niko718
First Post
Please supply me with any feedback for both the race and the prestige class. I am trying to create a race that is playable and not overpowering. I figured that no matter what ranger type (as so many exist) is used, this race won't be able to abuse it. Please suggest an ECL rating for this. As for the PrC, I hope to make it so that it is versatile in some areas, not overly powerful and follows the theme that I am trying to create "as the guardian of a meadow or wooded area".
Although the picture and the references to "she or her" may imply that the Meadow Sprite (Race) and Meadow Guardian (PrC) are meant for females, that is not the case as they can be either female or male.
the Meadow Sprite (Race)
Sprites, many legends mention these little fey who are as diverse as humans and are well know for their mischievous streaks. Although the name suggests that these little sprites live solely in meadows, they can be found in forests and any woodland areas.
Personality
Like most sprites, meadow sprites are very flighty and even find elves much too serious about most woodland affairs. They love their meadows and forests and only a rare few venture outside of them. Meadow sprites are mischievous and lighthearted, have not fear of larger humanoids and at times delight playing tricks on them. Favorite pranks include stealing food to collapsing tents.
Physical description
Meadow sprites stand about one foot tall and weight less then 10 pounds. Their skin has a slight green tinge that is barely noticeable. Dark-haired, green-eyed, meadow sprites resemble tiny humans with gossamer wings. Meadow sprites are often perceived from afar by humanoids for butterflies and it is guesses that the majority of the forest creatures also think of the fair sprites in this way as well. Legend claims that meadow sprites like the majority of sprites die only through injury or disease.
Relations
Meadow sprites get along with all woodland races and creatures. Of all the classes, Druids deal with meadow sprites the most and then followed by rangers as both show a healthy respect to their natural environments.
Alignment
Meadow sprites can be of any non-evil and non-lawful alignment.
Meadow sprite lands
As their names suggest, meadow sprites predominantly reside in meadow and even forests. They live in harmony with all forest dwelling creatures and races.
Automatic Language
Meadow sprites speak Elvish, Sylvan and common
Religion
Meadow sprites worship nature similar to druids and not necessarily a specific deity but if they do it would be one with nature as their domain.
Adventures
A rare few meadow sprites take up adventuring out of wanderlust. Most who leave their home do so due to its destruction by from natural causes by fires to more commonly unnatural causes like deforestation cause by wars and magic.
Abilities
-4 Strength, -2 Constitution, +4 Dexterity and +4 Charisma
Although light, quick and charming, a meadow sprite is small and frail.
Base Speed
Meadow sprites base speed is 15 when on foot but fly at 40 (good)
Meadow sprite racial traits
* Tiny: As tiny creatures, meadow sprites gain +2 size bonus to AC, +2 size bonus to attack, and +8 size bonus to hide skills. Also note that the Meadow Sprite's reach is 2 1/2 ft. by 2 1/2 ft./0 ft.
* Ageless: Meadow sprites do not die from old age
* +4 to all wilderness lore skills
* Innate spell casting at equal level as character level once per day for the following two spells: invisibility and entangle (with double the duration)
* Low Light Vision: Meadow sprites 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
* Taunt (Ex): When a meadow sprite taunts an intelligent creature in a language that it can understand, the creature must make a Will check (DC 10 + 1 for every two character levels + Charisma modifier). If the creature fails, it attacks the meadow sprite wildly with a -2 to hit and a -2 to AC to because the effected being's irrationality. If a particular victim is assumed to be more or less vulnerable to such abuse the DM can apply penalties or bonuses to saving throws as desired (long-time friends of meadow sprites have developed high resistance to this power as they have grown used the abuse).
Special Restriction
* HD restriction. D6 and it is the maximum hit dice a meadow sprite character can have regardless of class chosen.
