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Nature’s Avenger

fantasy, sci-fi, scifi, Nature's Avenger

The Quintessential Druid
Author Robin O. Duke
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002

The forests burn, the waters are fouled, powerful necromancers raise legions of undead and, across the world, the druid do nothing but watch. To the nature’s avenger, the druid have already failed to save the wilderness. It is only a matter of time before they allow the mother to be consumed by mankind’s relentless hunger. To save the wilderness will take more than a few’ward spells and walking plants, it will take war. The nature’s avenger takes the fight to mankind, relentlessly destroying any who despoil nature in even the slightest way.

Hit Dice: d8

Requirements

To become a nature’s avenger, a character must fulfil the following criteria:
Alignment: Neutral Evil.
Concentration : 8 ranks
Spells: The ability to cast 4th level druid spells.
Wild Shape: The character must have a wild shape ability.

Class Skills

The nature’s avenger’s class skills (and the key abilities for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (nature) (Intelligence), Profession (Wisdom), and Ride (Dexterity).
Skill Points at each level: 2 + Intelligence modifier

Nature’s Avenger
Class LevelBase AttackFort SaveRef Save Will Save Special Spells Per Day
1+0+0+2+0Grow Claws +1 druid level
2+1+0+3+0Spirit of Rage 1 / day+1 druid level
3+2+1+3+1Martyr’s devotion+1 druid level
4+3+1+4+1Spirit of Rage 2 / day+1 druid level
5+3+1+4+1Condemnation + 1 druid level

Class Features

The following are all the class features of the nature’s avenger prestige class:

Armour and Weapon Proficiency: The nature’s avenger has the same spiritual oaths to abide by as a druid. He will go out of his way not to use any weapon, armour or the like created through artificial means or industry of any description. For many avengers, this includes magical armour and weapons unless they can prove conclusively that the magic was invested by druidic magic and used only natural components.

Spells Per Day: The nature’s avenger continues his study of druidic magic. Whenever a new nature’s avenger level is gained, the character gains new spells per day as if he had also gained a level in the druid class. He does not, however, gain any other benefits a character of the druid class would have gained. This essentially means the character adds his nature’s avenger and druid levels before calculating spells per day and caster level. If the character was not a member of the druid class before taking this prestige class, he now advances as a druid with a caster level equal to his nature’s avenger class level.

Grow Claws: The nature’s avenger can grow claws. These claws do 1d6 point of damage, plus the avenger’s Strength modifier. He may retain the claws for as long as he wants them and may retract the claws as a full round action at any time. Growing the claws is a move-equivalent action that inflicts 1d4 points of damage on the avenger as they tear their way out through the ends of his fingers.

Spirit of Rage: The nature’s avenger can muster a terrible fury similar to that of a bear. At 2nd level, the nature’s avenger can use bear’s fury as a spell like ability once each day. At 4th level, the avenger may use the spell-like ability twice each day. This ability functions as the spell cast at the avenger’s character level.

Martyr’s Devotion: The nature’s avenger believes so strongly in his cause that almost nothing can stop his vengeance. While benefiting from the effects of Spirit of Rage, the nature’s avenger may continue to function normally until he reaches -10 hit points, at which point he dies. In addition, the character can ignore the effects of subdual damage completely until the Spirit of Rage has passed.

Condemnation: Once each week, the nature’s avenger may lay down a terrible curse upon one he believes has injured nature in some way. This ability requires a standard action to use and is considered a spell-like ability. Unlike a normal spell-like ability, it has a verbal component, so a silence spell or similar can prevent the curse from being delivered. The nature’s avenger needs to honestly believe the creature is guilty of some crime against nature. He does not need to be right.

Condemnation functions as though two bestow curse’ spells had been simultaneously cast on the same target. The avenger must choose two different effects from the table included in the spell’s description. The target receives a Fortitude saving throw (DC 16 + the avenger’s Charisma modifier) against each effect. If he passes the saving throw, he ignores that effect. He must pass both saving throws to ignore the effects of Condemnation completely. The effects of Condemnation manifest in a natural manner. For example, a character may sprout painful thorns, inflicting him with a -6 to Strength and Dexterity. A single ’break enchantment, limited wish, miracle, remove curse’ or wish’ spell will remove all the effects of a single use of Condemnation.

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