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Chloromancer

The chloromancer draws power from the primal fury of nature and may channel this energy into both healing and harmful effects. Much like the druid, the chloromancer reveres nature and communes with the great earth mother through her plants. He is fascinated with the study of all manner of plant life and his magic emulates the behavior of those he finds most intriguing.
*These magic users are normally a bit strange and anti-social, usually an absent minded professor type.

Role: The chloromancer is a spell caster who has a unique ability, to harm foes and to use that same energy to also bolster his allies. In the wilds he is truly a great boon to his party, though he may not be so effective in all terrain.

Alignment:  Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills
The Chloromancer's class skills are Craft (Int), Fly (Dex), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Survival (Wis)

Skill Ranks Per Level: 4 + Int Modifier

Table: Chloromancer
Level
BaB
Fort
Ref
Will
Special

Spells per Day
0
1
2
3
4
5
6
7
8
9
1st
+0
+0
+0
+2
Orisons, Nature Sense
3
1
-
-
-
-
-
-
-
-
2nd
+1
+0
+0
+3
Staff of Vines
4
2
-
-
-
-
-
-
-
-
3rd
+1
+1
+1
+3
Nature’s Whispers
4
2
1
-
-
-
-
-
-
-
4th
+2
+1
+1
+4
Bonus Metamagic
4
3
2
-
-
-
-
-
-
-
5th
+2
+1
+1
+4

4
3
2
1
-
-
-
-
-
-
6th
+3
+2
+2
+5
Plant Shape I
4
3
3
2
-
-
-
-
-
-
7th
+3
+2
+2
+5
Gaia's Blessing
4
4
3
2
1
-
-
-
-
-
8th
+4
+2
+2
+6
Bonus Metamagic
4
4
3
3
2
-
-
-
-
-
9th
+4
+3
+3
+6
4
4
4
3
2
1
-
-
-
-
10th
+5
+3
+3
+7
Plant Shape II
4
4
4
3
3
2
-
-
-
-
11th
+5
+3
+3
+7
4
4
4
4
3
2
1
-
-
-
12th
+6/+1
+4
+4
+8
Bonus Metamagic
4
4
4
4
3
3
2
-
-
-
13th
+6/+1
+4
+4
+8
4
4
4
4
4
3
2
1
-
-
14th
+7/+2
+4
+4
+9
Plant Shape III
4
4
4
4
4
3
3
2
-
-
15th
+7/+2
+5
+5
+9
4
4
4
4
4
4
3
2
1
-
16th
+8/+3
+5
+5
+10
Master of Metamagic
4
4
4
4
4
4
3
3
2
-
17th
+8/+3
+5
+5
+10
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
One with Nature
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
4
4
4
4
4
4
4
4
4
4

Class Features
All of the following are class features for the Chloromancer.

Weapon and Armor Proficiency
Chloromancers are proficient with all simple weapons. They are only proficient in wooden armor or wooden shields; including ironwood and greenwood.

Spells
A chloromancer casts divine spells, which are drawn from the chloromancer spell list. The chloromancer spell list is an altered Druid Spell list with additional chloromancer specific spells (represented with *). A chloromancer must choose and prepare her spells in advance.

To prepare or cast a spell, the chloromancer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chloromancer’s spell is 10 + the spell level + the chloromancer's Wisdom modifier.

Like other spellcasters, a chloromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Chloromancer. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A chloromancer must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain his daily allotment of spells. A chloromancer may prepare and cast any spell on the chloromancer spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons (Sp)
Chloromancers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Chloromancer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
A chloromancer can channel stored spell energy into healing spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any bloom or flourish spell of the same level or lower.

Bonus Languages
A chloromancer's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.

Nature Sense (Ex)
A Chloromancer gains a +4 bonus on Knowledge (nature) and Survival checks.

Staff of Vines (Su)
Starting at 2nd level any natural wood staff that the chloromancer wields comes to life in his hands; vines and leaves start to sprout from the wood and allow him to store 2 charges of a single spell which he is able to cast and has a casting time of a standard action. Once the spell is stored it persists in the staff until the charges are expended or the chloromancer replaces the spell stored. The chloromancer may recharge or change the spell stored during his 1 hour of meditation, alternatively once per day he may expend a spell from his daily allotment to recharge the staff.

Nature’s Whispers (Ex)
Starting at 3rd level you have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class and CMD  Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Wisdom modifier to your Armor Class.

Bonus Metamagic
At 4th level and additionally at 8th and 12th level the chloromancer gains an additional metamagic feat which he is eligible for.

Plant Shape (Su)
Starting at 6th level the chloromancer may use the spell Plant Shape I 3 times per day as a supernatural ability, however, this ability lasts for 1 hour per chloromancer level and is affected by wild-shape specific feats.

At 10th level the Chloromancer may use Plant Shape II and at 14th level he may use Plant Shape III

Gaia's Blessing (Sp)
Starting at 7th level the Chloromancer gains a spell-like ability 'Gaia's Blessing'; this ability may be used twice per day, it may be cast on 1 target per chloromancer level, it's range is short (25 ft + 5 ft / 2 CL), each target must be within 30 ft. of the previous and the duration is 1 round per chloromancer level . This spell-like ability grants the target a + 1 bonus to it's spell DC, spell penetration, attack bonus, CMB, CMD and Fast Healing 1 for every 5 chloromancer levels he possesses (+1 at 7th level, +2 at 10th, +3 at 15th, +4 at 20th).

*A 20th level chloromancer will grant +4 spell DC, spell penetration, attack bonus, CMB, CMD and Fast Healing 4.

Master of Metamagic
At 16th level the Chloromancer may ignore the increase in spell level for any metamagic feat which costs a single spell level (Intensify Spell,Elemental Spell, etc), but may only do this when using at least two metamagic feats at once.