* May not wear armor as it inhibits their flying
* If a meadow sprite is a sorcerer of wizard, it can only cast spells from the following arcane schools: Abjuration, Divination, Enchantment, Illusion, Transmutation and Evocation (as long as they do not do direct damage). The poison itself looses its potency and a target hit gains a bonus of +2 to Fortitude saves for every week that passes from the time it was created. This restriction is only based for flavor purposes as the Meadow Sprite deals mostly with nature and is small in stature. It is hard for me to envision a single foot sprite casting necromantic spells or fireballs or summoning monsters or outsiders that are great in size (especially when there is a chance of destroying their habitats).
Favorite Class: Ranger.
It is unheard of for a Meadow Sprite to be a Wizard. Although often mistaken for a Wizard, a Meadow Sprite arcane spellcaster is most likely a Sorcerer (although not a restriction per se, it is suggested that meadow sprites not be wizards just because of the size of spell books and the like that a wizard would require to have as well as the amount of space a spell would take).
ECL rating ECL +1 or ECL +2
Racial Weapons
Sprite composite short bow and sleep arrows The racial weapon favored by all woodland sprites is a sprite size composite short bow that has the range equal to half of that of a human sized short bow. Meadow sprites employ arrows that do 1d4 points of damage and may also use specially made arrows that although do not do damage, cause targets hit to fall asleep. Meadow sprites can use this weapon regardless of class restrictions.
Sleep Arrow: Any opponent struck by the arrow, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell. (Creatures immune to mind-influencing effects are immune to this.). The sprite can create such arrows using their craft skills consider the item to be master crafted and can create one such arrow per day. Note: The meadow sprite uses a mushroom to create the poison that causes the sleep like effect (the actual process only takes 4 hours, but the creation of the poison from the mushroom requires an additional 10 hours to properly dry). Sprite long sword When meadow sprites run out of arrows, they then use their second racial weapon, which is a long sword. This weapon does 1d4 points of damage. Meadow sprites can use this weapon regardless of class restrictions.
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Meadow Guardian (prestige class)
Sworn to defend their meadows and all nearby woodland areas from the threats of many, the Meadow Guardian relies on her skill with the bow and her animal friends.
Class Requirements: To qualify to become a Meadow Guardian, a character must fulfill all the following criteria:
Fort Save: +5
Skills: Wilderness Lore (6 ranks), Animal Empathy (4 Ranks)
Feats: Weapon Focus (Any Bow), Endurance, Track
Special: Must be a sprite or fairy in the "Small" or "Tiny" size category. Although if one wishes, this PrC could be altered to fit any campaign by removing the extra duration of certain spell-like or supernatural abilities listed under "special abilities" table.
TABLES: The Meadow Guardian
Level BAB Fort Ref Will
..1....+0....+0....+2....+2
..2....+1....+0....+2....+3
..3....+2....+1....+3....+3
..4....+3....+1....+4....+4
..5....+3....+1....+4....+4
..6....+4....+2....+5....+5
..7....+5....+2....+5....+5
..8....+6....+2....+6....+6
..9....+6....+3....+6....+6
.10....+7....+3....+7....+7
Hit Dice: d6
Class Skills: The class skills for the Meadow Guardian are:
Strength: NA
Dexterity: Balance, Disable Device (see trap text below), Escape Artist, Hide, Move Silently, Tumble
Constitution: Concentration
Intelligence: Craft, Knowledge (nature), Listen, Search, Spellcraft
Wisdom: Heal, Intuit Direction, Spot, Wilderness Lore
Charisma: Animal Empathy, Bluff, Diplomacy, Handle Animal
Traps: Meadow Guardian can use the Search skill to locate non-magical traps even when the task has a Difficulty Class higher than 20. Traps are limited to simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile traps, hunting snares, etc.). The Meadow Guardian cannot detect complex traps, including trapdoor traps nor magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The Meadow Guardian can use her Disable Devise skill to disable such traps. A Meadow Guardian who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it
Skill Point Progression: 4 + Intelligence modifier for each additional level
Weapon and Armor Proficiency: This class gains no additional proficiency in any weapon or armor.
