Wednesday, May 23, 2012

Druid & Ranger


Druid

Requirements: Divine Gift, 2 Talents from either Nature's Servant or Summoner, Trained in Knowledge (Nature)

Hit Dice: The Druid uses d6 Hit Dice
BAB: Low

Defense Bonuses: Druids get a +4 class bonus to their Will defense and a +2 class bonus to their Fortitude Defense.

Special Ability: Natural Bond: You gain this bonus to your will defense against all powers used by fey. You also get it as
a bonus to all Knowledge (Nature) and Survival checks, all Stealth checks made outdoors and all attack rolls with organic weapons and farming implements. You only gain this benefit while wearing no armor or armor made from organic materials.
 +1 a 2nd level and ever other level thereafter.

Talent Trees

-Nature's Servant (Cleric)
-Summoner (Magic-User)
-Elementalist (Magic-User)

Beastmaster

Additional Companion
     You may have an additional animal companion. You may take this talent more than once.

Improved Training
     You may give your companion a swift, move or standard action by sacrificing a swift action.

Improved Companion
     Increase the maximum size category of your companion by 1. You may take this talent more than once.

Improved Animal Bond
     You may control the actions of an animal you have bonded with.
    
Share Spell
     Any spell that you cast targeting yourself also applies its benefits to your companion as long as they are within 6 squares

Charm Animal
     You get a +5 competence bonus to Spellcasting or Devotion checks used to cast the Fear or Charm spells on Animals.

Alternate Companion
     You may choose an ooze, plant, elemental or magical beast as a companion.


Shapechanger

Small Form
     You may change into a small animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level.  You may not cast spells while Shapechanged.

Medium Form
     You may change into a medium animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Large Form
     You may change into a large animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Huge Form
     You may change into a huge animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Ooze Form
     You may change into an ooze instead of an animal when you shapechange.

Plant Form
     You may change into a plant instead of an animal when you shapechange.

Elemental Form
     You may change into an elemental instead of an animal when you shapechange.

Natural Tongue
     You may speak normally while shapechanged. You may make Spellcasting or Devotion checks at a -5 penalty.

Ranger

Req: Trained in Knowledge (nature) and Survival, 2 Talents from either Nature's Servant or Lurker, 1 Talent from either Melee or Ranged Training

Hit Dice: The Ranger uses d10 Hit Dice
BAB: Best

Defense Bonus: Rangers gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to Reflex defense.

Special Ability
Favored Enemy: Choose single creature type or humanoid race. You gain this bonus to all attacks, damage and opposed skill checks against members of that group. +1 at 2nd level and every other level thereafter.

Talent Trees

-Lurker (Rogue)
-Nature's Servant (Cleric)
-Melee Training (Fighter) or Ranged Training (Rogue). Choose one when you enter this Prestige Class.

Favored Enemy

Additional Favored Enemy
     You may choose an additional creature type or humanoid race as a favored enemy.

Unstoppable
     Req: Never Again, Persistent
     Attacks or effects originating from your Favored enemies cannot move you down the condition track.

Persistent
     You may reroll any Survival checks used to track your Favored enemy, as well as any Diplomacy checks use to gather information about a favored enemy. You must accept the result even if it is worse.

Hatred
     You may spend a swift action to give your favored enemies a penalty to attacks against you equal to your Favored Enemy bonus.

Never Again
     Req: Persistent
     You gain a bonus to your Will defense equal to your Favored enemy bonus against spells cast by your favored enemy.
     In addition, once per encounter you may spend an action point to ignore a single effect targeting your will defense an originating from a favored enemy.

Bane
     Req: Hatred
     When you exceed a favored enemy's damage threshold you move them an additional -1 CT and deal an additional 1d6 damage.

Dread
     Req: Hatred, Bane
When you exceed a Favored Enemy's damage threshold make an immediate attack against their Fort defense at 1d20 + your character level. If you exceed their defense they are immediately rendered dying (or dead, for non-heroics). This ability does not work on creatures of a higher CL than the character.


Awareness

Acute Senses
     You may reroll any Perception checks, but must keep the new result even if it is worse.

Eagle-Eye
     Req: Acute Senses
     You suffer a -5 penalty to your Perception checks for every 20 squares away from the target you are, instead of every 10.
     You suffer no penalty for making ranged attacks against targets in Short range.

Vigilance
     You cannot be surprised.

Sentinel
     Req: Vigilance
     Allies within your line of sight gain a +5 competence bonus to their Perception checks to avoid being surprised.

Uncanny Ear
     Req: Acute Senses   
     You gain a +5 bonus to perception check involving audio, such as eavesdropping, hearing distant noises or noticing targets while sleeping.
    
Tremorsense
     Req: Uncanny Ear
     You know the location of any creature or object touching the ground within 12 squares. If the object has concealment you still suffer any relevant attack penalties.

Blind-sight
     Req: Tremorsense
     You know the location of all creatures within 6 squares and ignore any concealment within this range.

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