TRYGRIDEAM (Prestige Class)
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The trygrideam are
charged with tending all the plants and animals of the Vale of Aaqa. The
trygrideam also mediate any disputes that might arise between vaati and pass
judgment on visitors who break the law. |
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Hit Die: d8 |
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Requirements
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To
qualify to become a trygrideam, a creature must meet the following criteria. |
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Race:
Vaati |
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Base
Attack Bonus: +6 |
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Knowledge
(Law): 8 ranks |
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Knowledge
(nature): 8 ranks |
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Spellcasting:
Ability to cast divine spells of 3rd level or higher. |
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Class Skills
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The
trygrideam’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(Law), Knowledge (nature), Swim (Str) and Wilderness Lore (Wis). |
THE TRYGRIDEAM |
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Class Base Fort Ref Will Spells Per Day |
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Level Attack
Save Save Save Special 1st 2nd
3rd 4th |
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1st +0 +2 +0 +2 Nature
Sense 0 - - - |
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2nd +1
+3 +0 +3 Calm Air 1/day 1 - - - |
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3rd +2
+3 +1 +3 Vortex Blade 1 0 - - |
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4th +3
+4 +1 +4 Solid Fog 1
1 - - |
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5th +3
+4 +1 +4 Calm Air 2/day 1 1 0 - |
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6th +4
+5 +2 +5 Vortex Blade 1 1 1 - |
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7th +5
+5 +2 +5 Cloudkill 2
1 1 0 |
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8th +6
+6 +2 +6 Calm Air 3/day 2 1 1 1 |
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9th +6
+6 +3 +6 Vortex Blade 2 2 1 1 |
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10th +7
+7 +3 +7 Summon Elemental 2 2 2 1 |
CLASS
FEATURES
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All of the following are class features of the trygrideam
prestige class. |
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Weapon
and Armor Proficiency: A trygrideam is proficient with all simple and
martial weapons, with light armor, with medium armor, and with shields. Note
that armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble. |
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Nature
Sense (Ex): This ability functions as the druid’s ability of the same
name. |
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Calm Air
(Su): This ability calms all forms of wind, magical or normal,
in a 30-foot radius around the trygrideam, reducing them to nothing more than
a gentle breeze. This ability functions as a protection from evil
against creatures from the Elemental Plane of Air. This ability lasts a
number of rounds equal to the trygrideam’s class level. |
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Vortex Blade
(Su): This ability is similar to the flame blade spell except that
it is a blast of high-pressure air. The blade deals 1d6 points of damage +1
per class level of the trygrideam. It has no effect on creatures with the air
subtype, but deals double damage to creatures with the earth subtype. |
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Solid Fog (Su):
This ability duplicates the solid fog spell as cast by a sorcerer with
a caster level equal to the trygrideam’s class levels. This ability can be
used a number of times per day equal to the trygrideam’s Wisdom modifier. |
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Cloudkill
(Su): This ability duplicates the cloudkill spell as
cast by a sorcerer with a caster level equal to the trygrideam’s class
levels. This ability can be used a number of times per day equal to the
trygrideam’s Wisdom modifier. |
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Summon
Elemental (Sp): This ability functions as the 9th-level spell summon
monster as cast by a sorcerer with a caster level equal to the
trygrideam’s class levels. It can only be used to summon air elementals. |
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Once per day, the
trygrideam can summon one elder air elemental, 1d3 greater air elementals, or
1d4+1 Huge size or smaller elementals. |
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Spells:
Beginning at 1st level, a trygrideam gains the ability to cast a small number
of divine spells. To cast a spell, the trygrideam must have a Wisdom score of
at least 10 + the spell’s level, so a trygrideam with a Wisdom of 10 or lower
cannot cast these spells. Trygrideam bonus spells are based on Wisdom, and
saving throws against these spells have a DC of 10 + spell level +
trygrideam’s Wisdom modifier (if any). When the trygrideam gets 0 spells of a
given level, such as 0 1st-level spells at 1st level, the trygrideam gets
only bonus spells. A trygrideam without a bonus spell for that level cannot
yet cast spells of that level. The trygrideam’s spell list appears below. The
trygrideam prepares and casts spells just as a cleric does (though the
trygrideam cannot use spontaneous casting to substitute a cure spell
in place of a prepared spell). |
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Trygrideam Spell List |
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1st level—calm animals, entangle,
protection from chaos, shillelagh, summon nature’s ally I |
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2nd level—barkskin, calm emotions,
hold animal, speak with animals, summon nature’s ally II |
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3rd level—magic circle against
chaos, plant growth, poison, snare, summon nature’s ally III |
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4th level—control plants, order’s
wrath, rusting grasp, sleet storm, summon nature’s ally IV |