TABLE: Meadow Guardian spells per day These spells can be selected from the Ranger's List.
If used as an NPC, it is suggested that the Meadow Guardian use her spells in four different ways. Being little as she is, her chance of doing physical damage to make a difference is quite little, as a result, it is better that she use her Summon Nature's Ally spells to call for support. When it comes to attaining information and planning attacks, the Meadow Guardian also has a few spells that allow her to speak to animals and plants. When allies are in danger, the Meadow Guardian has spells to heal them and lastly, if pressed, she can enchant her arrows by sacrificing prepared spells (see special ability, enchant fey arrow) and hope to cause confusion to run away.
Level....... 1...2...3...4
1.............0
2.............1
3.............1...0
4.............1...1
5.............1...1...0
6.............1...1...1
7.............2...1...1...0
8.............2...1...1...1
9.............2...2...1...1
10...........2...2...2...1
Spells: A Meadow Guardian has the ability to cast a small number of divine spells starting at first level. To cast a spell, the Meadow Guardian must have a Wisdom score of at least 10 + the spell's level. Meadow Guardian bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Meadow Guardian gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Meadow Guardian gets only bonus spells. A Meadow Guardian without a bonus spell for that level cannot yet cast a spell of that level. A Meadow Guardian has access to any spell on the Rangers spells list and can freely choose which to prepare. A Meadow Guardian prepares and casts spells just as a Ranger does. Unlike the core class Rangers, the Meadow Guardian's caster level is equal to his prestige class level.
Level / Special
1. Calm Animals, Faerie Fire
2. Whispering Wind, Protection from Evil
3. Detect Thoughts, Charm Person or Animal
4. Enchant Fey Arrow, Warp Wood
5. Shrink Item, Detect Invisibility
6. Summon Swarm, Suggestion
7. True Seeing, Spike Growth
8. Hallucinatory Terrain, Insect Plague
9. Wall of Thorns, Solid Fog
10. Creeping Doom, Way of the Hummingbird
Description of specials for the Meadow Guardian
Calm Animals (Su): The Meadow Guardian can calm animal exactly as the druid spell of the same name but with double the duration. The Meadow Guardian can use this ability one time per day per every two Meadow Guardian levels (rounded down) to a maximum of 5 per day.
Faerie Fire (Su): The Meadow Guardian can cast fearie fire exactly as the druid spell of the same name but with double the duration. The Meadow Guardian can use this ability one time per day per every two Meadow Guardian levels (rounded down) to a maximum of 5 per day.
Whispering Wind (Sp): The Meadow Guardian can speak to other targets as the arcane spell of the same name. The Meadow Guardian can use this ability one time per day.
Protection from Evil (Sp): The Meadow Guardian can cast protection from evil exactly as the clerical spell of the same name but with double the duration. The Meadow Guardian can use this ability once per day.
Detect Thoughts (Su): The Meadow Guardian can detect thoughts exactly as the arcane spell of the same name but with twice the duration. The Meadow Guardian can use this ability once per day. This ability is often used to determine if a group or individual is a threat to her meadow.
Charm Person or Animal (Su): The Meadow Guardian can charm person or animal exactly as the druid spell of the same name. The Meadow Guardian can use this ability one time per day. This ability is often used to help the Meadow Guardian to acquire aid in protecting her forest.
Enchant Fey Arrow (Sp): The Meadow Guardian has the ability to enchant an arrow by converting a prepared ranger spells. This process takes a standard action that provides attacks of opportunity. Once prepared, the Meadow Guardian has a certain time limit to shoot the enchanted arrow before the enchantment expires. To determine how long the enchantment will stay on an arrow must look at the level of the Meadow Guardian. For every two-Meadow Guardian levels, the arrow stays enchanted for a single minute. Once the duration expires, the spell is lost.
