Ancient Protector

World of Warcraft: Alliance Player's Guide (APG)Updated WoW RPG (3.5)

Ancient Protector is a D&D 3.5 character class from APG. Hit die d8; 2 + Int skill points per level.

Type
Prestige
Hit Die
d8
Skill Points
2 + Int

Advancement

LevelBABFortRefWillSpecial
1+0+2+0+0First - +1 1 +1 Str, +1 Sta, +1 Spt, damage reduction
2+1+3+1+1- - +2 1 +1 Str, +1 Sta
4+2+3+1+1Second - +3 2 +1 Str, +1 Sta
5+3+4+1+1- First +4 2 +1 Str, +1 Sta
7+3+4+2+2- - +5 3 +1 Str, +1 Sta
8+4+5+2+2Third - +5 4 +1 Str, +1 Sta, rock throwing
10+5+5+2+2- - +7 5 +1 Str, +1 Sta, trample
11+6/+1+6+3+3- Second +7 5 +1 Sta
13+6/+1+6+3+3Fourth - +8 6 +1 Str, +1 Sta
14+7/+2+7+3+3- - +9 6 +1 Str, +1 Sta
16+7/+2+7+4+4- - +10 7 +1 Str, +1 Sta
17+8/+3+8+4+4Fifth Third +10 8 +1 Str

and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • Natural Weapons: An ancient protector attacks with its mighty branchlike arms. It has a single slam attack that deals 1d8 points of bludgeoning damage. See the Monster Guide, Chapter 5: T ypes, Subtypes, and Abilities for more information on natural weapons. • +2 natural armor. An ancient protector has tough bark for skin, which becomes to

Eat T ree (Ex): An ancient protector can eat trees (and parts of trees) in order to heal itself. In an area where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient protector's Hit Dice. In areas where an ancient does not have access to several trees, this ability is less useful, at the GM's discretion.

