Dryad
Dryad 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
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +0 | +0 | First - +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 | +1 | Second - +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 | +2 | Third - +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 | +3 | Fourth - +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 | +4 | Fifth Third +10 8 +1 Str |
to stay alive through sheer pluck while laying waste to their enemies. The iconic Wildhammer barbarian clutches his hammer and grins, showing gaps in his teeth. Feathers and beads are stuck in his sweaty hair and beard. "Come get some!" he shouts, before letting out a howl and charging forward. Wildhammer Barbarian Alterations Wildhammer barbarians have different weapon and armor proficiencies than normal barbarians. They do not possess the trap sense class feature. They possess several addition
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. •