When an enchanted arrow is released and hits the target, treat the target as being the target of the spell of the same name. For example, if a 7th level Meadow Guardian had enchanted an arrow with a shocking grasp spell, this arrow must be used within three minutes or the spell would have expired. If the arrow released hit its target, the target is under the effect of a shocking grasp spell cast by a 7th level spellcaster. Please note that since the spell effect offers a +3 attack bonus to metal wearing targets, if the Meadow Guardian had aimed at such a target, the attack bonus would have applied to determine if the target was hit. The same thing applies to the true strike spell, the bonus to attack applies to that arrow (Meadow Guardians use this with their poison-coated arrows that put targets to sleep).
Converting a 2nd level spell for the following enchantment:
* Cause Fear
* Shocking Grasp
* True Strike
Converting a 3rd level spell for the following enchantment:
* Tasha's Hideous Laughter
* Melf' s Acid Arrow
* Scare
Converting a 4th level spell for the following enchantment:
* Flame Arrow
* Blindness/Deafness
* Slow
Warp Wood (Sp): The Meadow Guardian can cast warp wood exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. She usually casts this spell on targets using bows, crossbows and spears, as she is susceptible to missile weapons when in flight.
Shrink Item (Sp): The Meadow Guardian can make normal items shrink so as to be used by her size and functions exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. This ability is most often used when in need to transform normal sized arrows or clothing for her use.
Detect Invisibility (Su): The Meadow Guardian can cast Detect Invisibility exactly as the druid spell of the same name but with twice the duration. The Meadow Guardian can use this ability twice per day. This ability is again used to reconnaissance for any unsuspecting foe that may be invisible within a hostile group so as not to be later on surprised.
Summon Swarm (Sp): The Meadow Guardian can summon a swarm of insects exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. One of the ways that a Meadow Guardian has to slow foes and gain more time for additional help.
Suggestion (Sp): The Meadow Guardian can cast suggestion exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. She usually uses this to make targets leave a guarded area without having to fight or to cause mischief.
True Seeing (Su): The Meadow Guardian can see things as they are. True seeing functions exactly as the druid spell but the duration is three times as long (3 minutes per level). The Meadow Guardian can use this ability twice per day. This ability is used for the same reason as detect invisibility.
Spike Growth (Sp): The Meadow Guardian can cast spike growth exactly as the druid spell of the same name. The Meadow Guardian can use this ability one time per day. Although this is a way to slow foes till more help arrives, the Meadow Guardian uses this spell to also weaken one's desire to continue intruding within their territory.
Hallucinatory Terrain (Sp): The Meadow Guardian can cast Hallucinatory Terrain exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. A best way to protect one's territory is to hide it. This spell is also used to hide natural traps and the like.
Insect Plague (Sp): The Meadow Guardian can summon a plague of insects exactly as the druid spell insect plague name. The Meadow Guardian can use this ability once per day. This is used for the same purposes as the summon swarm.
Wall of Thorns (Sp): The Meadow Guardian can create a wall of thorns that function exactly as the arcane spell of the same name but with double the duration. The Meadow Guardian can use this ability once per day. The Meadow Guardian uses this to create a barrier to slow foes as well as hopefully dissuade them from continuing on their chosen path.
Solid Fog (Sp): The Meadow Guardian can cast a solid fog exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. Mostly used as a way to gain time till help arise as well as a means for surprise attacks.
Creeping Doom (Sp): The Meadow Guardian can cast creeping doom exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. Unlike insect plague, this spell is most often used for offense right after a solid fog spell. Sometimes, the Meadow Guardian will use this spell to steer large targets towards a desired direction (often trapped with pits and covered by a hallucinatory terrain spell.
Way of the Hummingbird (Ex): The Meadow Guardian's flying ability is improved by one level. If any sprite has the "Flying (good)" ability it now becomes "Flying (perfect)." If a sprite has the "Flying (poor)" ability, it now becomes "Flying (good)." If a sprite had no flying ability because it had no wings, the sprite actually starts to grow wings and their flying movement rate is 30 and is considered as "Flying (poor)." Note: This ability and the growth of wings only apply to ground based or flying sprites, other type of spites (e.
