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Green Bound

HD: d8

Class Skills
The greenbound class skills and the key ability for each skill are Athletics (Str), Craft (Int), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Spellcraft (Wis), Survival (Wis).

Allegiance: Dochar, Nature

Alignment:  True Neutral, Neutral Good

Skill Points 
4+ Int modifier

Class Features
All of the following are class features of the greenbound.

Weapon & Armor Proficiency
Greenbound are proficient with all simple weapons, small martial melee weapons, short bow, and longbow. They are proficient with all natural attacks. They are proficient with light and medium armors, but are prohibited from wearing metal armor.

Spells
A greenbound's spells are drawn from the Greenbound  Spell List. Mana points are calculated by using their WIS modifier. Spell Advancement and Mana points are based off the Druid Class. (refer to Magic section)

Orisons (Sp)
A greenbound has access to 0 level spells known as Orisons and can cast them at will.

Bonus Languages
A Dochar’s bonus language options include Sylvan, Tauren, Elven.

A Dochar also knows Docharic, a secret language known only to Dochars, which she learns upon becoming a 1st-level Dochar. Docharic is a free language for a Dochar; that is, she knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Dochars are forbidden to teach this language to non Dochars. Docharic has its own alphabet.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Orisons, Nature Sense, Nature’s Bond,

Commune with Plants

2nd

+1

+3

+0

+3

Woodland stride,

Lay of the Land

3rd

+2

+3

+1

+3

Trackless step,

Resist Nature’s Lure

4th

+3

+4

+1

+4

Wild shape (1/day)

5th

+3

+4

+1

+4

 

6th

+4

+5

+2

+5

Wild shape (2/day)

7th

+5

+5

+2

+5

 

8th

+6/+1

+6

+2

+6

Adopt nature, Wild shape (3/day), Plant Scent

9th

+6/+1

+6

+3

+6

Poison Immunity, Acid Resist 5

10th

+7/+2

+7

+3

+7

Natural Spell, Wild shape (4/day)

11th

+8/+3

+7

+3

+7

Drift 1, Ley Line +1

12th

+9/+4

+8

+4

+8

Wild shape (5/day)

13th

+9/+4

+8

+4

+8

Resilient Skin

14th

+10/+5

+9

+4

+9

Wild shape (6/day)

15th

+11/+6/+1

+9

+5

+9

Timeless body

Oaken Resilience

16th

+12/+7/+2

+10

+5

+10

Wild shape (7/day)

17th

+12/+7/+2

+10

+5

+10

Drift 2, Ley Line +2

18th

+13/+8/+3

+11

+6

+11

Wild shape (8/day)

19th

+14/+9/+4

+11

+6

+11

Photosynthesize

20th

+15/+10/+5

+12

+6

+12

Wild shape (at will)


Nature Bond (Ex)
At 1st level, a greenbound forms a bond with nature. This bond takes two forms. The first is a close tie to the natural world, granting the Greenbound the domain (plant) powers and spells as spell like abilities. (see domain spells under Magic). When determining the powers and bonus spells granted by this domain, the Greenbound’s effective level is equal to his Greenbound level.

The second aspect of this bond is to focus his Wild Shape ability so that the Dochar exclsivley takes on plant creature forms.

Nature Sense (Ex)
At 1st level, a greenbound gains a +3 bonus on Knowledge (nature) and Survival checks.

Commune with plants (Sp)
At 1st level the greenbound can commune with plants as the spell Commune with Nature at will. The effective caster level is the Dochar's level.

Woodland Stride (Ex)
Starting at 2nd level, a greenbound may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Lay of the Land (Ex)
Starting at 2nd level, a greenbound has special knowledge about secrets of the land of Ilysador. With a successful Knowledge (Nature) check he can sense and locate any Moon Gate, Healing Spring & Mana Pool closest to him. Most greenbound are also assigned to protect these areas.

Trackless Step (Ex)
Starting at 3rd level, a greenbound leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex)
Starting at 3rd level, a greenbound gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su)
At 4th level, a greenbound gains the ability to turn herself into a plant creature and back again once per day. The Greenbound’s wild shape functions as plant shape I. The effect lasts for 1 hour per Greenbound level, or until she changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity. 

