• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Prestige classes

Ferret

Explorer
1st Prestige class, I did this one to go with the Dreg(Now Dregh), but both changed.

Forest keeper

Requirements:
Alertness
Wildshape 1/day
Has seen a forest.

HD d8

Class Skills: The druid's class skills (and the key ability for each skill) are, Concentration (Con), Craft (Int), Diplomacy (Cha), , Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Weapon and armour proficiencies: None gained

Saves and BAB as druid
Half spell advancement (Gulp help me)

Lvls
1 Woodland living
2 Sense step 10ft
3 Plant growth 1/Day
4 Sense step 30ft
5 Thorn chain
6 Treant wildshape
7 Permanent Barkskin
9 Sense step 50 ft
10 Gaea’s embrace

Woodland living (Ex): As the starting ability, the Forest keeper gains a +4 fortitude to all poisoness plants, fungi and other naturally occurring poisons, s/he also gains a +4 bonus to hide and move silently checks inside woodlands.

Sense step (Ex): The Forest keeper gains Tremorsense, by sensing the vibrations travelling along Roots and overhead vines, this is at the distance listed.

Sun Sustenance (Ex): Also at second level, the Forest keeper gains the ability to draw energy from the sun. As long as s/he spends at least 4 hours of the day outdoors, s/he can draw sustenance from the sun itself, and thus s/he requires no food that day. S/he still thirsts, however, and needs the standard amount of water to survive.

Plant growth (Sp): Usable 1/day the Forest keeper may cast plant growth, but only the “Over growth” version.

Thorn chain (Su): The Forest keeper can now create a long, thorned vine, from any near by tree branch. This treated as a +3 spiked chain that deals 2d6 piercing damage, which the character is proficient in, and it breaks no oaths.

Treant Wild Shape (Sp): Beginning at sixth level, the Forest keeper can use wild shape to take the form of a Treant and back again once per day. This ability otherwise works like wild shape. Since a Treant has a voice and manipulative appendages, the Forest keeper can cast spells normally while in Treant wild shape.

Permanent Barkskin(Ex): +4 natural armour, increases by +1 per 3 levels.

Protective briar (Sp): The Forest keeper is, now able to call upon nature and cover himself with a sharp tangle of vines. It has (Wis mod)d8 hit points, and grants concealment equal to half the wis mod , but the Forest keeper is unhindered in his movements, and the briar follows him. The briar fills the square so no other being may enter, and any one without reach/ranged weapon takes 1d4 damage on a failed reflex save of 13. At a dex check of 12+half wisdom mod a sneak attack is viable. This last for 1 round per half Wisdom mod.

Gaea's Embrace(Ex): At 10th level, the Forest keeper permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His/her type changes to plant, and as a result s/he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects).

Timeless body(Ex): S/he no longer suffers penalties for aging and cannot be magically aged. Any aging penalties s/he may already have suffered, however, remain in place. Bonuses still accrue, and the Forest keeper still dies of old age when His/her time is up.
This one was the second, it was made whilst watching Relic hunter, and eating a bad curry. Maybe my fave

He gently lifted the coin purse, gently, a slight jingly of gold hitting the cobbles alerted the Guards, and he put the bag back and stepped away, no good. He was off, feinting, swerving, into the crowds, they’d never find him, not in a…He rolled to the side, parried another blade and sped down a dead end alley.

“Scum,” Called the guard, about 6ft 8ish, easy Jerral thought; and prodded the man with a testing shot, using his rapier. The large man dodged it, and Jerral fell forwards.

“Gotcha” Shouted the Guard, although the only thing left was a small rat, “Where are you SCUM” Shouted Frean, Jerral tried to contain his laughter, and dodged out of the guard’s way, drew his rapier again and stuck it through his over-large neck.


Crowd shifter
Thieves that have learned that, with effort you can avoid the long arm of the law.