T ake Root (Ex): An ancient protector's natural state is rooted to the ground. The ancient protector can take root wherever it wishes, as long as the ground can hold its roots. T aking root is a full-round action that does not provoke attacks of opportunity. An ancient protector must take root in order to rest, which it must do for 8 hours each day. While rooted, the ancient protector cannot move voluntarily. It gains a +8 bonus on checks to avoid being bull rushed, tripped, or otherwise moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage rolls. Pulling up its roots, so the ancient protector can move again, is a full-round action that provokes attacks of opportunity. • Ancient protectors have a +10 racial bonus on Stealth checks to hide in forested areas (where the trees are similar in appearance to them). This bonus increases to +20 if the ancient is stationary. • Unusual Frame: Due to an ancient protector's only vaguely humanoid physical form, a suit of armor Table 2-2: The Ancient Protector Skill Level HD BAB Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d8 +0 2 +2 +0 +0 First - +1 1 +1 Str, +1 Sta, +1 Spt, damage reduction 1/slashing 2nd 2d8 +1 2 +3 +1 +1 - - +2 1 +1 Str, +1 Sta 3rd 2d8 +1 - +3 +1 +1 - - +3 2 +1 Str, +1 Sta, +1 Spt, damage reduction 2/slashing 4th 3d8 +2 2 +3 +1 +1 Second - +3 2 +1 Str, +1 Sta 5th 4d8 +3 2 +4 +1 +1 - First +4 2 +1 Str, +1 Sta 6th 4d8 +3 - +4 +1 +1 - - +4 3 +1 Str, +1 Sta, +1 Spt, damage reduction 3/slashing, growth (Large size) 7th 5d8 +3 2 +4 +2 +2 - - +5 3 +1 Str, +1 Sta 8th 6d8 +4 2 +5 +2 +2 Third - +5 4 +1 Str, +1 Sta, rock throwing 9th 6d8 +4 - +5 +2 +2 - - +6 4 +1 Str, +1 Sta, +1 Spt, damage reduction 3/magic and slashing, tree slam 10th 7d8 +5 2 +5 +2 +2 - - +7 5 +1 Str, +1 Sta, trample 11th 8d8 +6/+1 2 +6 +3 +3 - Second +7 5 +1 Sta 12th 8d8 +6/+1 - +6 +3 +3 - - +8 5 +1 Str, +1 Sta, +1 Spt, damage reduction 4/magic and slashing 13th 9d8 +6/+1 2 +6 +3 +3 Fourth - +8 6 +1 Str, +1 Sta 14th 10d8 +7/+2 2 +7 +3 +3 - - +9 6 +1 Str, +1 Sta 15th 10d8 +7/+2 - +7 +3 +3 - - +9 7 +1 Str, +1 Sta, +1 Spt, damage reduction 5/magic and slashing, growth (Huge size) 16th 11d8 +7/+2 2 +7 +4 +4 - - +10 7 +1 Str, +1 Sta 17th 12d8 +8/+3 2 +8 +4 +4 Fifth Third +10 8 +1 Str must be custom made and costs 150% its normal price. A craftsman can alter existing armor to fit an ancient protector for 50% of the cost to purchase the armor. If the armor is magic, the craftsman must have the Craft Magic Arms and Armor feat. • A utomatic Language: Darnassian. • Bonus Languages: Common, Low Common and Taur-ahe. Some ancient protectors find it valuable to speak the language of the night elves' allies, and those of other creatures with whom they come in contact. • Creature Class: If you play an ancient protector, you must take levels in the ancient protector creature class. • Favored Class: Warrior. A multiclass ancient protector's warrior class does not count when determining whether it suffers an XP penalty (see W oW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Ancient Protector Creature Class All of the following are features of the ancient protector creature class. Note that the bonuses and abilities it gains at 1st level are in addition to those it gains by virtue of its racial traits. (A 1st-level ancient protector has a +3 bonus to Strength and a +3 natural armor bonus, for example.) "Class" Skills: Listen (Spt), Knowledge (nature) (Int), Spot (Spt), and Survival (Spt). See W oW RPG, Starting Gold: A 1st-level ancient protector begins play with 0 gold pieces. W eapon and Armor Proficiency: Ancient protectors are proficient in the use of their natural weapons only. They are not proficient with any manufactured weapons or armor.

Growth (Ex): An ancient protector achieves Large size at 6th level and Huge size at 15th level. These changes have the following effects: L arge: The ancient protector's space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The ancient protector's base slam damage increases to 2d6 points of damage, and it may make two slam attacks (as a full attack) with no penalty on the attack rolls. Its base movement increases to 25 feet. If using manufactured weapons, it must wield weapons of Large size or take penalties. Similarly , it must wear armor appropriately sized for it, which costs 250% more than normal (this price includes the cost for the ancient's unusual frame trait). Its lifting and carrying capacities double. The ancient protector takes a -4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and on checks to avoid being tripped. The ancient protector does not take the penalty on Stealth checks when hiding among trees of similar size. Huge: The ancient protector's space and reach each increase to 15 feet. It takes a further -1 size penalty to AC and a -1 size penalty on attack rolls (-2 total). The ancient protector's base slam damage increases to 3d6 points of damage. Its base movement increases to 30 feet. It must wield manufactured weapons of Huge size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs 450% more than normal (this price includes the cost for the ancient's unusual frame trait). Its lifting and carrying capacities double (its lifting and carrying capacities are now four times those of a Medium creature). The ancient protector takes an additional -4 penalty on Stealth checks to hide (total -8), but gains an additional +4 bonus on grapple checks and on checks to avoid being tripped (total +8). Note that the ancient protector's gear does not grow along with it. Rock

Throwing (Ex): At 8th level, the ancient protector is skilled at throwing boulders and receives a +1 racial bonus on attack rolls when throwing rocks. Rocks that an ancient protector throws have a range increment of 100 feet. An ancient protector of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. These rocks deal 2d6 points of bludgeoning damage. A Huge ancient protector can hurl rocks of 60 to 80 pounds (Medium objects) that deal 2d8 points of damage. T ree Slam (Ex): At 9th level, the ancient protector can plant its feet and swing, dealing incredible amounts of damage. It can smash apart buildings and other structures as well as turn living creatures into bloody splatters. The ancient can take a full attack action to make a single slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam also ignores up to 10 points of an object's hardness.

