard action, the Sublime Hierophant may Plane Shift as the spell. The Sublime Hierophant may only use this ability to enter the Fey Realm or one of the Prime Elemental Planes. Returning to the Prime Material plane does not require the use of this ability again, but may be done as a standard action. Creatures summoned via Summon Natures Ally or Summon Elemental are treated as having maximum Hit Points, damage dice are increased by one step, and the DC for any special abilities the summoned creature possesses are increased by 2. The Sublime Hierophant may command/rebuke elementals as a cleric equal to their character level. At 10th level the Sublime Hierophant transforms and becomes one with Nature. Their type becomes fey with the plant subtype. The Sublime Hierophant gains +2 Strength, +2 Wisdom, +2 Charisma, DR 2/-, low-light vision, immunity to mind-affecting effects, immunity to poison, sleep, paralysis, polymorph, and stunning, is no longer subject to critical hits, and no longer needs to sleep (though they must still rest to regain spells as normal). The physical appearance of the Sublime Hierophant changes to reflect their new state of being. Common features include, but are not limited to; skin changes to the color of wood or stone, hair becomes like a mass of leafy vines, eyes glow with an inner fire, and voice takes on a more airy quality. |
| enygmatic_me02-24-07, 06:47 PM | Added a little flavor text. |
| Coridan02-25-07, 05:31 PM | Add Druidic as a language requirement, and up the skill Pre-reqs to 13 ranks. This class definately is for levels 10+ unless it's meant to be Druid OR Cleric spellcasting not Druid AND Cleric spellcasting progression. |
| enygmatic_me02-25-07, 05:37 PM | Add Druidic as a language requirement, and up the skill Pre-reqs to 13 ranks. This class definately is for levels 10+ unless it's meant to be Druid OR Cleric spellcasting not Druid AND Cleric spellcasting progression. I figured that the must have "Resist Natures Lure" Class feature already forced characters to have Druidic as a language since there isn't any other way (that I know of) to gain that class feature but to take levels in Druid. I can see the wisdom in raising the skill requirements. I will make that change. |
| enygmatic_me02-26-07, 04:36 PM | Added the ability to enter the Elemental Planes in the Plane Shift class feature. |