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| weird-wizard:paths:expert_paths:wild_guardian [2026/01/21 04:31] – removed - external edit (Unknown date) 127.0.0.1 | weird-wizard:paths:expert_paths:wild_guardian [2026/01/21 04:31] (current) – ↷ Page moved from weird-wizard:wild_guardian to weird-wizard:paths:expert_paths:wild_guardian lwelyk | ||
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| + | ====== Wild Guardian ====== | ||
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| + | There’s magic everywhere in the world, but the best, purest expression of magic comes from the wilderness. Your connection to such places opens a dialogue between you and the nature spirits. These spirits could be the small gods of the trees, rocks, and rivers; forgotten deities who have all but faded away; faeries who haunt the borders between their fantastical realms and the known world; or other powers. | ||
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| + | By protecting natural places, you receive gifts from the spirits of the land that let you move more freely through the wilderness, never need fear hunger or thirst, and find shelter whenever you grow weary. Ley lines reveal themselves to you so you can speed your travel from place to place, and animals and plants regard you with friendship rather than fear and hostility. | ||
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| + | ===== Level 3 Wild Guardian ===== | ||
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| + | **Attributes: | ||
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| + | **Health:** +4 Languages: Any one | ||
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| + | **Traditions: | ||
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| + | **Spells:** Two expert | ||
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| + | // | ||
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| + | ===== Level 4 Wild Guardian ===== | ||
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| + | **Health:** +4 | ||
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| + | **Spells:** One expert | ||
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| + | //**Natural Allies (Magical): | ||
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| + | ===== Level 6 Wild Guardian ===== | ||
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| + | **Health:** +4 | ||
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| + | **Spells:** One expert | ||
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| + | //**Wild Protection (Magical): | ||
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| + | ===== Level 9 Wild Guardian ===== | ||
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| + | **Health:** +4 | ||
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| + | **Spells:** One master | ||
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| + | // | ||
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| + | **Defense: | ||
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| + | **Attributes: | ||
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| + | **Speed: | ||
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| + | **Immune:** asleep, blinded, deafened, frightened, held, impaired, poisoned, prone, weakened | ||
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| + | **Natural Weapons:** The shambling servant uses its tendrils as natural weapons that deal 4d6 damage. The shambling servant makes rolls to attack with 1 boon. On a critical success, the target also becomes held (luck ends). | ||