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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