Warder of the Sylvan Glade (3.5e Prestige Class)

Warder of the Sylvan Glade
"<-Some quote from a character of this class->"

Becoming a Warder of the Sylvan Glade
This class is designed for Arcane Casters, typically wizards or sorcerers with Fey blood, who wish to put a new spin on an enchantment focused character. Divine Casters with the Fey or Enchantment Domains may also be interested in this class, at DM discression

Class Features
All of the following are class features of the Warders of the Sylvan Glade.

You do not, however, gain any other benefit a character of that class would have gained. If you had more than one Arcane spellcasting class before becoming a Warder of the Sylvan Glade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

 : The Warder gains the ability to enter the Reverie. Rules for this exist in Fey Magic, but in short the character enters an sleep-like state (similar to a deeper elven Trance) in which they are more closely attuned to the Plane of Faerie. At this point the Warder gains use of Knowledge (Reverie). Druids and Rangers may be assumed to already have access to this skill, even if they are themselves unable to access the Reverie. Elves gain a +2 bonus on this skill.

 : Once in reverie the character may make a Knowledge (Reverie) check to absorb some of the Essence of the Feywilds. One fifth (rounded down) of the result is absorbed as Essence (4 Essence, on a roll of 20). For the purposes of this class a stockpile of Essence is not necessary, though potential benefits are listed in Fey Magic

 : Upon reaching second level the character has developed enough skill in obtaining and using Essence to invest an existing Sylvan Glade with magical energy in the form of a permanent spell effecting the entire area. The character, hitherto referred to as the 'Locus' enters a form of Waking Reverie in which they may walk the perimeter of the area to be enchanted for 8 hours per night, investing the entire area with powerful magics. This process must begin with the waning of the moon, on the night of a Full Moon, and requires one month per level of the spell to be cast. Every night hence the locus and any attending Fey (Fey or non-fey warders only) must walk the perimeter of the Glade each night, making a DC (5/Spell Level) Reverie check every hour. At the conclusion of the night all involved must have succeeded in at least 10 cumulative Reverie checks per Spell Level, or the ward fails and must restart from the beginning, at earliest during the next full moon. All spells cast may be assumed to have a DC variable dependent on Caster Level, if they do not already. Only spells with a duration of 1 minute or more may be used to imbue a glade.

' :''' At fourth level the character is afflicted by a minor change, effective upon waking from the next Reverie, reflecting their tie to their particular patron. Examples by race include: Nymph- character becomes more attractive, gaining a +4 to Diplomacy. Satyr- inspirations strikes the character, they gain +4 on all Perform (woodwind instrument) checks. Selkie- Webbed skin grows between the characters fingers and toes, granting a +4 on Swim checks. Upon reaching Sixth level a more major change occurs, resulting in significant physical change. Nymph- The character is possessed of an unearthly beauty (+2 CHA). Satyr- Horns Sprout painlessly from the characters skull, enabling a charge attack dealing 1d6+STR(1.5) damage. Selkie- Gills form over the characters neck, allowing equal ease breathing Air (if previously an air-breathing creature) or Water.

At seventh level the character develops a deeper understanding of the process of Warding than any but the greatest of Fey, allowing Wards to be cast as if of one level lower, reducing the time and DC to cast, but not the DC to defeat the ward.

The character gains +4 to all Reverie checks, +2 Knowledge Nature, as well as a +2 to all Handle Animal and Diplomacy checks made to interact with Fey or non-magical animals. Origin changes to Outsider (native).

Ex-Warders
If any Warder should cease to be of an appropriate alignment, or betrays the Fey or their secrets, absolutely nothing occurs. Until the Fey find you, at which time your penalty will be appropriate as determined by the ruler of whichever court your Patron is/was a member

Playing a Warder of the Sylvan Glade
Combat: Support Caster

Advancement: Characters who complete levels in this class have several options. Continuation of Wizard levels is common, as are several levels of Archmage or Wildmage. A less common option would be to multiclass as Druid. The rare Bard Warders are likely to take levels as a Green Whisperer.

Resources: Characters with levels as a Warder can expect the supernatural support of the Fey Court of which they are a member, or -in the case of the Un-Seelie- at least tolerance and vengeance should the character be killed. Due to their intense distaste for metals (especially iron) monetary aid should not be expected from the Fey, though they may donate gems or Nature aligned magical items.

Warders in the World
"What wiles have the great ports and cities I cannot find with a willing Nymph, or at a Great Feast?"

Warders have no more difficulty fitting into civilized lands than before, though extended stays in urban areas will leave a Warder wistful and often distracted by visions of dense forests and the capricious spirits within. In extreme situations this may incur temporary penalties to Concentration and many intelligence based Skills.

NPC Reactions: How NPCs react to Warders Warders are received with indifference by most NPC's, though Wizards may find them flighty and distracting and Druids would likely sense a kindred spirit. NPC's with an urban mindset are likely to find Warders uncivilized and confusing in situations not involving the ingestion of various intoxicants.

Warder of the Sylvan Glade Lore
Characters with 5 or more levels in Druid, or 10 or more in Ranger, may be assumed to know a limited degree of information involving the Warders of the Sylvan Glade. Some rare exceptions to this rule may exist. A Knowledge (Nature) or Knowledge (The Planes) check may yield the following results:

Warders of the Sylvan Glade in the Game
Warders are typically support casters. Their limited Health prevents them from being effective in melee, and their narrow focus in Spells allows for very few powerful casters. Where Warders truly shine is in preparatory casting. Given significant time a Warder may make a home base in the wilds near-impenetrable.

Adaptation: Possible variants for this class may include the use of Cleric, Druid, or even Artificer levels to meet the spellcasting requirements. Such variants should not be common in any setting.

Sample Encounter: PC's may encounter a Warder among any group of Fey deep in Sylvan Territory, or even as a rare Summon Natures Ally result.