Wild Shape: Plant...more 

Adopt Nature (Su)
At 8th level a greenbound gains this supernatural ability and can spend a Wild Shape use to activate one of the following:

Spore Spray 
You release a spray of spores in a 20’ cone from your hands. Targets must make a fort save (dc10+1/2 Dochar lvl+WIS mod), The greenbound can choose to have the spores place targets in a deep slumber or be paralyzed for 1d4 rounds. 

Vine Entangle 
Your hands transform and vines spring forth and can grapple and entangle targets up to 30’ away. Reflex save or be grappled. Grapple as normal, if grappled can do 1d4 + strength bonus +1 lvl pts of constriction dmg. Druid can grapple up 1 target for every 3 levels/ round. 

Rooted 
Roots sprout from your feet and into the ground. You are unmovable. 

Enchant 
Your breathe releases powerful pheromones that can hypnotize a target. Target must be within 5’ of you. Will save dc10+1/2 Dochar lvl+WIS mod. Once a target is hypnotized you can offer simple suggestions to them. Targets will not perform any acts that would endanger their lives or go against their base alignment. 

Healing of the Sun 
The light of the sun renews and energizes you. When you activate this ability you gain fast healing 3. 


Plant Scent (Ex)
At 8th level a greenbound no longer smells like others of his race, instead smelling like an aromatic plant. Creatures which rely on scent can not distinguish a greenbound’s scent from the surrounding vegetation and carnivorous creatures do not seek the greenbound as a source of food.

Poison Immunity (Ex)
At 9th level, a greenbound gains immunity to all poisons.

Acid Resistance 5 (Ex)
At 9th level the nature of the greenbound's physical body begins to change and he develops a damage resistance of 5 to acid. His skin changes slightly to a greenish hue.

Natural Spell (Ex)
At 10th level a greenbound gains the natural spell feat automatically. This allows him to cast spells while using his wild shape ability.

Drift 1(Su)
The greenbound slowly becomes closer to nature. At 11th level a dochar, chooses a drift from the Stage 1 list below. Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of plants as time goes by. 

Stage 1:
  • Your eyebrows become green and bushy , your hair grows vines and is filled with leaves branches sprout form your head like antlers 
  • Your body hair becomes green and moss like, leaves sprout from your forearms and legs. 
  • Your eyes become pupilless and glow with low green light. The air around always smells like fresh woodlands. 
  • At will your touch brings forth seedlings, small plants and flowers. 
  • Your blood no longer flows red but greenish tinge. 
  • Green vines sprout from your skin and wrap around your limbs. 
  • Your fingers become elongated and nails become strong and sharp like thorns. 

Ley Line +1 (Su)
At 11th level, the greenbound's connection to the land becomes very powerful this magical connection allows him to tap into the lay line energies around him that travel through the land. He must choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the druid’s effective caster level for all spells increases by +1.

Timeless Body (Ex)

After attaining 15th level, a greenbound no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Oaken Resilience (Ex)
At 15th level a greenbound’s skin becomes tougher more fibrous and resilient and gains damage resistance 5 and gains the Oaken resilience feat.

Oaken Resilience: You may spend one of your daily uses of Wild Shape to receive immunity to Critical Hits, Poison, Sleep, Paralysis, Polymorph, and Stunning. You also gain +8 bonus to avoid being Bull Rushed or Tripped due to greater stability. This effect lasts for 10 minutes. 

Drift 2 (Su) 
The greenbound becomes more attuned to nature. At 17th level a greenbound gains an additional drift from the list above.

Ley Line +2 (Su)
At 17th level the greenbound’s connection to land becomes even more potent and his effective castor level increases by +2.

Photosynthesize (Ex)
At 19th level the greenbound gains the feat Photosynthesize.

Photosynthesize: Spend a daily use of Wild Shape to make your skin photosynthesize sunlight for 24 hours, which grants the following benefits: 

1. You are immune to Suffocation. 

2. For each 4 hours in natural sunlight, you gain the benefits of consuming one meal. 3. +10 Inherent bonus on Fortitude saves to avoid the dangers of thirst.


Become Plant (Ex)
At 20th level the greenbound’s type changes to Plant and he is no longer susceptible to any spells that attack humanoids. The greenbound is immune to the following; mind effecting effects, poison, sleep, paralysis, polymorph, stunning and critical hits. Greenbounds develop low light vision if they do not already have it, if so it is double its range to 120’. As a plant type the greenbound still must eat and breathe but does not need to sleep. A greenbound may choose to receive food and air from photosynthesis or by forming roots into the earth.
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