Avatar of Green Fire

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The Quintessential Druid II
Author Gareth Hanrahan
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2004
Pages 128
ISBN 1-904577-96-2
OGL Section 15 qdruii
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Clerics beg their gods for magic. wizards weave it from the tendrils of energy and arcane flow that underlie reality, while sorcerers draw their magic from their own blood and fiery souls. Druidic magic is a synthesis of all this; the druid’s soul is aligned with the green, the all-encompassing life force that links the entire world together. This force is worshipped and tended by the druid. The druid draws the green energy through his own spirit to wield his magic.

Some elder druid have become so adept at this that their own life energy is tinged with green fire. Their souls have become indistinguishable from the magic. They are half spell themselves; an avatar of green fire is healthy and strong just after meditating for spells, but is wan and sickly when his magic is almost depleted. They are the masters of druidic magic, the strongest spellcasters of the natural world.

Hit Die: d4.

Requirements

To qualify to become an avatar of green fire, a character must fulfil all the following criteria:

Skills: Knowledge (Arcana) 9 ranks, Knowledge (nature) 12 ranks, Spellcraft 9 ranks.

Feats: Natural Spell, any three metamagic or item creation feats.

Spellcasting: Must be able to cast 6th level druid spells.

Special: To become an avatar of green fire, the character must have cast at least 50 levels worth of druid spells in a single sequence. The character cannot wait more than one round between spells. For example, a druid could cast two 8th levels spells (16 spell levels), three 7th level spells (21 spell levels), pause for a round to open a bag of scrolls, and then cast two more 7th level spells from the scrolls to complete the sequence.

Class Skills

The avatar of green fire’s class skills (and the key ability for each skill) are Concentration (Constitution), Knowledge (Arcana) (Intelligence), Knowledge (nature) (Intelligence), Spellcraft (Intelligence) and Survival (Wisdom).

Skill Points at Each Level: 2 + Intelligence modifier.

Avatar of Green Fire
Class Level Base Attack Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Spell conversion
2nd +1 +0 +0 +3 Life conversion
3rd +2 +1 +1 +3 Bonus feat
4th +3 +1 +1 +4 Improved spell conversion
5th +3 +1 +1 +4 Improved life conversion
6th +4 +2 +2 +5 Bonus feat
7th +5 +2 +2 +5 Wraithly
8th +6 +2 +2 +6 Greater life conversion
9th +6 +3 +3 +6 Bonus feat
10th +7 +3 +3 +7 Greater spell conversion

Class Features

Armour and Weapon Proficiency: Avatars of green fire gain no additional weapon or armour proficiencies.

Spell Conversion (Su): The avatar of green fire may convert druid spells into healing for himself only. At 1st level, he gains hit points on a one to one basis – converting a 9th level spell would heal nine points of damage. This is a move action. As the avatar of green fire advances, he becomes more efficient at converting spells into hit points – see the table below. The avatar of green fire may not cast cure spells on himself.

Life Conversion (Su): At 2nd level, the avatar of green fire learns to convert hit points into druid spells. At 2nd level, the conversion rate is five hit points per level of the spell (0 level spells count as 1st level spells for this ability). Converting hit points into a spell is a move action. The spell may be cast as if it had been prepared by the druid – an avatar of green fire could exchange 20 hit points for a 4th level ice storm spell, wait a few hours, then cast it. The character can even use metamagic feats; an empowered ice storm is a 6th level spell, and so costs 30 hit points. Any hit points converted by life conversion can only be recovered through natural healing. As the avatar of green fire advances, he becomes more efficient at converting hit points into spells – see the table below.

Avatar Conversion
Level Spell to Hit Points Hit Points to Spell
1st 1:1
2nd 1:1 5:1
3rd 1:1 5:1
4th 1:2 5:1
5th 1:2 4:1
6th 1:2 4:1
7th 1:2 4:1
8th 1:3 4:1
9th 1:3 4:1
10th 1:3 3:1

Bonus Feats: At 3rd, 6th and 9th level, the avatar of green fire gains a bonus metamagic or item creation feat.

Wraithly (Su): At 7th level, if the avatar of green fire is reduced to 20 hit points or less, he becomes incorporeal until he rises back above 20 hit points. Remember that the avatar cannot use his spells to heal himself – he must either heal naturally or be cured by others.

Epic Avatar of Green Fire

Hit Die: d4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.
Spells: The epic avatar of green fire’s caster level is equal to his class level.
Bonus Feats: The epic avatar of green fire gains a bonus feat every four levels higher than 20th.

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