Green Knight
Green-clad knights of the deep wood with armor of antler and bone. Protectors of Gede's realm from the unnatural, the demonic, and the destructive. Weapons: Bastard sword, crossbow, dagger, greataxe, greatsword, handaxe, spear, staff Armor: All armor and shields Hit Points: 1d6 per level Deity. Your deity is Gede. Languages. You know Sylvan. Rooted. 3/day, activate on your turn. Negate all damage you take until your next turn begins. Spellcasting. You can cast druid spells you know (see pg. 166). Each time you gain a level, you choose new druid spells to learn according to the Druid Spells Known table. You use your Wisdom modifier to cast druid spells. The DC is 10 + the spell's tier. If you fail a spellcasting check, you can't cast that spell again until you complete a rest. If you roll a natural 1 on a spellcasting check, you can't cast that spell again until you complete penance in accordance with Gede's demands (see pg. 194). 2d6 Effect (2 duplicate = +1 use per day) 2 1/day, step into a tree and exit from another within far 3-6 +1 to melee or ranged attacks and damage 7-9 +2 to Strength, Dexterity, or Constitution stat 10-11 +2 to Wisdom stat or +1 to druid spellcasting checks 12 Choose a talent or +2 points to distribute to stats GREEN KNIGHT TALENTS Green Knight Class