Tender of Worlds

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While most druids concern themselves with a limited area of wilderness such as a forest or mountain range, the Tender of Worlds seeks to cultivate and watch over the very structure of the cosmos. These planar druids travel from world to world, ensuring that no one race or warlord manages to gain undue influence over multiple planes. Working alone or in small groups, Tenders of Worlds manage entire planes much as a botanist might cultivate a plant. They hold counsel with kings, spread lore of invading monsters, and provide magical and material aid whenever their assistance is required.


Alignment: Any Neutral

Skills: Wilderness Lore 12 ranks, Knowledge (Planes) 12 ranks

Spellcasting: The ability to cast 4th level Divine spells

Special: You must have an animal companion. The Tender of Worlds must assume the responsibility of keeping the balance of at least one plane.

Hit Die: d6

Proficiencies: Tenders of Worlds gain no additional proficiencies

Skill Points: 4 + INT

Class Skills: Animal Empathy, Bluff, Concentration, Craft, Heal, Knowledge (Arcane, Geography, Nobility, Planes, Psionic, Religion), Listen, Lore, Parry, Persuade, Profession, Spellcraft, Spot, Wilderness Lore

Lvl BAB Fort Ref Will Special Spells per day
1st +0 +2 +0 +2 Planar Sense, Planar Cohort +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Planar Magic +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Planar Jaunt +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Step of a Thousand Leagues +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Alter Planar Currents +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Speaker of one Million Tongues +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Warden of the Planes +1 level of existing divine spellcasting class
8th +6/+1 +6 +2 +6 Sense Portal +1 level of existing divine spellcasting class
9th +6/+1 +6 +3 +6 Improved Planar Jaunt +1 level of existing divine spellcasting class
10th +7/+2 +7 +3 +7 Walker Between Worlds +1 level of existing divine spellcasting class

Planar Sense

At 1st level, the Tender of Worlds gains an intuitive sense of the plane's flow of energy, their arrangement, and the pathways between them. With a successful Wilderness Lore check (DC 20), as a standard action, they can determine the destination of any Gate or Portal that they encounter. In addition, when entering a new Plane, they may make a Wilderness Lore check (DC 20) to attune themselves to its energies, gaining insight into its traits and tendencies. Furthermore, they may learn of its general history and reputation amongst Planar Travelers. [This ability works at DM discretion.]

Planar Magic

At 2nd level, the Tender's connection to the planes allows them to use spells that normally affect animals (Charm Animal, etc) on Outsiders.

Planar Jaunt

At 3rd level, the Tender of Worlds learns to open and follow pathways between the planes. They may cast Plane Shift once per day as a divine spell, using their total divine caster level. At 9th level, the Tender of Worlds can cast Plane Shift twice per day.

Step of a Thousand Leagues

You have mastered not only the passageways between the planes, but also the affinities and gateways that connect one region of that plane to another. You may now cast Teleport once per day.

Alter Planar Currents

At 5th level, the Tender of Worlds can use their knowledge of planar structure and the flow of the cosmic energy to make themself immune to a plane's natural hazards. This includes such things as the fires of the elemental plane of fire, the diseases and apathy of Hades, the acidic rain of Gehenna, the carelessness of Elysium, etc. They are still subject to any other fire damage, diseases, acid damage, and so on.

Speaker of one Million Tongues

At 6th level, the Tender perceives the planar bindings that form and sustain intelligent life. They see the patterns in speech and customs that underlie all civilizations, allowing them to feel at home with a variety of races, from the humans of Vestrial to the undead lords of the Nightrealms. They can communicate with any creature that has a language.

Warden of the Planes

As the self-appointed champion of the planes and guardian of its overall structure, the Tender of Worlds must struggle to prevent malicious outsiders from spilling over to conquer and subjugate other natural realms. To this end, they gain the ability to impede a creature's ability to travel between planes in order to capture or kill it. At will, as a standard action that provokes an attack of opportunity, the Tender may cast Dimensional Anchor as a spell-like ability. This spell functions at the Tender's divine caster level.

Sense Portals

The Tender's preternatural ability to chart and watch the flow of planar energies gives them the ability to easily find gateways to other worlds. They need only concentrate on the direction and speed of the cosmic bindings around them to find a door between the planes. By concentrating for 10 minutes, the Tender can discover the destination and general location of all portals within 5 miles of their current location. [This ability works at DM discretion.]

Walker Between Worlds

The boundaries between worlds and their imperfect paths no longer concern you. You may now cast gate once per day to jaunt to another plane with perfect accuracy.

Planar Cohort

Instead of summoning a creature to battle, a Tender of Worlds can call upon one of a number of planar cohorts to aid them in their duty to the planes. These companions last for 24 hours or until dismissed. Below are their stats, which increase by 5% per Tender of World level and by an additional 10% if you take the improved companion feat. This occupies your summon slot.

Name Strength Dexterity Constitution Intellect Wisdom Charisma Natural AC Special Features Creature Type
Fire Elemental 14 16 14 12 8 12 6 Fire Damage, Fire Immunity Elemental
Air Elemental 12 18 12 12 8 12 2 Sonic Damage, Sonic Immunity, Haste Elemental
Earth Elemental 18 10 16 12 8 12 12 25% Physical Immunity, Bludgeoning Damage Elemental
Water Elemental 14 16 18 12 8 12 10 50% Physical Immunity, Regen Elemental
Nightmare 18 15 16 13 12 12 13 50% Concealment, Large Outsider
Unicorn 20 17 21 10 21 24 6 Heal, Greater Restoration, Large Magical Beast
Phoenix 18 16 15 18 17 21 6 Fire Damage, +5 Deflection AC, Uncanny Dodge Magical Beast
Displacer Beast 26 13 20 5 12 8 8 Sneak Attack, 50% Concealment Magical Beast
Moon Dog 16 15 12 15 16 17 7 Improved Evasion, Dispell On Hit Outsider
Couatl 18 16 14 17 19 17 9 Poison, On Hit Hold Outsider
Barghest 20 15 16 18 18 18 9 Vampiric Regeneration Outsider