Merlion
First Post
This idea is essentialy based on the celtic "green man" image/idea. Its also basicaly a prestige class for a druid who wants to focus on the planty side of things.
I would like to maybe add some things, and/or make it a little more flavourful, but I'm not sure how. Open to suggestions.
The Green Man
Requirements:
Skills: Knowledge (Nature) 10 ranks, Profession (Herbalist or Gardener) 6 ranks, Survival 10 ranks
Feats: Self-Sufficient, Skill Focus (Knowledge [Nature])
Spells: Ability to cast 3rd level spells, including Speak with Plants and Command Plants.
Special: The character must spend at least 1 month secluded alone in a forest, jungle, or similar area with no humanoid contact, communing with the forest.
Hit Die: d6
Class Skills: The Green Man’s class skills, and the key ability for each skill are: Concentration (Con), Heal (Wis), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) Survival (Wis), and Swim (Str)
Skill points at each level: 4+ Int modifier
Class Features:
All of the following are class features of the Green Man prestige class.
Weapon and armor proficiency: the Green Man gains no additional proficiency in any weapons or armor.
Spells per Day/Spells Known: When a new Green Man level is gained (Except for 5th and 8th level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained( Exception: a Druid who becomes a Green Man adds half his Green Man level to his druid level to determine his Wildshape ability). This essentially means that he adds the level of Green Man to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Green Hands: at 1st level, the Green Man may use Entangle as a spell-like ability a number of times per day equal to his Wisdom bonus (minimum once/day)
2nd: Green Ear: at 2nd level, the Green Man attunes himself to the subtle communications of plant life. He may communicate with plants as though under the effects of a permanent Speak with Plants spell.
3rd level: Green Skin: at 3rd level, the Green Man’s skin takes on slightly plantlike traits in texture and colour. These changes grant the Green Man a +2 natural armor bonus. This bonus increases by +1 at 6th, and 9th level. The change in coloration grants the Green Man a +5 circumstance bonus to Hide checks in forested areas. This bonus increases to +10 at 5th level, +15 at 7th level and +20 at 9th level.
5th level: Green Walk: at 5th level, the Green Man becomes highly proficient at moving within a forest or other natural terrain. He may use Tree Stride as a spell like ability 3 times per day. He also gains a +10 bonus to Move Silently checks within such areas.
5th level: Green Form: at 5th level, the Green Man may assume the form of a plant creature. This ability functions exactly like a polymorph spell, except that only Plant-type forms are allowed, and the effect lasts for 1 hour/caster level. This ability may be used 3 times per day. If the Green Man has Druid levels, this ability is usable as part of his normal Wild Shape ability, instead of 3 times per day.
6th level: Green Wall: at 6th level, the Green Man is able to erect a barrier of thorns and briars to deter enemies. This ability functions exactly as a wall of thorns spell, and may be used once per day per 3 class levels.
8th level: Green Command: At 8th level, the Green Man is able to call upon the plants of the forest to aid him. This ability functions exactly as an animate plants spell and may be used once per day per 3 class levels.
10th level: Green Master: At 10th level, the Green Man reaches the height of his powers.
He no longer needs to eat, sleep or breathe, as long as he spends at least 4 hours a day out doors in a natural environment. His type changes to Plant.
Additionally, whenever he is in a forest (or similar area of heavy growth) he is considered to have a Spell Resistance of 13+ class level.
The Green Man
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +2 +0 +2 Green Hands +1 level of existing class
2 +1 +3 +0 +3 Green Ear +1 level of existing class
3 +2 +3 +1 +3 Green Skin +1 level of existing class
4 +3 +4 +1 +4 --- +1 level of existing class
5 +3 +4 +1 +4 Green Form, Green Walk --
6 +4 +5 +2 +5 Green Wall +1 level of existing class
7 +5 +5 +2 +5 --- +1 level of existing class
8 +6 +6 +2 +6 Green Command --
9 +6 +6 +3 +6 --- +1 level of existing class
10 +7 +7 +3 +7 Green Master +1level of existing class
I would like to maybe add some things, and/or make it a little more flavourful, but I'm not sure how. Open to suggestions.