Requirements:
Run in with the law
At least +6 ranks in Pickpocket, bluff, hide and move silently
BAB + 3

Class Skills: The rogue's class skills (and the key ability for each skill) are, Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
6 + int

HD d6

Weapons and Armour: No adjustment, Only light armour, and weapons of own size or smaller May be worn

Saves and BAB as thief

Lvls
1 I’m not here
2 Hit on the run
3 That’s not right!
4 Whoops
5 One in a million
6 I’m gone
7 I’m not here
8 I cannot fail
9 One with the shadows
10 One in a million

I’m not here (Ex)
The crowd shifter can add their bluff skill to Pick pocket, if they fail. They cannot Pickpocket that person for another 3 rounds

Hit on the run (Ex)
The crowd shifter may now pick pocket whilst running, at -5

That’s not right (Ex)
Now you can add half your Wisdom to bluff along with Charisma, and make outrageous bluffs

Whoops (Ex)
The crowd shifter can re-roll a failed pickpocket check so that the victim doesn’t notice, this doesn't work with Hit on the run, and neither does it stack. You use your bluff roll for this, and then attempt another Pickpocket

One in a million (Ex)
Now you can add +20 to hide checks in crowds or large groups of people

I’m gone (Ex)
You can run as normal in crowded areas

I’m not here (Ex)
The crowd shifter can re-roll a Failed Hide check so that no one notices. And attempt a bluff at -2 for Move silently, by mimicking the sound so it sounds normal.

I cannot fail (Ex)
If you roll a 1 on your attack roll or Pick pocket you can tumble 5 foot away on a successful reflex check DC 15 + the amount you failed by.

One with the shadows (Ex)
Now you can run, Hide in shadows and move silently, at half the normal penalty

One in a million (Ex)
You can add your disguise to One in a million
This is the third, it went in same sort of way as the first; with a race, but not so drasticly.

Fera

Description
The soft tundra supported his more then fair-sized body. He smelt the air, his animalistic features picked up the scent of his prey, “There is no escape,” he whispered.

Hours later, he saw a speck on the horizon, and he ran. Years of living wild had brought his stamina to the physical peak; he could run for days like this, it would not be that long. He approached a tree, let out a guttural snarl, and leapt towards a tree, old as it was it would live many more years; had it not been in his way. Midair he shifted, grew, his armour shift along with him, the fur meshing with body, he was now an animal. His fist burst through the trunk, splintering its tough bark, and landing squarely on the meek mans forehead


Hit Die: d12
Requirements
To qualify to become a Fera, a character must fulfil all the following criteria.

Base Attack Bonus: +7
Wilderness Lore: 10 ranks
Special: Rage 2/day

Class Skills
The Fera's class skills (and the key ability for each skill) are Climb(Str), Handle Animal(Cha), Intimidate(Cha), Intuit Direction(Wis), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis), Swim(Str), and Wilderness Lore(Wis).

Skill Points at Each Level: 4 + Int modifier

Class Features
The following are all class features of the Fera prestige class.

Weapon and Armour Proficiency
The Fera gains no new weapon or armour proficiencies. Unless otherwise noted, the Fera's class abilities are not effective when he is wearing armour other then Hide, Leather, wood, bone Etc

Intimidating (Ex):
You gain a +4 bonus to your intimidation check.

Blood Track (Ex):
The Fera is track an opponent whom he has wounded within 24 hours; he gains a +4 bonus on all Wilderness Lore checks while tracking that opponent.

Rage +1/day (Ex):
The Fera gains additional uses Rage ability. This functions just like the barbarian's Rage ability (or Greater Rage, if obtained.)

Increased speed (Ex):
The Fera gains +5ft to their Speed

No Escape (Ex):
While the Fera is tracking an opponent he has wounded within 24 hours, he may track him at his full running speed.

Enhance Rage (Ex)
While in the Rage state, the Fera gains an additional +2 to Strength and Constitution.

Sure death (Ex):
Whilst attacking the Fera, all opponents must make a will save DC 10 +intimidation (Intimidating works for this as well) or be affected by emotion despair.

DR (Ex):
The Fera gains a DR=1+Con

Scent (Ex)
The Fera learns to sense his victims by their smell, making him an even more dangerous creature. At 8th level, the Fera gains the Scent extraordinary ability, effective in a base range of 30 feet.