Although the picture and the references to "she or her" may imply that the Meadow Sprite (Race) and Meadow Guardian (PrC) are meant for females, that is not the case as they can be either female or male.
the Meadow Sprite (Race)
Sprites, many legends mention these little fey who are as diverse as humans and are well know for their mischievous streaks. Although the name suggests that these little sprites live solely in meadows, they can be found in forests and any woodland areas.
Personality
Like most sprites, meadow sprites are very flighty and even find elves much too serious about most woodland affairs. They love their meadows and forests and only a rare few venture outside of them. Meadow sprites are mischievous and lighthearted, have not fear of larger humanoids and at times delight playing tricks on them. Favorite pranks include stealing food to collapsing tents.
Physical description
Meadow sprites stand about one foot tall and weight less then 10 pounds. Their skin has a slight green tinge that is barely noticeable. Dark-haired, green-eyed, meadow sprites resemble tiny humans with gossamer wings. Meadow sprites are often perceived from afar by humanoids for butterflies and it is guesses that the majority of the forest creatures also think of the fair sprites in this way as well. Legend claims that meadow sprites like the majority of sprites die only through injury or disease.
Relations
Meadow sprites get along with all woodland races and creatures. Of all the classes, Druids deal with meadow sprites the most and then followed by rangers as both show a healthy respect to their natural environments.
Alignment
Meadow sprites can be of any non-evil and non-lawful alignment.
Meadow sprite lands
As their names suggest, meadow sprites predominantly reside in meadow and even forests. They live in harmony with all forest dwelling creatures and races.
Automatic Language
Meadow sprites speak Elvish, Sylvan and common
Religion
Meadow sprites worship nature similar to druids and not necessarily a specific deity but if they do it would be one with nature as their domain.
Adventures
A rare few meadow sprites take up adventuring out of wanderlust. Most who leave their home do so due to its destruction by from natural causes by fires to more commonly unnatural causes like deforestation cause by wars and magic.
Abilities
-4 Strength, -2 Constitution, +4 Dexterity and +4 Charisma
Although light, quick and charming, a meadow sprite is small and frail.
Base Speed
Meadow sprites base speed is 15 when on foot but fly at 40 (good)
Meadow sprite racial traits
* Tiny: As tiny creatures, meadow sprites gain +2 size bonus to AC, +2 size bonus to attack, and +8 size bonus to hide skills. Also note that the Meadow Sprite's reach is 2 1/2 ft. by 2 1/2 ft./0 ft.
* Ageless: Meadow sprites do not die from old age
* +4 to all wilderness lore skills
* Innate spell casting at equal level as character level once per day for the following two spells: invisibility and entangle (with double the duration)
* Low Light Vision: Meadow sprites 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
* Taunt (Ex): When a meadow sprite taunts an intelligent creature in a language that it can understand, the creature must make a Will check (DC 10 + 1 for every two character levels + Charisma modifier). If the creature fails, it attacks the meadow sprite wildly with a -2 to hit and a -2 to AC to because the effected being's irrationality. If a particular victim is assumed to be more or less vulnerable to such abuse the DM can apply penalties or bonuses to saving throws as desired (long-time friends of meadow sprites have developed high resistance to this power as they have grown used the abuse).
Special Restriction
* HD restriction. D6 and it is the maximum hit dice a meadow sprite character can have regardless of class chosen.
* May not wear armor as it inhibits their flying
* If a meadow sprite is a sorcerer of wizard, it can only cast spells from the following arcane schools: Abjuration, Divination, Enchantment, Illusion, Transmutation and Evocation (as long as they do not do direct damage). The poison itself looses its potency and a target hit gains a bonus of +2 to Fortitude saves for every week that passes from the time it was created. This restriction is only based for flavor purposes as the Meadow Sprite deals mostly with nature and is small in stature. It is hard for me to envision a single foot sprite casting necromantic spells or fireballs or summoning monsters or outsiders that are great in size (especially when there is a chance of destroying their habitats).
