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Holt Warden

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"It never ceases to amaze me how wise trees can become simply by standing still for years at a time. No matter how long I study and ponder and fight, I will never be their equal. " —Hasayla, holt warden

Holt wardens are the highest spiritual leaders in the Guardians of the Green (see page 68). They provide the religious inspiration for the organization's ongoing struggles, and the Guardians of the Green choose their leaders from this august circle.

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BECOMING A HOLT WARDEN

Among the standard classes, those most likely to pursue the path of holt warden are druids and clerics of Ehlonna or Obad-Hai. Druids appreciate a holt warden's spiritual connection with the earth—particularly with plants and trees— while clerics pursue this path to find a more intimate communion with nature and its mysteries.

ENTRY REQUIREMENTS

Alignment: Any neutral.

Skills: Knowledge (nature) 8 ranks,

Survival 4 ranks.

Spellcasting: Able to cast 3rd-level divine spells, including the three lowest-level spells of the Plant domain.

Special: Must be chosen as a holt warden by the leaders of a band of

Guardians of the Green, then serve a one-year apprenticeship to a Guardian of the Green who has at least five holt warden

CLASS FEATURES

Hasayla, a holt -warden As a holt warden, you draw on the inherent spiritual power of nature and make that power accessible to the larger spiritual community. Above all else, you are a spiritual seeker and guide.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a holt warden, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Nature Sense (Ex): You gain a +2 bonus on Knowledge (nature) and Survival checks. If you already have nature sense, the bonuses double. Plant Affinity (Ex): You are magically attuned to plants. If you prepare your spells in advance and do not have the spontaneous casting ability (as the cleric and druid spellcasting feature, see PH 32 and 35), you can now spontaneously trade prepared spells for spells of an equal or lower level from the Plant domain. If you do have a spontaneous casting ability, you can exchange that one for the ability to cast spontaneously from the Plant domain. Once you make that decision, it cannot be reversed. If you do not already have bonus domain spells, you now gain bonus spells from the Plant domain (see the cleric spellcasting feature, PH 32) as if you were a cleric with access to that domain. If you already have domain spells, they are unaffected by this power. Rebuke Plants (Su): Beginning at 2nd level, you can channel the power of your faith through your holy symbol to rebuke or command plant creatures as though you were a cleric of your holt warden level rebuking undead. See the cleric class feature rebuke undead (PH 33), and the Plant Domain granted power (PH 188). Woodland Stride (Ex): Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH 36). If you already have woodland stride, you gain a +10 bonus to your land speed.

Earth's Communion

(Sp): At 3rd level, you learn to heal and replenish yourself and others by communing with the earth once per day. At the end of 10 full minutes of1 concentration (as the skill), you are affected as if by a head spell (PH 239). If you so choose, you can allow others to sit with you in a circle, holding hands, during your communion. In that case, you can choose to divide the hit points and other benefits provided by your communion among the people in the circle. You can divide hit points as if you were using the paladin class feature lay on hands (PH 44). Each other benefit of the heal spell can affect only one person in the circle, at your direction. Thus, only one person can be cured of blindness, and so forth. You do not gain the advantages of any healing benefits that you distribute to others. You can use this ability twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level. Trackless Step (Ex): Beginning at 3rd level, you cannot be tracked in natural surroundings. See the druid class feature (PH 36). If you already have trackless step, you instead gain a +4 bonus on Hide and Move Silently checks while in natural surroundings. Venom Immunity (Ex): At 5th level, you gain immunity to all poisons. Whispers of the Forest (Su): When you attain 6th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day for every three holt

TABLE 2-4: THE HOLT WARDEN H IT DIE: D6

Base Attack Fort Ref Will

Level Bonus Save Save Save Special Spellcasting

1st +0 +2 +0 +2 Nature sense, plant affinity +1 level of existing divine spellcasting class 2nd +1 +3 +0 +3 Rebuke plants, woodland stride +1 level of existing divine spellcasting class 3rd +2 +3 +1 +3 Earth's communion 1/day, trackless step +1 level of existing divine spellcasting class 4th +3 +4 +1 +4 — +1 level of existing divine spellcasting class 5th +3 +4 +1 +4 Earth's communion 2/day, venom immunity +1 level of existing divine spellcasting class 6th +4 +5 +2 +5 Whispers of the forest (news) +1 level of existing divine spellcasting class 7th +5 +5 +2 +5 Earth's communion 3/day, web of life +1 level of existing divine spellcasting class 8th +6 +6 +2 +6 — +1 level of existing divine spellcasting class 9th +6 +6 +3 +6 Earth's communion 4/day, timeless body +1 level of existing divine spellcasting class 10th +7 +7 +3 +7 Whispers of the forest (insights) +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Knowledge (nature) Knowledge (religion), Listen, Move Silently, Spellcraft, Spot, Survival.

warden levels you possess, the voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass.

