Grove Guardian

Grove Guardian

The traditions of the grove guardian have only recently been discovered in the area of Vintermor, by the druidess Goldenroot. Through deep research into the methodology behind the druidic groves, it was learned that a skilled druid could intimately and ritually bond herself with the natural energies coursing through that sacred ground. She becomes more and more a part of the grove as her understanding of the bond strengthens. Eventually, the grove even becomes a physical extension of the guardian.

The legacy of the grove guardians, according to mythology unearthed by the druidess, is rooted in a pact between the three deities of nature. Elain, Kukka and Skogen agreed long ago to allow mortals to bond with their respective groves. The presence of these dedicated and empowered guardians would allow the new circles, which were merely fledglings at the time, to be protected from destructive forces until maturity. This was no longer necessary by the time that isolation and peace had become the standard for the druidic order, but the pact was never officially broken. While the truth of such a vague legend is questionable, the fact remains that guardians have been said to wield variant powers in groves consecrated to differing deities. Furthermore, the ways in which they approach their responsibilities vary. Guardians of Kukka's groves are diplomatic and peaceful, while Elain's guardians are aggressive and generally unfriendly. Skogen's guardians prefer to remain neutral and uninvolved, or to mediate between the other guardians when necessary.

Grove guardian is a role almost exclusively intended for a druid of moderate power, who can grow over time as the grove grows with her. Magically oriented druids in particular tend to perform best. Other classes have difficulty adhering to the rigid requirements while still understanding the often cryptic intricacies of all things druidic. There is a very, very slim chance that a nature-minded cleric or very talented ranger might be entrusted with this responsibility by the order. It would require that some extraordinary deed be performed on behalf of that grove, often at the risk of ones own life.

The grove guardian is a class best suited to those who wish to role-play, rather than be powerful adventurers. Many of her abilities do not function outside of a certain distance from the grove, and so her duties are somewhat restrictive. A grove guardian is often the leader or spiritual guide of her circle; it is extremely rare to find more than one such individual per grove. Guardians are instinctively devoted protectors, and are frequently required make difficult choices in order to ensure the safety of their groves. It is not a life for the flighty; guardians are often lonely, and their decisions can sometimes cost them friendships.

Requirements: BAB: +3 Feat: Alertness (guardians must be alert to dangers at all times) Knowledge/Nature: 10 Ranks Spellcraft: 5 Ranks Survival: 10 Ranks Speak Language: Druid Spellcasting: Ability to cast 3rd-level divine spells. Special: Character must be a member of the Druidic Order, or intimately accepted. The guardian must also worship the deity to which the grove is dedicated. Viable choices for this class are Elain, Kukka or Skogen. This determines the appropriate disposition for the guardian as well as certain power variations.

Abilities: Hit Dice: d8 Class Skills: Animal Empathy (Cha, exclusive skill), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Knowledge/Nature (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis). Skill Pts: 4 + Int modifier

Special Features:

Weapon and Armor Proficiency: Grove guardians are proficient with all weapons and armor usually permitted by the code of a normal druid, even if they are of another class. They must abide by the same restrictions or risk the loss of their powers.

Spells: A grove guardian continues to enhance her understanding of divine spells, for magic is a very important part of her role. Thus, when a new grove guardian level is gained, she gains new spells per day as if she had also gained a level in the spellcasting class she belonged to before she became a grove guardian. For example, Silverbranch (5th-level druid/2nd-level Grove Guardian) gains a level in grove guardian. She would then gain additional or new spells as though that level had been gained in her druid class. However, she does not gain any special abilities from the original class.

Guardian's Word (Su)*: At first level, the grove guardian is able to speak with any animal or plant within her grove as though she were under the effect of speak with animals and speak with plants. This ability only functions within the grove, and can be activated and deactivated at will. Because of the guardian's ability to do this, animal and plant life are often attracted to her grove. Guardians frequently use this ability early in their career, when preparation time counts most, to receive news of potential dangers to the grove.

Nature's Mirror (Su): As soon as the guardian bonds herself to the natural energies of the grove, the physical attributes of her body begin to change with the seasons. Her hair, skin and temperament alter to match the traditional changes of the natural world during these shifting times. - Spring: Vibrant gold-green hair, healthy olive skin, lively temperament - Summer: Emerald green hair, deeply bronzed skin, amiable temperament - Fall: Autumn leaf colored hair, bark colored/textured skin, reflective temperament - Winter: Ice colored hair, ash or snow colored skin, somber temperament.

NOTE: Hair may fall off completely during fall or winter, and grow rapidly in spring. The physical changes are a result of the character's bond with the grove's natural energies, and cannot be dispelled or subdued in any way. The seasons become a part of the guardian's natural life cycle and must be dealt with as such. These changes defy the local climate; a guardian protecting a tundra still turns emerald green shades during spring. Often, the changes that come throughout the year are the easiest way to identify a grove guardian.