Favorite Class: Ranger.
It is unheard of for a Meadow Sprite to be a Wizard. Although often mistaken for a Wizard, a Meadow Sprite arcane spellcaster is most likely a Sorcerer (although not a restriction per se, it is suggested that meadow sprites not be wizards just because of the size of spell books and the like that a wizard would require to have as well as the amount of space a spell would take).
ECL rating ECL +1 or ECL +2
Racial Weapons
Sprite composite short bow and sleep arrows The racial weapon favored by all woodland sprites is a sprite size composite short bow that has the range equal to half of that of a human sized short bow. Meadow sprites employ arrows that do 1d4 points of damage and may also use specially made arrows that although do not do damage, cause targets hit to fall asleep. Meadow sprites can use this weapon regardless of class restrictions.
Sleep Arrow: Any opponent struck by the arrow, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell. (Creatures immune to mind-influencing effects are immune to this.). The sprite can create such arrows using their craft skills consider the item to be master crafted and can create one such arrow per day. Note: The meadow sprite uses a mushroom to create the poison that causes the sleep like effect (the actual process only takes 4 hours, but the creation of the poison from the mushroom requires an additional 10 hours to properly dry). Sprite long sword When meadow sprites run out of arrows, they then use their second racial weapon, which is a long sword. This weapon does 1d4 points of damage. Meadow sprites can use this weapon regardless of class restrictions.
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Meadow Guardian (prestige class)
Sworn to defend their meadows and all nearby woodland areas from the threats of many, the Meadow Guardian relies on her skill with the bow and her animal friends.
Class Requirements: To qualify to become a Meadow Guardian, a character must fulfill all the following criteria:
Fort Save: +5
Skills: Wilderness Lore (6 ranks), Animal Empathy (4 Ranks)
Feats: Weapon Focus (Any Bow), Endurance, Track
Special: Must be a sprite or fairy in the "Small" or "Tiny" size category. Although if one wishes, this PrC could be altered to fit any campaign by removing the extra duration of certain spell-like or supernatural abilities listed under "special abilities" table.
TABLES: The Meadow Guardian
Level BAB Fort Ref Will
..1....+0....+0....+2....+2
..2....+1....+0....+2....+3
..3....+2....+1....+3....+3
..4....+3....+1....+4....+4
..5....+3....+1....+4....+4
..6....+4....+2....+5....+5
..7....+5....+2....+5....+5
..8....+6....+2....+6....+6
..9....+6....+3....+6....+6
.10....+7....+3....+7....+7
Hit Dice: d6
Class Skills: The class skills for the Meadow Guardian are:
Strength: NA
Dexterity: Balance, Disable Device (see trap text below), Escape Artist, Hide, Move Silently, Tumble
Constitution: Concentration
Intelligence: Craft, Knowledge (nature), Listen, Search, Spellcraft
Wisdom: Heal, Intuit Direction, Spot, Wilderness Lore
Charisma: Animal Empathy, Bluff, Diplomacy, Handle Animal
Traps: Meadow Guardian can use the Search skill to locate non-magical traps even when the task has a Difficulty Class higher than 20. Traps are limited to simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile traps, hunting snares, etc.). The Meadow Guardian cannot detect complex traps, including trapdoor traps nor magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The Meadow Guardian can use her Disable Devise skill to disable such traps. A Meadow Guardian who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it
Skill Point Progression: 4 + Intelligence modifier for each additional level
Weapon and Armor Proficiency: This class gains no additional proficiency in any weapon or armor.
TABLE: Meadow Guardian spells per day These spells can be selected from the Ranger's List.