T rample (Ex): At 10th level, the ancient protector can trample enemies, as described in the Monster Guide. Allies of the night elves, dryads are the daughters of the demigod Cenarius. They resemble gray fauns with the upper torsos of night elf women. They are peaceful by nature and despise violence; however, like ancients, night elves, and their brothers the keepers of the grove, dryads fight to protect the forests and their allies. They are particularly adept at destroying magic and are immune to its effects. Most dryads remain in the forests, frolicking with the animals, dancing in the rain, and occasionally bringing nature's wrath onto their enemies. Some dryads, however, leave their forests and become For some, with hostile forces spark Table 2-3: The Dryad Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d6 +0 6 +0 +2 +2 First - +0 1 +1 Agy, +1 Spt, spell resistance 2nd 2d6 +1 6 +0 +3 +3 - - +1 1 +1 Sta 3rd 2d6 +1 - +0 +3 +3 - - +1 1 +1 Str, +1 Agy, dispel magic 1/day 4th 3d6 +1 6 +1 +3 +3 Second - +2 2 +1 Cha, poison (1d2 Str) 5th 4d6 +2 6 +1 +4 +4 - First +2 2 +1 Spt, dispel magic 3/day 6th 5d6 +2 6 +1 +4 +4 - - +3 3 +1 Sta, poison (1d2 Str and 1d2 Sta) 7th 5d6 +2 - +1 +4 +4 - - +3 3 +1 Str, +1 Agy, dispel magic 5/day 8th 6d6 +3 6 +2 +5 +5 Third - +4 3 +1 Cha, poison (1d4 Str and 1d2 Sta) 9th 7d6 +3 6 +2 +5 +5 - - +4 4 +1 Agy, dispel magic at will, immunity to magic this desire - they wish to bring the fight to the enemies of nature. Others are curious about the world outside their forests, and wish to experience new environments and meet new beings. Other dryads and night elves see adventuring dryads as a bit less unusual than adventuring ancients. Dryads possess an innate streak of curiosity, after all. However, adventuring dryads are still branded as eccentrics who go against the natural tendencies of their kind. Dryad Racial Traits A dryad has the following traits: • +2 Spirit. Dryads are attuned to nature and the world around them. • Medium: As Medium creatures, dryads have no special bonuses or penalties due to their size. • Quadruped. A dryad's lifting and carrying capacity is 1-1/2 times greater than a Medium biped. Dryads also have a +4 bonus on checks to avoid being tripped. • Dryad base land speed is 40 feet. • Low-Light Vision: Dryads can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Fey: Dryads are fey, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • Immortality: Dryads are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • +1 natural armor . Dryads are naturally tough. • Due to a dryad's nonhumanoid frame, armor costs twice as much. • A utomatic Language: Darnassian. • Bonus Languages: Common, Low Common and Taur-ahe. Dryads find it useful to know the languages of the races with which they are most likely to come into contact. • Creature Class: If you play a dryad, you must take levels in the dryad creature class. • Favored Class: Druid. A multiclass dryad's druid class does not count when determining whether she suffers an XP penalty (see W oW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters). Dryad Creature Class All of the following are features of the dryad creature class. Note that the bonuses and abilities she gains at 1st level are in addition to those she gains by virtue of her racial traits. (A 1st-level dryad has +3 Spirit, for example.) "Class" Skills: Jump (Str), Knowledge (nature) (Int), Listen (Spt), Spellcraft (Int), Spot (Spt), Stealth (Agy), and Survival (Spt). See W oW RPG, Chapter 5: Skills for skill descriptions. Starting Gold: A 1st-level dryad begins play with 1d4 x 10 gold pieces. W eapon and Armor Proficiency: Dryads are proficient in the use of simple weapons. They are not proficient with armor.