The Green Man
Requirements:
Skills: Knowledge (Nature) 10 ranks, Profession (Herbalist or Gardener) 6 ranks, Survival 10 ranks
Feats: Self-Sufficient, Skill Focus (Knowledge [Nature])
Spells: Ability to cast 3rd level spells, including Speak with Plants and Command Plants.
Special: The character must spend at least 1 month secluded alone in a forest, jungle, or similar area with no humanoid contact, communing with the forest.
Hit Die: d6
Class Skills: The Green Man’s class skills, and the key ability for each skill are: Concentration (Con), Heal (Wis), Hide (Dex), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) Survival (Wis), and Swim (Str)
Skill points at each level: 4+ Int modifier
Class Features:
All of the following are class features of the Green Man prestige class.
Weapon and armor proficiency: the Green Man gains no additional proficiency in any weapons or armor.
Spells per Day/Spells Known: When a new Green Man level is gained (Except for 5th and 8th level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained( Exception: a Druid who becomes a Green Man adds half his Green Man level to his druid level to determine his Wildshape ability). This essentially means that he adds the level of Green Man to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Green Hands: at 1st level, the Green Man may use Entangle as a spell-like ability a number of times per day equal to his Wisdom bonus (minimum once/day)
2nd: Green Ear: at 2nd level, the Green Man attunes himself to the subtle communications of plant life. He may communicate with plants as though under the effects of a permanent Speak with Plants spell.
3rd level: Green Skin: at 3rd level, the Green Man’s skin takes on slightly plantlike traits in texture and colour. These changes grant the Green Man a +2 natural armor bonus. This bonus increases by +1 at 6th, and 9th level. The change in coloration grants the Green Man a +5 circumstance bonus to Hide checks in forested areas. This bonus increases to +10 at 5th level, +15 at 7th level and +20 at 9th level.
5th level: Green Walk: at 5th level, the Green Man becomes highly proficient at moving within a forest or other natural terrain. He may use Tree Stride as a spell like ability 3 times per day. He also gains a +10 bonus to Move Silently checks within such areas.
5th level: Green Form: at 5th level, the Green Man may assume the form of a plant creature. This ability functions exactly like a polymorph spell, except that only Plant-type forms are allowed, and the effect lasts for 1 hour/caster level. This ability may be used 3 times per day. If the Green Man has Druid levels, this ability is usable as part of his normal Wild Shape ability, instead of 3 times per day.
6th level: Green Wall: at 6th level, the Green Man is able to erect a barrier of thorns and briars to deter enemies. This ability functions exactly as a wall of thorns spell, and may be used once per day per 3 class levels.
8th level: Green Command: At 8th level, the Green Man is able to call upon the plants of the forest to aid him. This ability functions exactly as an animate plants spell and may be used once per day per 3 class levels.
10th level: Green Master: At 10th level, the Green Man reaches the height of his powers.
He no longer needs to eat, sleep or breathe, as long as he spends at least 4 hours a day out doors in a natural environment. His type changes to Plant.
Additionally, whenever he is in a forest (or similar area of heavy growth) he is considered to have a Spell Resistance of 13+ class level.
The Green Man
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +2 +0 +2 Green Hands +1 level of existing class
2 +1 +3 +0 +3 Green Ear +1 level of existing class
3 +2 +3 +1 +3 Green Skin +1 level of existing class
4 +3 +4 +1 +4 --- +1 level of existing class
5 +3 +4 +1 +4 Green Form, Green Walk --
6 +4 +5 +2 +5 Green Wall +1 level of existing class
7 +5 +5 +2 +5 --- +1 level of existing class
8 +6 +6 +2 +6 Green Command --
9 +6 +6 +3 +6 --- +1 level of existing class
10 +7 +7 +3 +7 Green Master +1level of existing class
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