If used as an NPC, it is suggested that the Meadow Guardian use her spells in four different ways. Being little as she is, her chance of doing physical damage to make a difference is quite little, as a result, it is better that she use her Summon Nature's Ally spells to call for support. When it comes to attaining information and planning attacks, the Meadow Guardian also has a few spells that allow her to speak to animals and plants. When allies are in danger, the Meadow Guardian has spells to heal them and lastly, if pressed, she can enchant her arrows by sacrificing prepared spells (see special ability, enchant fey arrow) and hope to cause confusion to run away.
Level....... 1...2...3...4
1.............0
2.............1
3.............1...0
4.............1...1
5.............1...1...0
6.............1...1...1
7.............2...1...1...0
8.............2...1...1...1
9.............2...2...1...1
10...........2...2...2...1
Spells: A Meadow Guardian has the ability to cast a small number of divine spells starting at first level. To cast a spell, the Meadow Guardian must have a Wisdom score of at least 10 + the spell's level. Meadow Guardian bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the Meadow Guardian gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the Meadow Guardian gets only bonus spells. A Meadow Guardian without a bonus spell for that level cannot yet cast a spell of that level. A Meadow Guardian has access to any spell on the Rangers spells list and can freely choose which to prepare. A Meadow Guardian prepares and casts spells just as a Ranger does. Unlike the core class Rangers, the Meadow Guardian's caster level is equal to his prestige class level.
Level / Special
1. Calm Animals, Faerie Fire
2. Whispering Wind, Protection from Evil
3. Detect Thoughts, Charm Person or Animal
4. Enchant Fey Arrow, Warp Wood
5. Shrink Item, Detect Invisibility
6. Summon Swarm, Suggestion
7. True Seeing, Spike Growth
8. Hallucinatory Terrain, Insect Plague
9. Wall of Thorns, Solid Fog
10. Creeping Doom, Way of the Hummingbird
Description of specials for the Meadow Guardian
Calm Animals (Su): The Meadow Guardian can calm animal exactly as the druid spell of the same name but with double the duration. The Meadow Guardian can use this ability one time per day per every two Meadow Guardian levels (rounded down) to a maximum of 5 per day.
Faerie Fire (Su): The Meadow Guardian can cast fearie fire exactly as the druid spell of the same name but with double the duration. The Meadow Guardian can use this ability one time per day per every two Meadow Guardian levels (rounded down) to a maximum of 5 per day.
Whispering Wind (Sp): The Meadow Guardian can speak to other targets as the arcane spell of the same name. The Meadow Guardian can use this ability one time per day.
Protection from Evil (Sp): The Meadow Guardian can cast protection from evil exactly as the clerical spell of the same name but with double the duration. The Meadow Guardian can use this ability once per day.
Detect Thoughts (Su): The Meadow Guardian can detect thoughts exactly as the arcane spell of the same name but with twice the duration. The Meadow Guardian can use this ability once per day. This ability is often used to determine if a group or individual is a threat to her meadow.
Charm Person or Animal (Su): The Meadow Guardian can charm person or animal exactly as the druid spell of the same name. The Meadow Guardian can use this ability one time per day. This ability is often used to help the Meadow Guardian to acquire aid in protecting her forest.
Enchant Fey Arrow (Sp): The Meadow Guardian has the ability to enchant an arrow by converting a prepared ranger spells. This process takes a standard action that provides attacks of opportunity. Once prepared, the Meadow Guardian has a certain time limit to shoot the enchanted arrow before the enchantment expires. To determine how long the enchantment will stay on an arrow must look at the level of the Meadow Guardian. For every two-Meadow Guardian levels, the arrow stays enchanted for a single minute. Once the duration expires, the spell is lost.
When an enchanted arrow is released and hits the target, treat the target as being the target of the spell of the same name. For example, if a 7th level Meadow Guardian had enchanted an arrow with a shocking grasp spell, this arrow must be used within three minutes or the spell would have expired. If the arrow released hit its target, the target is under the effect of a shocking grasp spell cast by a 7th level spellcaster. Please note that since the spell effect offers a +3 attack bonus to metal wearing targets, if the Meadow Guardian had aimed at such a target, the attack bonus would have applied to determine if the target was hit. The same thing applies to the true strike spell, the bonus to attack applies to that arrow (Meadow Guardians use this with their poison-coated arrows that put targets to sleep).
