Henge Guard

Mystic guardians of ancient monoliths, the henge guard are a sect of militant druids who lack a close bond with animal life. Instead, they channel the might of the natural world to enhance their ability to stand toe to toe against any assailant, empowering their magic even as primordial life energy amplifies their strength to new heights. The robe and shield have become something of a badge of office for them, and in many druidic enclaves, the henge guard serves the role of public defender & informal law enforcement.

Class Features

Weapon and Armor Proficiencies

Unlike normal druids, henge guards are not proficient with light or medium armor. They are proficient with all shields, but must only use non-metal ones.

AC Bonus (Ex)

While not wearing any armor and unencumbered, the henge guard adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a henge guard gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four henge guard levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the henge guard is flat-footed. She loses these bonuses when she is immobilized or helpless when she wears any armor, or when she carries a medium or heavy load.

Nature Bond (Ex)

A henge guard may not choose an animal companion. A henge guard must choose a druid-legal cleric domain instead.

Green Trance (Su)

A henge guard can call upon her inner reserves of focus and mystical might, granting her additional combat prowess. Starting at 4th level, a henge guard can trance for a number of rounds per day equal to 8 + her Wisdom modifier. At each level after 4th, she can trance for 2 additional rounds. Temporary increases to Wisdom, such as those gained from trance and spells like owl’s wisdom, do not increase the total number of rounds that a henge guard can trance per day. A henge guard can enter a green trance as a free action. The total number of rounds of trance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in trance, a henge guard gains a +4 morale bonus to her Strength and Wisdom. In addition, she takes a -2 penalty on Reflex and Fortitude saves. While in trance, a henge guard cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience. She can cast spells that do not have a casting time of longer than 1 round.

At 11th level, the bonuses to Strength and Wisdom while in trance increase to +6. At 20th level, they increase to +8.

A henge guard can end her trance as a free action and is fatigued after trance for a number of rounds equal to 2 times the number of rounds spent in the trance. A henge guard cannot enter a new trance while fatigued or exhausted but can otherwise enter trance multiple times during a single encounter or combat. If a henge guard falls unconscious, her trance immediately ends.

This ability replaces wild shape.

Trance Powers (Su)

As a henge guard gains levels, she learns to use her trance in new ways. Starting at 6th level, a henge guard gains a trance power. She gains another trance power for every two levels of henge guard attained after 6th level. A henge guard gains the benefits of trance powers only while in a green trance, and some of these powers require the henge guard to take an action first. Unless otherwise noted, a henge guard cannot select an individual power more than once.

Any henge guard who meets the powers’ prerequisites can select and use trance powers. A henge guard may also take, in place of a trance power, any supernatural barbarian rage power for which they qualify, using their henge guard level in place of their barbarian level, and changing all references from rage to trance.

  • Dominance (Ex): You can use wild empathy while in trance as a standard action. Normal: You can’t use Charisma-based skills while in trance, and wild empathy usually takes 1 minute.
  • Overgrowth Wave (Su): Once per trance, as a standard action you may cause plants, shrubs, and even dormant seeds to erupt with the sudden growth in a 60-foot cone emanating from you. From the cone origin to 30 feet out becomes heavy undergrowth, while the area beyond the halfway point becomes light undergrowth. This ability doesn’t function in areas that cannot support plant life.
  • Roiling Magic (Su): While in trance, targets affected by your spells must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the roiling spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this effect as well.
  • Unearthly Glide (Su): While in trance, you move across the ground as though floating, as if under the effects of a feather step spell.
  • Vibrant Metamagic (Su): While in trance, you gain access to a pool of 1 trance charge. You may use this charge when casting a prepared spell to add the effects of a metamagic feat you possess to it. This costs 1 trance charge per level increase of the metamagic feat being applied. The pool refills when you meditate to recover your daily allotment of spells. Special: You can take this power multiple times. Every time you do, the maximum number of trance charges increases by 1.

Wildvision (Su)

While in trance, you gain greensight 60 ft.

Special: You can take this power a second time, extending the range of greensight during trance to 120 ft. You cannot take this power more than twice.

Section 15: Copyright Notice

Call of the Wild, Book 1 – The Druid. © 2017 d20pfsrd.com Publishing; Author: Kalen Tessmann

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