Masters of the Wild - 3.5e

Page 50

CHAPTER 5: PRESTIGE CLASSES mistletoe . Any material component for a blighter's spell must have been dead for at least a day before use . Deforestation (Sp): Beginning at 1st level, the blighter can kill all nonsentient plant life within a radius of50 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid's liveoak or a dryad's home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter's Wisdom bonus) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants saved by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded. Deforestation enables the blighter to cast her daily allotment of spells. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells . Burning Hands (Su): This ability, gained at 2nd level, functions like the burning hands spell, except that the blighter can use it as often as desired, turning it on or off as a move-equivalent action, and it does ld4 points of fire damage per round . Sustenance (Ex): At 2nd level, the blighter no longer needs food or water to survive . Undead Wild Shape (Sp): At 3rd level, the blighter regains a version of the wild shape ability. Undead wild shape functions like wild shape, except that the forms available are those of undead creatures (specifically skeletons) formerly of the animal type. A skeletal animal has the statistics of a skeleton of the appropriate animal's size category (see the skeleton entry in the Monster Manual) . The blighter gains one extra use per day of this ability for every two additional blighter levels she acquires . In addition, she gains the ability to take the shape ofa Large skeletal animal at 5th level, an incorporeal skeletal animal (see Incorporeality in Chapter 3 of the DuNGEoN MASTER's Guide) at 7th level, and a Huge skeletal animal at 9th level . Speak with Dead Animal (Sp): At 4th level, the blighter can converse with dead animals . This ability functions like a speak with dead spell cast by a cleric of a level equal to the total of the character's druid and blighter levels, except that it affects only corpses of animal creatures . It is usable once per day. Contagious Touch (Su): At sth level, the blighter can produce an effect like that ofa contagious touch spell once per day. She gains 1 extra use per day of this ability for every two additional blighter levels she acquires . Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day. Unbond (Sp): At 8th level, the blighter can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the blighter. Ifthe master fails a Will save (DC 10 + blighter level + blighter's Wisdom modifier), the bond terminates as if the servitor had died,

though this does not cause experience loss in the case of a familiar. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 5 rounds per blighter level, restoring all benefits . Alternatively, the master can regain the servitor through the normal methods ofacquisition . Plague (Su): At loth level, the blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day and costs one daily use ofthe contagious touch ability.

Blighter Spell List

Blighters choose their spells from the following list. 0 level-darkseed''', detect magic, detect poison, flare, ghost sound, inflict minor wounds, read magic . 1st level-bane, burning hands, curse water, decomposition'''`, detect undead, doom, endure elements, inflict light wounds, invisibility to animals, ray of enfeeblement. 2nd level-chill metal, chill touch, darkness, death knell, fire trap, flaming sphere, heat metal, inflict moderate wounds, miasma", produce flame, resist elements, warp wood. 3rd level-contagion, deeper darkness, desecrate, diminish plants, dispel magic, inflict serious wounds, poison, protection from elements, stinking cloud, vampiric touch. 4th level-antiplant shell, animate dead, blight'", death ward, flame strike, inflict critical wounds, kiss of death', languor`, repel vermin, rusting grasp, transmute mud to rock, transmute rock to mud, unhallow, wall offire. 5th level-acidfog, antilife shell, circle ofdeath, contagious touch', create undead,firestorm, forbiddance, greater dispelling, protection from all elements", repel wood. 6th level-antipathy, control undead, earthquake, epidemic", finger of death, foresight, horrid wilting, invulnerability to elements' . "New spell described in Chapter 6 of this book.

BLOODHOUND

A bandit king is raiding caravans on the road. An ogre is pillaging the farms to the north. A sorcerer has kidnapped the mayor's son and hidden him somewhere in the marsh. And the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isn't cheap . They call in a bloodhound. The bloodhound tracks down wrongdoers and brings them to whatever justice awaits them. Low-level bloodhounds depend on their keen senses and careful training to hunt their targets. As they gain experience, their obsessive determination gives them supernatural abilities that make them nearly unstoppable . Most bloodhounds work for money (usually a lot ofit), but some accept jobs for justice, revenge, or enjoyment. When a bloodhound accepts a job, he designates his target as a mark. Thereafter, he does not abandon the case until it is finished, which occurs when the mark is apprehended or when either the mark or the bloodhound dies. Though some bloodhounds leave calling cards or even brands on their marks, most don't kill their targets if they can help it. They prefer instead to subdue their marks and bring them in. For those of good alignment, this


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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