Converting a 2nd level spell for the following enchantment:
* Cause Fear
* Shocking Grasp
* True Strike
Converting a 3rd level spell for the following enchantment:
* Tasha's Hideous Laughter
* Melf' s Acid Arrow
* Scare
Converting a 4th level spell for the following enchantment:
* Flame Arrow
* Blindness/Deafness
* Slow
Warp Wood (Sp): The Meadow Guardian can cast warp wood exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. She usually casts this spell on targets using bows, crossbows and spears, as she is susceptible to missile weapons when in flight.
Shrink Item (Sp): The Meadow Guardian can make normal items shrink so as to be used by her size and functions exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. This ability is most often used when in need to transform normal sized arrows or clothing for her use.
Detect Invisibility (Su): The Meadow Guardian can cast Detect Invisibility exactly as the druid spell of the same name but with twice the duration. The Meadow Guardian can use this ability twice per day. This ability is again used to reconnaissance for any unsuspecting foe that may be invisible within a hostile group so as not to be later on surprised.
Summon Swarm (Sp): The Meadow Guardian can summon a swarm of insects exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. One of the ways that a Meadow Guardian has to slow foes and gain more time for additional help.
Suggestion (Sp): The Meadow Guardian can cast suggestion exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. She usually uses this to make targets leave a guarded area without having to fight or to cause mischief.
True Seeing (Su): The Meadow Guardian can see things as they are. True seeing functions exactly as the druid spell but the duration is three times as long (3 minutes per level). The Meadow Guardian can use this ability twice per day. This ability is used for the same reason as detect invisibility.
Spike Growth (Sp): The Meadow Guardian can cast spike growth exactly as the druid spell of the same name. The Meadow Guardian can use this ability one time per day. Although this is a way to slow foes till more help arrives, the Meadow Guardian uses this spell to also weaken one's desire to continue intruding within their territory.
Hallucinatory Terrain (Sp): The Meadow Guardian can cast Hallucinatory Terrain exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. A best way to protect one's territory is to hide it. This spell is also used to hide natural traps and the like.
Insect Plague (Sp): The Meadow Guardian can summon a plague of insects exactly as the druid spell insect plague name. The Meadow Guardian can use this ability once per day. This is used for the same purposes as the summon swarm.
Wall of Thorns (Sp): The Meadow Guardian can create a wall of thorns that function exactly as the arcane spell of the same name but with double the duration. The Meadow Guardian can use this ability once per day. The Meadow Guardian uses this to create a barrier to slow foes as well as hopefully dissuade them from continuing on their chosen path.
Solid Fog (Sp): The Meadow Guardian can cast a solid fog exactly as the arcane spell of the same name. The Meadow Guardian can use this ability once per day. Mostly used as a way to gain time till help arise as well as a means for surprise attacks.
Creeping Doom (Sp): The Meadow Guardian can cast creeping doom exactly as the druid spell of the same name. The Meadow Guardian can use this ability once per day. Unlike insect plague, this spell is most often used for offense right after a solid fog spell. Sometimes, the Meadow Guardian will use this spell to steer large targets towards a desired direction (often trapped with pits and covered by a hallucinatory terrain spell.
Way of the Hummingbird (Ex): The Meadow Guardian's flying ability is improved by one level. If any sprite has the "Flying (good)" ability it now becomes "Flying (perfect)." If a sprite has the "Flying (poor)" ability, it now becomes "Flying (good)." If a sprite had no flying ability because it had no wings, the sprite actually starts to grow wings and their flying movement rate is 30 and is considered as "Flying (poor)." Note: This ability and the growth of wings only apply to ground based or flying sprites, other type of spites (e.
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