Questions about distant lands require 1 minute per mile of distance to answer. At the DM's discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.

When you attain 10th level, the spiritual energy of the forest can give you insights into other beings as well. Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +8 insight bonus on all Bluff,

Diplomacy, Intimidate, and Sense Motive checks pertaining to that creature. Again, at the DM's discretion, the forest might occasionally volunteer information about a person or creature, but only if it considers the being remarkable in some way.

Web of Life (Sp): At 7th level, you can lead your community in spiritual union with the interconnected web of all life. Once per day, when you sing, chant, or speak inspiringly for at least 1 full minute, every living creature that hears your i voice gains a +2 bonus to Wisdom for the next ld4 hours. In addition, each divine spellcaster who hears you, including yourself, gains back ld4 levels of spells (up to four lst-level spells, two 2nd-level spells, one 3rd-level and one lst-level, or one 4th-level spell). These regained spells must be spells you've cast since you last prepared spells. No spellcaster can be affected by this spell-regaining ability more than once per day, even if it is activated by multiple holt wardens.

Timeless Body (Ex): Beginning at 9th level, you no longer age. See the druid class feature (PH 37). If you already have timeless body, you can choose an extra feat instead.

PLAYING A HOLT WARDEN

As a holt warden, you might be a militant fanatic, a bohemian revolutionary, a naive idealist, or even a vengeful terrorist. But whatever else you may be, you are, first and foremost, the guardian and guide of all the living creatures around you. The Guardians of the Green are all servants and defenders of nature, and it is you who must guide, aid, and inspire them to continue with their work.

Your abilities put you in an ideal position to coordinate the combat tactics of those around you. Before combat begins, assess the capabilities of the party or band with which you will be fighting. If they need more ranged support, prepare spells that can deal damage at a distance. If they fall short in melee, support them with summoning spells, healing, magical augmentations to their abilities, or means of sabotaging their opponents. As a spiritual leader, you aren't likely to fight alone, so match your tactics to the strengths and weaknesses of your allies.

Sample Encounter

Hasayla is encountered with Denon (page 83) and Sorag (page 81) while fighting a band of gnolls, as described in the Guardians of the Green section on page 71.

HASAYLA, KNIGHT OF THE GREEN CR 15

Female elf druid 5/holt warden 10

N Medium humanoid

Init +3; Senses low-light vision; Listen +11, Spot +11

Languages Common, Druidic, Elven, Sylvan, link with companion

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) hp 76 (15 HD)

Immune poison, magic sleep effects

Resist fire 10

Fort +12, Ref+7, Will +15 (+17 against enchantments); +4 against spell-like abilities of fey

Speed 30 ft. (4 squares) in hide armor, base speed 40 ft.; woodland stride

Melee quarterstaff+12/+7 (ld6+3)

Ranged +1 longbow +14/+9 (Id8+1/x3)

Base Atk+10; Crp+12

Atk Options Point Blank Shot, Precise Shot; Knight of the

Green (+5 bonus on one attack or damage roll when fighting in a natural area 1/day)

Special Actions rebuke plants 6/day (+3, 2d6+13, 10th), web of life 1/day, wild shape 1/day (5 hours)

Combat Gear potion of barkskin, potion of bear's endurance

Druid Spells Prepared (CL 15th): 8th—control plants0 (DC 22), sunburst (DC 22) 7th—animate plants0 , fire storm (DC 21), heal 6th—-find the path, greater dispel magic, mass cure light wounds, repel wood0 5th—call lightning storm (DC 19), cure critical wounds, stoneskin, tree stride, wall of thorns0 4th—command plants0 (DC 18), cure serious wounds, fame strike (DC 18), ice storm, rusting grasp (+12 melee), spike stones (DC 18)

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