Green Faith Acolyte (Apath)

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Unofficial rules compendium

All followers of the Green Faith appreciate and respect nature, but for a Green Faith acolyte this admiration blossoms into a profound reverence for the power and infinite majesty of the natural world in all its aspects, both brutal and tender. Green Faith acolytes seek balance, and hold that no single power can be too great for long. All things must ebb and flow, and nothing is exempt from the endless cycle of life, death, decay, and rebirth.

Adherents of the Green Faith follow a strict hierarchy that reflects their philosophy of ecological equilibrium. The top leadership comprises only a strict few individuals, their positions secured through a system of challenges made by lesser-ranked initiates against higher-ups in the same way a potential rival must challenge the alpha of an animal pack. The form a particular challenge takes depends on the terms the challenger and her opponent agree upon. Some are fierce battles to the death, and others melee duels or contests of spellcasting. Nonviolent challenges could be tests of biological knowledge, competitive hunts, racing events, or even challenges involving nurturing a rare plant or endangered animal.

The green faith acolyte has almost all of the abilities of the druid and is virtually identical to the druid class, only focused a little more on animals and a little less on dealing with fey. In certain worlds, all druids might in fact be green faith acolytes.

Class Information

This is a prestige class archetype.

Prestige Class: Green faith acolyte.

Build Classes: Druid.

A green faith acolyte is a druid who is part of a sect.

Role: A green faith acolyte is a versatile master of nature, and also a shapeshifter and warrior.

Alignment: Any neutral. Members of the Green Faith fiercely oppose the unnatural, including living or undead abominations that have no place in the natural order. Renowned for their impartiality, Green Faith acolytes commonly serve as judges, ambassadors, or mediators between opposing parties.

Hit Die: d8.

Class Features

The nature companion has all the class features of the druid, except as noted.

Hibernate (Su)

At 5th level, a Green Faith acolyte can enter a state of suspended animation as a full-round action.

While this state the acolyte does not age, breathe, grow hungry, sleep, or regain spells. She is preserved in a state of suspended animation, unaware of its surroundings. She can be damaged by outside forces (and perhaps even killed). She can end this state at any time as a full-round action. If she remains in hibernation for at least a week before emerging, her body is renewed as if by both a heal spell and a restoration spell. A Green Faith acolyte can remain in this state for up to 1 week per class level, after which she must wait 1 day for each week spent hibernating before entering hibernation again. This replaces resist nature's lure.

Power over Nature (Su)

At 7th level, when a Green Faith acolyte's divine spell deals hit point damage to or heals hit point damage for a creature of the animal, fey, or plant type, it deals or heals additional hit point damage equal to the spell's level.

Animal Covenant (Su)

At 11th level, when casting a divine spell with an area affect, a Green Faith acolyte can choose a number of animals within the spell's area equal to her Wisdom or Charisma modifier, whichever is higher (minimum 1). These animals are excluded from the spell's effects. If the spell has a duration longer than instantaneous, the animals are protected against the spell for only a number of rounds equal to the Green Faith acolyte's class level.

Blighter of Abominations (Su)

At 13th level, when a divine spell cast by the Green Faith acolyte affects a creature of the aberration type, she treats the spell as if it had been modified by the Sickening Spell metamagic feat. When a divine spell cast by the Green Faith acolyte harms an undead creature, she treats the spell as if it had been modified by the Empower Spell metamagic feat. The spell affects other creature types normally. This ability doesn't increase the spell's casting time or spell level. This replaces a thousand faces.

Archdruid

At 14th level, a Green Faith acolyte can become an Archdruid if there's a vacancy in her region, or if she seeks out and bests an existing Archdruid in hand-to-hand combat, a competition of spells, or some other formal contest. If, after gaining the title, she loses a similar challenge from a rival, she loses the title of Archdruid. She also gives up the title of Archdruid upon becoming a Great Druid. A Green Faith acolyte must attain the title of Archdruid before she can progress to 16th level.

Great Druid

At 17th level, a Green Faith acolyte can gain or lose the title of Great Druid in a manner similar to the way a Green Faith acolyte can gain or lose the title of Archdruid. She gives up the title of Great Druid upon becoming a Grand Druid. A Green Faith acolyte must attain the title of Great Druid before she can progress to 18th level.

Longevity (Ex)

At 19th level, a Green Faith acolyte's maximum age increases by 20%.

Grand Druid (Su)

At 20th level, a Green Faith acolyte can gain or lose the title of Grand Druid in a manner similar to the way a Green Faith acolyte can gain or lose the title of Archdruid. Each day, the Grand Druid can prepare a total of 10 additional spell levels of divine spells, chosen from spell levels she is already capable of casting. She loses this ability if she loses the title of Grand Druid.

Table: Green Faith Acolyte

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Nature bond, nature sense, orisons, wild empathy 3 1
2nd +1 +3 +0 +3 Woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Wild shape (1/day) 4 3 2
5th +3 +4 +1 +4 Hibernate, 4 3 2 1
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 3 2
7th +5 +5 +2 +5 Power over nature 4 4 3 2 1
8th +6/+1 +6 +2 +6 Wild shape (3/day) 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild shape (4/day) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Animal covenant 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild shape (5/day) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Blighter of abominations 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Archdruid, wild shape (6/day) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Great Druid 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Longevity 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Grand Druid, wild shape (at will) 4 4 4 4 4 4 4 4 4 4

Summary of Lost Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Resist Nature's Lure
  • A Thousand Faces