Rage of the Fera (Su):
Whilst using this rage, the Fera goes up a size level, incurring all the penalties and bonuses (The normal rage bonus do not apply), Its sure death ability doubles (-4 to moral roles ETC), and in this “form” he gains Blindsight form all opponents he has wounded. The Fera may only wear: Padded leather, studded leather, hide armour and leather, for all concerns about clothing, etc The armour meshes(Hide armour changes to make the skin furry, Etc)

The Fera

Level..BAB..F/R/W.....Special

..1....+1...+2/+0/+2..... Intimidating
..2....+2...+3/+0/+3..... Blood Track
..3....+3...+3/+1/+3..... Rage +1
..4....+4...+4/+1/+4..... Increased speed
..5....+5...+4/+1/+4..... No escape
..6....+6...+5/+2/+5..... Rage +1, Enhanced rage
..7....+7...+5/+2/+5..... Sure death
..8....+8...+6/+2/+6..... DR, scent
..9....+9...+6/+3/+6..... Rage +1
.10...+10...+7/+3/+7.... Rage of the Fera, +5ft to speed
The forth (fifth & sixth) were made for the prestige contest, though not the same contest. The last two were made with characters in mind, Torben, gnomish ranger of baervan, and Naerl, Kobold rogue/sorcerer

This is just comedy.
Description
Riders of the Daeri
Riders of the Daeri are Elite rangers who have chosen to protect certain bovine individuals; they combine the mounts of the paladins and the naturalistic knowledge of the ranger.

Hit Dice—D10/level

Requirements :
--Own: 1Bovine
--Skill ranks: Knowledge (cow), Knowledge (Milking), Profession(Milkier)

CLASS SKILLS:
--Skill Points per level: 4 (+Intelligence modifier)

--Move Silently, Hide, Spot, Knowledge (Cows), Wilderness lore, Knowledge (Milking) Track, Profession (milkier), Animal empathy, Animal, Ride

Base-attack .. Refl/Fort /Will .. Special
1st +1 .... +0/+2/+0 .. Special cow
2nd +2 .... +0/+3/+0 .. Milk drinker
3rd +3 .... +0/+3/+0 .. None but Bess’s
4th +4 .... +1/+4/+1 .. Glued to the cow
5th +5 .... +1/+4/+1 .. What the hell IS that?

Special abilities descriptions:

--Special Cow
Special Cow: You can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is ALWAYS a cow or other of the bovine family.

--Milk drinker
The Daeri rider has been train on his farm, in contests where the rider must swig as many bottles of milk as possible in the shortest time. (s)He now is able to drink potions as a free action.

--None but Bess’s
After imbibing the milk of ones cow, they gain the following:+2 Constitution, +4 morale bonus against Fear and immunity to diseases. This lasts for 2 rounds.

--Glued to the cow
The Daeri rider now succeeds any ride check, where the DC is below 15+Daeri rider level(And any ranger), whilst riding their cow. May now sleep whilst riding.

--What the hell IS that?
Anyone being attacked whilst the Rider is on his cow gains a +2 unnamed bonus to Attack, damage and AC as the attack will never know what hit them. Any creature with Int from 3-7 must make a Will save or be stunned.
This is the ancestreal, made fore naerl, it is alot like the DD, but kobold orientated

Ancestral

Description
A tale is told among most Humanoids, of the Dragons blood in Kobolds, many disbelieve this, and some tales disagree. Ogres and other giantkin hold the consensus that their gods banished a breed due to weakness, and they became Kobolds, Goblins though, believe that powerful Dragon sorcerers tried infiltrating a goblin area, but failed in there spells, and were permanently stuck as kobolds. The tales hold meaning, but none are true, yes Dragons are related to Kobolds, but not all have the strength to prove it.

He ran, he knew, even with his knowledge in his heritage, even with the feeble library, they'd know as well, His Great-great-great grand father was a bronze dragon and they wouldn't like that.
It was very obvious he had been changing, now he stood almost 5 foot high and had sprouted wings they might take notice, he skirted around s trap, a gate, and dived, no they wouldn't follow would they? The splashes echoed as four kobolds, in light leather, plunged foolishly into the cold water, he went to the bottom, why did they have to follow him? He owed them nothing they sank down, and followed them, damn those sorcerers, he spat the lightning that had been brewing, since he's learning of his past, now they really sunk, he sped off, sorry for the deaths of his brethren.


