Silvanus- Greenlord/lady (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Druid
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Animal lore, tracking
Recommended Proficiencies	Animal handling, herbalism
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==Overview==
Greenlords and greenladies are a special class of priest of Silvanus. They are devoted to the aggressive defense of both flora and fauna, often to the detriment of "civilized" folk in the area. They see cities, roads, and even farmland, as a threat to nature in its pristine state. Most of the time, greenlords keep an eye on civilized expansion, making sure it does not grow too far too fast.
==Description==
Greenlords favor leather armor decorated with intricately worked carvings, mostly using a leaf motif. Green cloaks, a bronze neck torc with green gems mounted on the ends, and a simple tan tunic completes the outfit. For weapons, a simple wooden staff is the most common.
Greenlords do not hate humans and demihumans per se, Greenlord/lady but they simply devote extra favor to the flora and fauna
==Role-Playing==
instead. Greenlords see nature in the "big picture." To them, a forest fire set by lightning is a good thing, since that is nature's way of clearing out deadwood and preventing the overcrowding of tree growth. A wolf pack that has moved into an area is a welcome sight if there is an overabundance of game. If there's a human settlement with livestock nearby, well, that's too bad for the livestock.
The greenlords will aggressively protect wildlife to the point where they will sabotage human tools to prevent the land from being cultivated. They will often warn away animals from hunting parties. Since greenlords do respect all life, they will do their best not to kill civilized folk, because even the most fanatical greenlords see killing for the sake of saving life to be a contradiction in terms.
Greenlords are perfectly capable of functioning in cities and towns. They merely have no real desire to do so for any length of time. Urban society and its customs are held in high suspicion since the natural world is moved aside for the conveniences and comforts of civilization.
Even though relations with the church of Chauntea are cordial and marked by cooperation, many greenlords see clerics of Chauntea as misguided, half-hearted, and contaminated by too much civilization.
==Special Abilities==
Greenlords get the ability to speak with animals three times a day at 3rd level, and they can speak with plants three times a day at 5th level.
Greenlords also gain the ability to change into an animal once a day. This ability works exactly like the 5th- level druid ability, but the greenlords gain this ability at 3rd level.
==Special Disadvantages==
Because of their fanatical defense of wild nature, greenlords are not well-liked among city and town dwellers. To reflect this, greenlords suffer a -2 reaction penalty to NPC interactions in nonwilderness settings.
In addition, since the undead are such a horrible contradiction to Silvanus' ideas of nature, a greenlord must make a save vs petrification every time he meets any undead. If he fails the save, the greenlord suffers the effects of fear. Obviously, greenlords cannot turn undead.