Guardian Of The Grove (1.9) Image

As the daughter of legendary fey general Xaer, who became a traveler, you've seen many things. You saw how the stories of your mother's downfall failed to match the kind woman who raised you, how the populace instinctively feared the fey as a result. You were trained to fight by your other mother, a paladin of Tishana. Ruthless, overwhelming action defines you and how you approach problems guns blazing. Your career as a traveler is marked by occasions of joy and strife as you learned more about your heritage. You've battled giant robots, fiends and an uncountable number of monsters. You've helped solve mysteries with your investigative knack, studied alchemy and the inner workings of machines. You even found your grandmother, Tear. Power head of the main archfey nursery that Xaer split off from. You insistently required the nursery to relocate on an unpopulated planet to spare intelligent beings from the colonization of your kin, and studied the obelisk planted on your people's new homeworld. You took part in the Viatorem war, rallying nations together to stand their ground and played a part in stopping Kynigos's assault. And now, you stand, ready but weary. Your power as an archfey having awakened, yearning to put it to use towards something better. Perhaps you can, living up to the title bestowed on you as a true guardian of the grove. Setting in your roots on Saer Rujai, you will shepherd your people to their new home and build a world outside of old grudges, acting as the shield to deflect aggression and the loaded gun to defend it.

 

P1 Forest of Power


Natural growths appropriate to the local area bloom around you, such as grasses, trees and other naturally forming life. representing the distance from which you draw from your ultimate seat of power. While fighting, you draw power from the nature around you, and exude that natural energy outwards, like a traveling seed. The further you travel, the more nature spreads


Wake - You have a 10ft emanation of growth that follows you. This growth is considered your lair, a druid's grove, and your geomancy boon (choosing an appropriate option, based on what is growing). You gain a bonus when you hit equal to 1d8 damage for each prestige you have access to.

P2. Archfey presence. 


Archfey naturally command everything around them. Being exemplars of beings. Yours comes in the form of combat power and prowess. And that which natures beauty excels.


Your presence is an inspiration and your divinity spreads to assist them. Your class save DC gains a bonus equal to double the prestige (2-8). You gain three new trick shots. Seed, Preservation, and Relentless. 
Seed - allows you to shoot a seed at the cost of one grit point. If you hit with the seed the target is grappled and restrained. As a huge tree grows and grabs them. At the end of their next turn. They must make a con save against your class save dc. On a failure they are petrified. On a success they are freed. On a miss the seed falls. If it hits ground. It can grow into a huge tree.
Preservation - when you shoot an ally with this shot to preserve them by spending 1 grit point and the shot deals no damage, instead it grants the following effect. If they are at 0 they heal 1 hit point. If they have more than 1 hit point the next time they would take damage before the start of your next turn that damage is prevented.
Relentless - You can expend a number of grit points. For each grit point expended, you may make an extra attack when you take the attack action for that turn.

 

P3. Insistent meddler

 

Anywhere you spend an extended amount of time, your impulsive need to be ready leads you to create networks. Spies, fixers, informants and agents all spread out throughout the land. Informing you of major goings on and more secretive moves planned in shadow as possible while remaining secretive themselves. Your networks will not let themselves be discovered by authorities unless those authorities are friendly to you, as your followers make them up. These agents compartmentalize into smaller groups so as to prevent the entire network from falling at once, and favor outsourcing more overt work to travelers. Your fixers will actively call on twilighters to solve problems brought to them by your spies and informants, and your agents will make a habit of monitoring traveler activity and being in the area to assist in activities that you would consider important. Your network will also urge travelers to refrain from actions likely to cause collateral damage or expose your operations.

 

P4. High caliber militia

 

With your experience training forces, you understand the importance of people standing up for themselves. In a day, you can train humanoids and fey that are not the pets of player characters in the use of weapons and tactics raising a group's total CR by up to 100 CR per day, up to a maximum of CR20 per creature. These combatants can be any approved humanoid statblock with proficiency in ranged weapons. As your trainee's experience grows, they will more aggressively employ advanced tactics ranging from small unit coordination to large scale offensive and defensive actions. The logistical methods employed by militias and armies trained by you will focus on speed and hardened supply lines, making interception of equipment difficult, requiring an appropriate deadly++ quest circumventing the most elite combatants that army or militia can field to protect their supply lines.

 

P5. Defensive measures

 

In areas where you have a strong foothold, including all of the following (friendly government/direct leadership, have provided the training for the local forces and a sufficient network as mentioned in P3), you have masterworks of defensive engineering erected based on your extensive training, experience and observations about the nature of conflict in the area. Including cyberwarfare outposts preventing wireless transmission of information, strategic antimagic areas at weak points, long-range observation towers, counter-missile and air batteries and defensive works including full cover suiting the terrain which can be rapidly manned by ranged combatants.

 

P6. Fey Seeding

 

Being the new homeworld of the fey, all plant life within your primary grove has been changed by its exposure. Any seed changed in this way, or any seed bearing plant may become one of two kinds of life tree seed. Making you both more resilient, and giving the gift of the essence of the fey as your highest honor.

Varied roots: These seeds if planted or naturally find themselves in the ground and your life tree has been destroyed may take over as your primary tree. Creating a new tree instantly, and resuming all functions of your life tree. These seeds may be stored and distributed in case of emergency.

Blank seeds: As part of a targeted quest, you may bequeath these seeds unto others. These seeds would grow into archfey seeds but lack a connection to another living thing. Upon being awarded, a traveler or chosen NPC may attune to these seeds as a soul tree, which sprouts. These trees are viable for upgrades in accordance with the soul tree progression chart, and quests to upgrade soul trees may take place within your domain

 

P7. Home field advantage

 

From your domain in Saer Rujai, your tree emits a powerful aura. The surrounding 10 miles come under the effects of your geomancy, and a druid grove in which the effects of fog and tangling undergrowth apply for all uninvited creatures. Fey and humanoid residents alike are immune to any adverse effects, so are travelers who arrive with your blessing. While within this terrain, all units trained by you and present at your request have an innate understanding of how to operate. Using the result of your power having seeped into the very soil of the new fey homeworld to their advantage and gaining a degree of your power. Including the knowledge of how to summon you or an aspect for aid within your home turf.

 

P8. Archfey's Majesty

 

You are a true Archfey and your power is magnificently exemplified by your presence. Your Archfey abilities fully unlock allowing you to emulate any spell as if you cast it yourself. The effect isn’t considered magical but a warping of reality to meet your needs. For any spell effect requiring a saving throw, the DC is equal to 10+prof+wis. Ongoing effects end if the target leaves your domain and has the ability to travel. Buffs applied to non-pet NPC's may be carried over for the purposes of balancing in quests. Creatures resurrected by you must still be resurrected normally to leave your domain. Effects from this prestige may not effect outside of your domain, such as Wish

Guardian Of The Grove (1.9) Image

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