Warden of Gulg PrC

Post/Author/DateTimePost
#1

the_peacebringer

Jan 30, 2006 10:41:40
This is not finished yet but gives a pretty good idea of what it's going to look like. I based it slightly on the verdant lord PrC, although I don't know if the Animate tree should have a "conversion" into this PrC... suggestions?

Warden of Gulg
“Please let me out… I didn’t mean to hurt it...”
- Foreigner imprisoned inside the Mopti Wall after having tried to cut a branch.


Wardens are the descendants of Ektej of Gulg, a powerful druid who had managed to heal the tortured spirit of the land of the region. The Obaae Dogosdaga are the recognized People who train these druids in their ancient art. Their duty is towards Gulg’s security and well being. As such, they must tend to the city’s great agafaris, travel the forest in search of possible poachers (non-Gulg hunters) and most importantly, tend to the health of the great wall of brambles that serve as fortifications around Gulg.

Although the wardens love to hunt down defilers of the woods in the Crescent forest, most of them become totally obsessed with their duty to the Mopti wall. This is a huge wall of brambles used as a fortification around both the city and the forest arena. Most non-Gulgs find the wardens over-zealous in their work. Many non-natives have found themselves dying from thousands of punctures, trapped within the wall for being to close to the great mass of brambles.

Hit Die:d8

Requirements
To qualify to become a warden of Gulg, a character must fulfill all the following criteria.

Skills: Knowledge (nature) 8 ranks, Profession (herbalist) 8 ranks.
Feats: Nature’s child.
Special: Must have the wildshape class feature and must be accepted in the Dogosdaga People.

Class skills
The warden of Gulg’s class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).

Skill points at each level: 4 + Int modifier.

Base<br /> Class Attack Fort Ref Will<br /> Level Bonus Save Save Save Special Spells per Day<br /> 1st +1 +0 +2 +0 Warden&#8217;s Hunch +1 level of existing divine class<br /> 2nd +2 +0 +3 +0 Mopti Wall&#8217;s Manifestation +1 level of existing divine class<br /> 3rd +3 +1 +3 +1 Mopti Wall Affinity, Roots +1 level of existing divine class<br /> 4th +4 +1 +4 +1 Healing Sap +1 level of existing divine class<br /> 5th +5 +1 +4 +1 Aspect of the Wall +1 level of existing divine class<br /> 6th +6 +2 +5 +2 Improved Wild Shape (Plants) -<br /> 7th +7 +2 +5 +2 +1 level of existing divine class<br /> 8th +8 +2 +6 +2 Awaken Mopti Wall&#8217;s Anger +1 level of existing divine class<br /> 9th +9 +3 +6 +3 +1 level of existing divine class<br /> 10th +10 +3 +7 +3 One with the Wall -
#2

megatherion

Jan 31, 2006 6:06:43
This is not finished yet but gives a pretty good idea of what it's going to look like. I based it slightly on the verdant lord PrC, although I don't know if the Animate tree should have a "conversion" into this PrC... suggestions?

Skills: Profession (herbalist) 8 ranks, Survival 8 ranks .

Not survival. If that's his job then he's an urban druid, and has access to food and water from the city. Rather Knowledge (nature) or somesuch.

Feats: ?.

Ha, some standard druid-groovish feats I presume. Nature's child and Agile :D The agile is to help him if he ever get's stuck in the wall. :D

The warden of Gulg’s class skills (and key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).

Woah you overdid this I think. dump the escape artist, intimidate, hide, move silently and sense motive and add profession herbalist. Otherwise you'd have to up the skill points per level up to 6 or even 8 and that's not very much druidlike.

Mopti Wall’s Manifestation (Su): At 1st level, the warden already starts to feel a close relationship with the Mopti wall. Once per day, in lush vegetation terrain, she may bring a manifestation of her wall’s energy as an effect similar to the entanglement spell. Any creature who takes any type of physical movement within the area of effect takes 2d6 points of damage from the brambles’ tough spikes. This feature otherwise works as the entanglement spell.

Nice touch! Perhaps should be pushed to 2nd level?

Awaken Mopti Wall’s Anger (Su): ???

when Mopti Wall is being threatened either by animals or an invasive force, a Warden of Gulg can shape the wall into a defensive spear formation (10 ft per wisdom modifier long) at will. There are (warden's wisdom modifier) spears per every 5 feet of the wall. The wall remains thick and unpenetrable, but the spears deal damage to anyone who tries to approach and double damage to anyone trying to charge through the wall. Attack bonus of the spears is Warden's base attack bonus + Warden level, and the damage is standard long-spear fron PHB.

Improved Wild Shape (Plant) (Su): From the close relationship with plants, the warden of Gulg learns how to use her wild shape ability to assume plant form upon attaining 7th level.

Spiky plant. Add natural spike attacks to any plant he shifts into.

All in all, very nice! Treat him as an urban druid, or a druid/ranger hunter that's paid by the city to keep the wall alive and flourishing.
#3

the_peacebringer

Jan 31, 2006 7:19:38
Not survival. If that's his job then he's an urban druid, and has access to food and water from the city. Rather Knowledge (nature) or somesuch.

Yeah, I guess.

Woah you overdid this I think. dump the escape artist, intimidate, hide, move silently and sense motive and add profession herbalist. Otherwise you'd have to up the skill points per level up to 6 or even 8 and that's not very much druidlike.

Well, I figured escape artist would help if he got stuck in the wall, but I guess he could manage without it. You're right about the stealth skills and sense motive (honestly I don't know what I was thinking for that one) although considering their zeal and the reputatin they have in Gulg I think intimidate should stick.

Nice touch! Perhaps should be pushed to 2nd level?

Will consider.

when Mopti Wall is being threatened either by animals or an invasive force, a Warden of Gulg can shape the wall into a defensive spear formation (10 ft per wisdom modifier long) at will. There are (warden's wisdom modifier) spears per every 5 feet of the wall. The wall remains thick and unpenetrable, but the spears deal damage to anyone who tries to approach and double damage to anyone trying to charge through the wall. Attack bonus of the spears is Warden's base attack bonus + Warden level, and the damage is standard long-spear fron PHB.

That's good.

Spiky plant. Add natural spike attacks to any plant he shifts into.

Will fix.


All in all, very nice! Treat him as an urban druid, or a druid/ranger hunter that's paid by the city to keep the wall alive and flourishing.

Thanks, man.
#4

nytcrawlr

Jan 31, 2006 11:19:12
Looking good so far man, keep it up.
#5

master_ivan

Jan 31, 2006 11:54:18
I like it how much you characterize/culturize Gulg, you really love that city don't you? :D
#6

kalthandrix

Jan 31, 2006 16:34:41
Yeah he is a freak'n tree-hugger :D , but I guess we can keep him for now.
#7

the_peacebringer

Feb 02, 2006 7:14:20
You guys don't get it; I really hate Gulg with a passion, I just can't admit it. :P