Hit Dice-D12/level

Requirements
--Skill ranks: Knowledge: Heritage: 4 ranks
--Race: Kobold, non-draconic.
--Other: ability to cast 3rd level arcane spells without preparation

CLASS SKILLS:
--Skill Points per level: 4 (+Intelligence modifier)

--Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Gather Information (Cha), Knowledge (Int), Listen (wis), Profession (Int), Scry (Int, Exclusive skill), Search (Int), Speak language(Int), Spellcraft (Int) and Spot (Wis)

Base-attack .. Refl/Fort /Will .. Special
1st +0 .... +2/+0/+2 .. Appearance, +1 Nat. AC
2nd +1 .... +3/+0/+3 .. Claws and Bite, +2 strength
3rd +2 .... +3/+1/+3 .. Breath weapon (1)
4th +3 .... +4/+1/+4 .. Appearance, +2 strength
5th +3 .... +4/+1/+4 .. Enlargement, +2 Nat. AC
6th +4 .... +5/+2/+5 .. Appearance
7th +5 .... +5/+2/+5 .. Breath weapon (2), +2 charisma
8th +6 .... +6/+2/+6 .. +3 Nat. AC
9th +6 .... +6/+3/+6 .. Wings, +2 Constitution
10th +7 .... +7/+3/+7 .. Blood of dragons

Special abilities descriptions:

--Appearance (Ex): At first level, the player chooses the type of dragon, and his scales turn the colour of the dragon. At forth level, the scales grow and the colour deepens, the horns or other tell tale signs the patron dragon sports start to grow. At Sixth level, any personality traits carry over to the ancestral, and both alignment axis slides towards the dragon's alignment.

--Natural Armour Class (Ex): The Ancestral gains the shown bonus, to his or her AC, this, stacks with the kobolds racial +1 Armour bonus, but not with each other.

--Claws and bite (Ex): The Ancestral gains a Bite (1d4) and Claw (1d3) attacks.

--Ability modifiers (Ex): Another side affect of the draconic heritage is the increased ability scores; these are treated as those gained every 4 levels.

--Breath weapon (Su): A dragons most note worthy ability is it's breath weapon, and the Ancestral gains the breath of which ever type of dragon whose heritage he enjoys. S/he uses the appropriate ability:
Dragon variety Breath weapon Stage 1 Stage 2 Stage 3 DC
Black Line of Acid 2d4 4d4 6d4 17
Blue Line of Lightning2d8 4d8 6d8 18
Green Cone of Gas 2d6 4d6 6d6 17
Red Cone of Fire 2d10 4d10 6d10 19
White Cone of Cold 1d6 2d6 3d6 16
Brass Line of Fire 1d6 2d6 3d6 17
Bronze Line of Lightning 2d6 4d6 6d6 18
Copper Line of Acid 2d4 4d4 6d4 17
Gold Cone of Fire 2d10 4d10 6d10 20
Silver Cone of Cold 2d8 4d8 6d8 18

--Wings (Ex): At 9th level the Ancestral gains wings, with which they can travel at their normal speed, and average maneuverability

--Blood of Dragons (Ex): Reaching the pinnacle of ability, the Ancestral's Breath weapon reaches the 3rd and final stage, it gains +4 Charisma and +2 Intelligence, it's armour class bonus goes up to +4 and gains the Dragon type, gaining all inherent abilities from that Type, they gain stage 3 in there Breath weapon advancement, they also gain an immunity equal to the breath type, and one other ability:

Black-Water breathing
Blue-Create/Destroy water
Green-Water breathing
Red-None
White-Icewalking

Brass-Speak with animals
Bronze- Speak with animals or Water breathing
Copper-Spiderclimb
Gold- Water breathing
Silver-Acid immunity

Although at this point, after the final change, the ancestors force of nature makes all bonus from the bonus Cha points he has gained into a penalty, on all Cha based skills, except for Perform, use magical device and intimidate. For all skills that have been penalised they may use they're ranks in perform or intimidate as that modifier.(4 ranks in perform, his cha bonus(now -4) he can use gather information at -4 or make a Perform and Gather information at +8 and +4 respectively)
This is my favourite, it emulates a raccoon:)

