Guardian of the Land

"Who better to protect the land than the land itself?"

Prerequisite: Primal guardian theme

There is no greater calling than to protect the land, to shelter it from those who would exploit it for the power it contains. Your long associations with the spirit world revealed to you the fragile balance that allows life to continue despite the hardships. Only if this balance is maintained can life and the world recover, and so you make this your work, devoting your life to its protection.
    The primal spirits are not blind to your sacrifice, and they respond to your efforts by lending aid where and when they can. Whenever you choose a land to guard, the spirits emerge from the broken landscape to add their strength to your own. They slow enemies as they approach and punish the trespassers.
    As your bond with the land grows, so too does your understanding of its power. You can draw primal magic into yourself when you assume bestial forms, growing your strength and vitality. Within your guarded sites you can move from place to place, ensuring that nothing under your stewardship comes to harm. And if you face a dire threat, you can call forth the ancient spirits to harry and kill any you name as your enemy.

GUARDIAN OF THE LAND PATH FEATURES

    Guarded Land (11th level): Your connection to the world lets you form bonds with the land’s spirits. You gain the guarded land power.
    Land Guarding Action (11th level): When you spend an action point to take an extra action, you can move the zone created by guarded land 3 squares. After the move, any enemy within the zone takes damage equal to your primary ability modifier.
    Nature's Steward (11th level): Once per day, you can use the Speak with Nature ritual without expending components.
    In addition, you no longer need to eat or drink.
    Watchful Wrath (16th level): Once per round on your turn, as a free action you mark every enemy within the zone created by guarded land until the end of your next turn.

Guardian of the Land Feature Guarded Land

The land’s spirits awaken, answering your plea for aid.

Encounter        Primal, Zone
Minor Action      Close blast 3

Effect: You mark each enemy in the blast until the end of your next turn. The blast creates a zone that lasts until the end of the encounter, or until a creature uses arcane defiling within the zone. The zone is difficult terrain for your enemies. You can move the zone 1 square as part of a move action, or 3 squares as a move action.


Guardian of the Land Attack 11Land's Rebuke

The land is your ally, and at your call it rises up to smash your enemies.

Encounter        Primal
Immediate Interrupt      Area special

Trigger: An enemy within the zone created by your guarded land and marked by you makes an attack that does not include you as a target.

Target: Each enemy within the zone created by guarded land

Attack: Primary ability + 6 (9 at 21st level) vs. Fortitude

Hit: 2d10 + ability modifier damage, and you slide the target 3 squares to a square within the zone created by guarded land.


Guardian of the Land Utility 12Land Stride

While on or near the lands you guard, nothing can hold you.

At-Will        Primal, Teleportation
Move Action      Personal

Requirement: You are within the zone created by guarded land or adjacent to it.

Effect: You teleport 3 squares to a square within the zone created by guarded land.


Guardian of the Land Attack 20Awakened Fury

The land stirs to violence, snatching and rending your enemies.

Daily        Primal
Standard Action      Area special

Target: Each enemy within the zone created by guarded land

Attack: Primary ability + 9 vs. Reflex

Hit: 3d8 + ability modifier damage, and the target is immobilized and takes ongoing 10 damage (save ends both).

Miss: Half damage, and the target is immobilized (save ends).


Published in Dark Sun Campaign Setting, page(s) 60.