Spell Resistance (Ex): A dryad of 8th level or below has spell resistance equal to 10 + her dryad level. Dispel

Magic (Sp): At 3rd level, a dryad can use dispel magic as a spell-like ability once per day. She uses this ability as a caster equal to her dryad level + 1, to a maximum of 10th at 9th level. She can use this ability more often as she gains levels, as shown on Table 2-3: The Dryad. At 9th level, she can use it an unlimited number of times per day.

Poison (Su): At 4th level, a dryad's magical nature coats her weapons with a painful poison that weakens its victims. Dryads attempt to weaken their enemies to the point where their gear weighs them down, forcing them to move slowly and making them vulnerable. The poison has an initial and secondary damage of 1d2 Str. The Fortitude save to resist the poison is equal to 10 + 1/2 the dryad's Hit Dice + the dryad's Stamina modifier. At 6th level, the poison's initial and secondary damage increase to 1d2 Str and 1d2 Sta. At 8th level, the initial and secondary damage increase to 1d4 Str and 1d2 Sta. Immunity to Magic (Ex): At 9th level, a dryad is immune to any spell or spell-like ability that allows spell resistance. The mighty sons of Cenarius, keepers of the grove are potent repositories of druidic lore. They dwell in the forests and keep them safe. They are ancient allies of the night elves, often giving them gentle guidance in spiritual and druidic arts. They are implacable foes of all who defile the forests. Keepers of the grove have the bodies of mighty stags and the upper torsos of night elf men. Great antlers sprout from their heads. A keeper's right arm is twisted and changed from the elbow down, resembling a branchlike claw of the sort ancients possess. Keepers of the grove usually remain far from civilization, dwelling in secluded woodlands and sacred groves. They move to support night elf settlements when they are needed, then melt back into the trees once more. A few keepers of the grove, however, prefer a more active role. They travel the world in search of additional lore and knowledge of their enemies. Some seek to test and develop their skills against their enemies, both ancient and new - the Burning Legion, the Scourge, the naga, and the forces of Illidan Stormrage. They may guide other young druids on such journeys. Adventuring keepers of the grove are viewed with skepticism, but respect. Such is the reputation of keepers of the grove that most night elves, dryads and other creatures assume that they know what they are doing when they choose to travel a path of adventure. Elder keepers of the grove consider young keepers who undertake such journeys to be unnecessarily endangering themselves; the night elves need all the protection they can get here, in northern Kalimdor. Whatever the case, adventuring keepers of the grove make frequent stops back in the forests of their homeland to share the knowledge gained on their travels. Keeper of the Grove Racial Traits A keeper of the grove has the following traits: • +2 Spirit. Keepers of the grove are spiritual creatures and natural druids. • Large Quadruped: As a Large creature, a keeper of the grove's space is 10 feet (though his reach is only 5 feet). He takes a -1 size penalty to AC and a -1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized and shaped for him, which costs four times normal. His lifting and carrying capacities are triple those of a Medium biped. He takes a -4 penalty on Stealth checks to hide, but gains a +4 bonus on grapple checks and a +8 bonus on checks to avoid being tripped. • Keeper of the grove base land speed is 40 feet. • Low-Light Vision: A keeper of the grove can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Fey: K eepers of the grove are fey, not humanoids. They are immune t o effects that specifically target humanoids, like hold person. • Immortality: K eepers of the grove are immortal and never suffer the effects of aging (either bonuses or penalties), nor can they die of old age. They can die through other means, as can mortal creatures. • Natural Weapon: A keeper of the grove has a claw attack that deals 1d6 points of damage. . See the Monster Guide, Chapter 7: T ypes, Subtypes, and Abilities for more information on natural weapons. • +1 natural armor. Keepers of the grove are naturally tough. • Automatic Languages: Common and Darnassian. • Bonus Languages: Low Common and Taur- ahe. Keepers of the grove occasionally learn the languages of Kalimdor's natives. • Creature Class: If you play a keeper of the grove, you must take levels in the keeper of the grove creature class. • Favored Class: Druid. 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