Guardian's Vigilance (SU)**: At second level, the guardian gains a sort of sixth sense which allows her to perceive entries into her grove from up to fifty miles away. She can't actually see ethereal or invisible creatures, but she does perceive their presence. Friendly druids do not trigger this mental alarm, nor do any beings under the protection of a Non-Detection spell. The guardian is incapable of deactivating this sense.

Purity of the Grove (SP)*: At second level, the guardian may exercise the power of the grove to neutralize poison and remove disease from any subject within. She may do this one time per day at level two, two times per day at level four and three times per day at level six.

Shield of the Grove (SU): At third level, the guardian gains a +4 bonus against the spell-like abilities of feys, whose spirits are linked to nature in ways similar to a guardian's. This bonus is cumulative with Resist Nature's Lure. If the guardian strays more than fifty miles from her grove, the bonus is temporarily lowered to +2 until she returns.

Flight to the Grove (SP)**: At fourth level, the guardian gains the ability to return to her grove by entering any tree within fifty miles, as per a tree stride spell. She may do this once per day at level four, and twice per day at level eight.

Strength of the Grove (SP)*: At fifth level, the guardian may exercise the powers of the grove to the benefit of its natural defenders. She may convey unto animals, fey and plants +1d10 extra hit points, a +4 bonus to strength, a +1 bonus to morale checks and immunity to fear effects. The specific deity a grove is consecrated to also determines any further bonuses. Groves consecrated to Elain convey an extra +2 strength bonus, while groves consecrated to Kukka grant Sanctuary as cast by a 15th-level cleric. Groves consecrated to Skogen lower the original strength bonus to +2 in exchange for a +4 AC bonus. The grove guardian can call upon this power to the benefit of two creatures per level, per day. She may not take any other actions while channeling the power because of the great level of concentration required.

Guardian Spirit (SP)*: Beginning at sixth level, the guardian may manipulate the results of any spell she casts within the grove as though she had memorized them with a metamagic feat. Guardians of the gentle and wise Kukka may thoughtfully employ their spells to the best effect (Maximize Spell), while the wild guardians of Elain learn to thrust their fury into their magic (Empower Spell). Skogen's judicious followers learn to apply their spells with increased longevity, thus adding an element of safety to their guardianship and mediations (Extend Spell). The guardian may do this once for every +2 bonus she has to her Wisdom score. Channeling the power required for this ability is very draining, and results in the guardian being fatigued for two rounds.

Sacrifice of the Protector (SU)*: At seventh level, the guardian may call upon the grove once per day to assist others fighting in its defense. She becomes a conduit capable of accepting the damage inflicted upon two allies for two rounds, or until she breaks the effect. Kukka's peaceful and life-loving guardians are capable of absorbing two-thirds of this damage, while Elain's more aggressive followers can only absorb one-third. Skogen's guardians are more inclined to doing what seems right at the time, and so they absorb a middling one half of all inflicted damage. The guardian will hesitate to call upon this power unless she is confident that it will help turn the tide, as she could potentially die and leave her charge defenseless.

Champion of the Grove (SU)**: At eighth level, the guardian gains the ability to wild shape into a treant once per day, so long as she remains within fifty miles of her grove. The ability otherwise functions like wild shape. Because this form has a voice and manipulative appendages, the grove guardian's spellcasting abilities are not affected by the transformation.

Rally of the Grove (SU)*: At ninth level, the guardian becomes capable of animating a number of defenders equivalent to her hit dice within the grove, once per day. She may, for example, animate a 10HD tree or two 5HD vines. The plants are not intelligent, but they do comprehend and follow basic commands such as 'attack' and 'defend'. Animated plants return to their original state in five rounds, or immediately upon leaving the vicinity of the grove. Unity of the Grove (SU): At tenth level, the grove guardian's very essence is transformed by her powerful bond with her charge. The guardian develops a natural symbiosis with her grove. She no longer suffers from aging penalties, though she will still die naturally when her time is up. The guardian can return to her grove simply by stepping into any tree, at will and without daily limits. Furthermore, she can now perceive and identify entrants into the grove (even magically masked ones), and regenerates two extra hit points per day spent resting within its bounds. The symbiosis also means that the grove guardian will suffer any damage wrought upon her charge, to the point where she could perish. It is during this time when the guardian most infrequently wanders.

Unmarked abilities are either permanent or function under special circumstances.
 * Ability will function only within the guardian's grove.
 * Ability will function within fifty miles of the grove.

Ex-Grove Guardians: Any guardian who intentionally inflicts direct harm upon her grove loses her powers until she has sufficiently atoned for her misdeeds. Complete and intentional destruction of a grove for any reason, to the degree that there is no trace of it left simply can't be atoned for and results in permanent loss of the class. Disregarding the equipment guidelines by which grove guardians must universally abide also results in a loss of powers, extending in that case for only twenty-four hours.