Ecclesiast of the Living Krynn
D&D 3e (3.0/3.5) Rules
Ecclesiast of the Living Krynn
""Krynn cries for a champion to make her green.""
As a representative of the Living Krynn made flesh, you bring the message of the Living Krynn to all who would hear it. Unlike the deities of the Holy Orders of the Stars, the Living Krynn is not some fickle ephemeral deity that resides far from the world; she is literally the world beneath our feet and all around us. The Living Krynn provides all that mortals will ever need. She is not spiteful and does not withhold her bounty out of malice. She does not care what deity you worship or even that you worship any at all. The Living Krynn has suffered for countless millennia as mortals and gods alike have waged war across her body. Now is the time for healing. Now it is time for mortals to give something back to the mother who cradles us all in her arms. It is time for us to make her green; to give her what she needs.
Ecclesiasts are often the leaders of circles or covens of witches; good (and neutral) witches form circles and evil witches form covens. Each of these groups is limited to no more than thirteen members. Periodically the circles or covens must "hive" off and break into two smaller groups; often because there are too many people in the group. This is no hard and fast rule though most circles and covens adhere to it.
Good Ecclesiasts help the communities of which they are a part. They assist farmers with increasing the yield of their harvest, cleansing blighted areas, and assisting people in living more in tune with the cycles of the Living Krynn. Neutral Ecclesiasts often live apart from the hustle and bustle of civilization, preferring instead to concentrate on beautifying and protecting the region they have chosen. This often brings the Ecclesiast into contact with clerics, druids, and rangers devoted to the Gods of Nature with whom they share a common interest. Evil Ecclesiasts administer stern rebukes to those who would despoil the natural world. They make forays into civilized areas to destroy the trappings of civilization in an attempt to return the land to its natural state.
Mystics are the most likely class to become Ecclesiasts of the Living Krynn. This class also attracts some clerics and druids of the Gods of Nature, as well as a few rangers. A few primal sorcerers are also called to become Ecclesiasts.
Many of the ecclesiasts alive today weren't born until after the Chaos War. They grew up during the absence of the gods and discovered primal sorcery and mysticism; some of them have come to believe that their powers come directly from the Living Krynn. Now that the gods have returned it is almost certain that some ecclesiasts will turn to the worship of one of the Gods of Nature. Conversely some will continue to maintain their faith in the Living Krynn. As the divine manifestation of the world of Krynn, Chislev has taken a keen interest in the ecclesiasts.
There is no central organization governing the Ecclesiasts of the Living Krynn. They are leaders of small circles and coveys or are solitary practitioners. Ecclesiasts can be found all over Ansalon helping to heal the damages inflicted on the Living Krynn and preaching the truths.
To qualify to become and Ecclesiast of the Living Krynn, the character must fulfill all of the following criteria:
The class skills of the Ecclesiast of the Living Krynn (and the key ability for each skill) are as follows: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana), Knowledge (nature), Knowledge (religion), Listen (wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) Swim (Str), and Survival (Wis).
All of the following are class features of the Ecclesiast of the Living Krynn prestige class.
Weapon and Armor Proficiency: Ecclesiasts gain no addition proficiency in any weapons and armor.
Spells per Day/Spells Known: At each Ecclesiast level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (class abilities, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an Ecclesiast, the player must decide to which class to add each Ecclesiast level for determining spells per day, spells known, and overall caster level.
Whispers of the Living Krynn (Su): At 1st level the Living Krynn is constantly whispering her secrets to you granting a +2 insight bonus to Listen, Search, and Spot checks.
Uncanny Dodge (Ex): At 2nd level the Whispers of the Living Krynn ability also grant the Ecclesiast a sort of "danger sense" allowing her to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If an ecclesiast already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Bounty of the Living Krynn (Su): The Living Krynn provides all that you need. At 3rd level you gain create food and water as a spell-like ability useable 1/day. At 6th level and again at 9th level you may use this ability one other time per day.
Sacred Circle Leader: At 4th level, An ecclesiast gains the ability to become a circle leader, who is the focus person for magic performed in the sacred circle, which can have up to six other participants.
Make Her Green (Su): At 5th level the ecclesiast gains restore nature as a spell-like ability useable 1/day.
Blessing of the Living Krynn (Su): At 7th level the Living Krynn further blesses the ecclesiast by providing her with an improved capacity to resist damage and the elements; giving her a +2 natural armor bonus. The ecclesiast may choose to temporarily transfer this blessing and grant the bonus to another as a free action. It may also be recovered as a free action.
Great Sacred Circle Leader: At 8th level the ecclesiast can be the leader of a great sacred circle, which can have up to twelve other participants.
Child of the Living Krynn (Su): At 10th level the ecclesiast is transformed by the Living Krynn into one of her children. The ecclesiast's type changes to the Plant type. She gains low-light vision (if she didn't possess it before), immunity to all mind affecting effects, poison, sleep effects, paralysis, polymorph, and stunning, is not subject to critical hits, and does not sleep.
This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.