Prestige Classes

HOLT WARDEN

“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. They provide the religious inspiration for the organization’s ongoing struggles, and the Guardians of the Green choose their leaders from this august circle.

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.

PLAYING A HOLT WARDEN

As a holt warden, you might be a militant fanatic, a bohemian revolutionary, a naïve 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.

Combat

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.

Hit Die: d6.

Requirements

To qualify to become a holt warden, a character must fulfill all of the following criteria.

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 levels.

Class Skills

The holt warden's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.


Table: The Holt Warden

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per day
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 Features

All of the following are class features of the holt warden prestige class.

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, and the Plant Domain granted power.

Woodland Stride (Ex): Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature. 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 of concentration (as the skill), you are affected as if by a heal spell. 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. 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. 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 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 voice gains a +2 bonus to Wisdom for the next 1d4 hours. In addition, each divine spellcaster who hears you, including yourself, gains back 1d4 levels of spells (up to four 1st-level spells, two 2nd-level spells, one 3rd-level and one 1st-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. If you already have timeless body, you can choose an extra feat instead.