Baervan’s wanderer

The dry thud of metal on wood echoed mercilessly, through the woods. A small figure, crouching, the small-bodied gnome had hid behind the narrow-trunked pine tree, he pattered up into the tree following a small racoon, he jumped down and caught the axe.
“This is no place for a woodsman,” Spoke the Gnome, he had surprised the man, but no less then would a bear, it wouldn’t take long to work out the silly joke, he thought. He did flinch though, but a second later replied cockily, “Is this not a wood, and I not a man?”
“It is not your business here, you must leave,” He replied, Çade lay still in the tree; poised.
“Neither is….arghh,” Çade leapt down from the tree, and landed on the poor mans face, and scratched it, “Get the damn cat OFF!”
Torben blurred forward and stuck his leg round the man's thigh, then the man cascaded sideways, his leg gave way with a short crack, on the ground. Çade still scratched at the man's face and the man still squirmed. He pulled Çade off, and made short work of the knee, bandaged him up, the raccoon watching quizzically head tilted in wonder. After it was on a splint he cast a spell that sent the man asleep, and dragged him to the outskirts, making no effort to miss the large stones, and bumping the woodcutters head, Çade giggled.
Why do you care so much? Came the mental word from Çade, I will not stoop to the level of a kobold, He replied. The easiest root is not always the best. I am a wanderer of Baervan, remember?

Gnomish communities, how ever isolated, are not naive about all those that may want to remove there peaceful solace, a brand of scouts and warriors, often travelling with Scarlet squirrels, trained to protect the boundaries of their gnomish homes.

Requirements
BAB: +4
Climb: 6 ranks
Wilderness lore: 4 ranks
Gnome
Has Baervan Wildwanderer as patron deity
Has Raccoon as Animal companion

HD d8

Class Skills: The Baervan’s wanderer’s skills (and the key ability for each skill) are, Climb (Dex) Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Pick pocket(Dex, Trained) Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Weapon and Armor Proficiency: A Baervan’s wanderer is proficient with all simple and martial weapons, light armor, medium armor, and shields, any oaths taken remain, barring claw bracers, which they gain proficiencies in.

Saves and BAB as Ranger

Lvls
1 Raccoon buddy, Wildshape 1/day
2 Trackless step, Scent
3 Swim, Slow fall 40ft.
4 Uncanny dodge, Wildshape 2/day
5 Paws faster then the eye, Wildshape (tiny), Uncanny cling
6 Alert, Slow fall 80ft.
7 Scamper, Wildshape 3/day
9 Vigilant
10 Slow fall Any, Wild shape (Dire)

--Class abilities

--Forest Buddy: If the character hasn't already attracted a familiar, he gains this new friend at first level. The Racoon familiar can be of any species appropriate to the area. Alternately, a DM may allow the character to gain a new racoon animal companion that does not count against the character's total of companions.

--Wildshape (Sp): The spell-like ability to Polymorph self into Small to Medium (But not a dire animal, see below) animal, and then return to the normal state, once per day. Although, only one form may be taken unlike the standard use of the spell. Hit points are regained, as stated in the spell description, as if he or she has rested for a day. Lastly, he or she cannot be disorientated as per the spell. At fifth level, s/he gains the ability to turn into a medium-sized creature, and at fifth, they may assume the shape of a dire animal.

--Trackless step (Ex): Starting at 2nd level, the Baervan’s wanderer no longer makes tracks and cannot be tracked in the wilderness.

--Scent (Ex): A normal Gnome’s nose can detect brimstone; a highly trained Nose can do far more. The Scent Special ability is gained as per the Monster manual.

--Swim (Ex): Taking after the raccoon, The wanderer, gains a swim speed of 20ft.

--Uncanny dodge (Ex): Ever alert is the Wanderer of Baervan, so he can no longer be caught unaware and lose his dex to ac, by being flat-footed.

--Paws faster then the eye (Ex): The BW Gains a +2 on their pickpocket skill, Granted by the time spent with there familiar.

--Uncanny cling (Ex): an expert at climbing, they now retain there dex mod to AC.

--Alert (Ex): Gaining more then the usual wizard from their familiar, they gain the feat Alertness, but this stacks with any other previous bonus, (The Baervan’s wanderer has the feat, the feat again from the familiar and this ability for an overall +6 bonus).

--Scamper (Ex): The raccoon pays back its friend by teaching him how to climb, and he gains a climb speed of 20ft.

--Vigilant (Ex): Ever wary and ready, the guardian of the leaf, gains an unnamed bonus to his or her initiative, of +2.

