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    Reverent of Spring

    “Now is the time to plant the seeds of progress; let them take root in the carcasses of our enemies, let their leaves choke out the light for those beneath us.”

    A reverent of spring has a very direct and logical view of nature; it is not all about conservation, fuzzy animals, and pretty flowers. To a reverent of spring, nature’s law is simple and unforgiving: kill or be killed. From the lowly weed that siphons nourishment from those above it to the mighty oak whose branches starve sunlight from those below it, they feel nature has taught them many lessons. A reverent of spring has learned to harness his inner nature to overcome obstacles. He has developed his body to become more effective in combat. He has rid his mind of illogical feelings and sentiments that can only stand in the way of progress. A reverent of spring is a force of nature himself; his limbs twisted, his body wild, and his mind in tune with the cold, hard truth of reality.

    Role: Reverents of spring are often rangers and fighters before joining these prestigious ranks. In many ways, they carry on with this role. The reverent of spring is a hunter and a warrior. He excels at being at the center of melee combat and controlling the battlefield by becoming an active part of it. The reverent of spring can be supportive or stand-alone, depending on how his talents are applied.

    Hit Die: d12

    Requirements

    To qualify to become a reverent of spring, a character must fulfill all of the following criteria.

    Alignment: Reverent of springs can be of any alignment. A good reverent will use his talents to defend and support the helpless, while an evil one will be a source of unending destruction.

    Race: Oakling.

    Base Fortitude Save Bonus: +4.

    Skills: Survival 8 ranks, Knowledge (nature) 4 ranks, Stealth 4 ranks.

    Feats: Endurance, Mighty Oak, Thorns.

    Class Skills

    The reverent of spring’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Handle Animal (Wis), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis).

    Skill Points at Each Level: 4 + Int modifier.

    Table: Reverent of Spring

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +1 +0 +1 Nature’s resistance (1), wild root
    2nd +2 +1 +1 +1 Hunter’s insight +1
    3rd +3 +2 +1 +2 Nature’s resistance (2)
    4th +4 +2 +1 +2 Hunter’s insight +2, tame the mind
    5th +5 +3 +2 +3 Nature’s resistance (3)
    6th +6 +3 +2 +3 Hunter’s insight +3
    7th +7 +4 +2 +4 Blood heal, nature’s resistance (4)
    8th +8 +4 +3 +4 Hunter’s insight +4
    9th +9 +5 +3 +5 Nature’s resistance (5)
    10th +10 +5 +3 +5 Hunter’s insight +5, strangle root

    Class Features

    The following are class features of the reverent of spring prestige class.

    Weapon and Armor Proficiency: Reverents of spring are proficient with all simple weapons and light armor.

    Wild Root (Ex)

    Your roots and branches are so wild that enemies have a hard time moving through your area. Enemies treat each square adjacent to you as difficult terrain.

    Nature’s Resistance (Ex)

    At 1st level, gain energy resistance 5 to one of the following energy types: fire, cold, electricity, acid, or sonic. Every other level thereafter (3rd, 5th, 7th, & 9th), the reverent may choose an additional energy type to apply the resistance to.

    Hunter’s Insight (Ex)

    At 2nd level, the reverent of spring gains a +1 competence bonus to hit creatures of the animal, vermin, and plant creature types. This bonus increases by +1 every other level thereafter (4th, 6th, 8th, and 10th level). At level 8 this bonus can be applied to dragons and magical beasts as well.

    Tame the Mind (Ex)

    At 4th level, if the reverent of spring fails a savings throw versus a mind-affecting effect, he may immediately make a second save and take the second result. This effect is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The reverent may take either result, whichever is better. This does not stack with other abilities that let you reroll saving throws.

    Blood Heal (Ex)

    At 7th level, each time the reverent of spring successfully deals damage with a melee attack against a living opponent, he may cure 1d3 hit points. In order to gain this ability, the enemy that is damage must have a discernible biology and liquid blood.

    Strangle Root (Ex)

    At 10th level, once per round, the reverent of spring may make or maintain a grapple maneuver against a single opponent within 5 feet as a swift action without provoking an attack of opportunity, even if both his hands are occupied (he is using his roots). He can only grapple with one opponent at a time in this manner.