--Slow fall (Ex): As the talent of the raccoon is transferred, they gain the ability to slow the fall; when ever in the reach of a solid surface, to slow the fall by 40ft. then 80ft at 6th level then at 10th any distance. As well, they may roll 1d6X10 and stop after that much, holding on to the surface with a climb check.
Thats all of them, I hope you have enjoyed them!
 
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I changed it, next time, please, can you say if I just post something? like:

Bleh blo blee bla!

Instead of:

This is a new spell, I made it for this gbtd

Bleh blo blee bla!

See?
 


Ray Silver said:
It's kinda hard to review several PrCs at once. Would you please consider posting them separetely? :)

I gotta go along with Ray here... I read the first one, realized there were more and couldn't wade through them all at once. Too much for one post! Maybe my attention span's just too short :rolleyes: but I liked what I did read (cowboys?)...
 



I'd love to give feedback & advice; give me a moment to digest all of these. I'll do them one at a time for as many as can I get to.

*****

Forest Keeper

I'd change the BAB +3 requirement to Feat: Alertness. It's good to have 'bad' feats as requirements, because it gives the PrC more flexabilty. Also, Alertness helps explain the sensory powers of the class.

Spell advancement: +1 at every odd level looks good to me.
I'd drop the barkskin ability (not the permanant barkskin, but the barkskin 1/day) and replace it with Tremorsense (10-foot radius). This way the tremorsense is brought in slowly - it's quite powerful, you know!

I'd drop Hard as Wood - 3 hit points isn't much, and the class already has two other abilities at that level.

Sense Step - Cool idea, but put in a range - 30 feet is my suggestion. This is a *major* ability; many would take this class just for that ability.

Thorn chain - I'd like to simplify the mechanic, but can't think of a good way.

Treant wild shape - cool.

Permanant barkskin - I'd just say "Permanant barkskin: +4 natural armor, increases by +1 per 3 levels." This is less complex, and makes the class more ELH-ready.

Protective briar - this is too powerful as written; it's better than an unnamed bonus to AC, and grants other benefits (sneak attack immunity!). I'd drop it and replace it with a better version of a preexisting ability.

Gaea's Embrace - cool; I'd split it into Gaea's Embrace and Timeless Body, since the two aren't directly related. (I'd still give them both out on level 10).

*****

If it's not too much to ask, can I have some help on mine, too?
http://enworld.cyberstreet.com/showthread.php?s=&threadid=23563
 

I'll try to improve it with those things in mind,

I'd change the BAB +3 requirement to Feat: Alertness. It's good to have 'bad' feats as requirements, because it gives the PrC more flexabilty. Also, Alertness helps explain the sensory powers of the class.
Fair enough.

Spell advancement: +1 at every odd level looks good to me.
I had something like this before, but i couldn't get it right...Done!

I'd drop the barkskin ability (not the permanant barkskin, but the barkskin 1/day) and replace it with Tremorsense (10-foot radius). This way the tremorsense is brought in slowly - it's quite powerful, you know! Nice Idea.

I'd drop Hard as Wood - 3 hit points isn't much, and the class already has two other abilities at that level.
Thank you.

Sense Step - Cool idea, but put in a range - 30 feet is my suggestion. This is a *major* ability; many would take this class just for that ability.
I was thinking 60 foot like tremor sense but balance wise this is much better

Thorn chain - I'd like to simplify the mechanic, but can't think of a good way.
Weeeeeeeeell I'd like to as well but it is complex

Treant wild shape - cool.
Stol...er borrowed it from the verdent lord(MOTW)

Permanant barkskin - I'd just say "Permanant barkskin: +4 natural armor, increases by +1 per 3 levels." This is less complex, and makes the class more ELH-ready.
K, I work out how it goes and everything, much simplier that way.

Protective briar - this is too powerful as written; it's better than an unnamed bonus to AC, and grants other benefits (sneak attack immunity!). I'd drop it and replace it with a better version of a preexisting ability.
I'd like to keep it actually, but it IS powerful, how could I tone it down?

Gaea's Embrace - cool; I'd split it into Gaea's Embrace and Timeless Body, since the two aren't directly related. (I'd still give them both out on level 10).
Again stolen from MOTW, Did I say stolen, I mean borrowed.

I'm checking out the Prc AWS
 

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