Masters of the Wild - 3.5e

Page 66

CHAPTER 5: PRESTIGE CLASSES by a sleep spell. A sleep hex is a mind-influencing, compulsion, enchantment effect, and it requires one daily use of the character's hex ability. Charm Hex (Sp): At 9th level, the hexer can use his gaze attack to generate a charm monster effect. This ability functions like the hex ability (above), except that duration is 1 day per hexer level and the target is affected as if by a charm monster spell . (Should the hexer fall victim to his own reflected gaze attack, he is affected as ifby a hold monster spell.) A charm hex is a mind-influencing, charm, enchantment effect, and it requires one daily use of the character's hex ability.

KING/QUEEN OF THE WILD

Few are brave enough to climb the highest mountains and tread the deepest deserts . But where nature's fury is at its height, there you'll find the kings and queens ofthe wild, undaunted by the challenges before them-that is, ifyou're strong enough to look for them there. When choosing this prestige class, you must specify one of the following eight terrain types: desert, forest, hills, marsh, mountain, plains, sea, skies, or underground. Other terrain types are not harsh enough to engender this kind of survivalism . Anyone with a tie to nature and sufficient hardiness can become a king or queen of the wild. Rangers, barbarians, and druids tend to be the most comfortable with this lifestyle . However, many adventurers have clashed with snow wizards and desert sorcerers who

have augmented their powers by adopting this prestige class. A character can choose this prestige class more than once but must select a different terrain type and start again at 1st level each time. Levels of different king/ queen of the wild classes do not stack for determining level-based class features . Hit Die: d12 .

Requirements

To become a king or queen of the wild, a character must fulfill the following criteria. Base Fortitude Save Bonus : +4. Skills: Hide 4 ranks, Intuit Direction 4 ranks, Wilderness Lore 8 ranks, terrain-dependent prerequisite skill (see below) 4 ranks. Feats : Endurance, Track . Special : The character must choose a terrain type (see below) and live in or near such an area.

Class Skills

The king/queen of the wild's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (any) (Int), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis) . See Chapter 4 ofthe Player's Handbook for skill descriptions. Skill Points at Each level : 4 + Int modifier.

The following are class features ofthe king/queen ofthe wild prestige class. Weapon and Armor Proficiency: Kings and queens of the wild gain proficiency with simple weapons and light armor. Terrain Skill Bonuses : At 1st level, a king or queen of the wild gains a +2 insight bonus on both Wilderness Lore checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain. Endure Elements (Ex): The king or queen of the wild can ignore some damage from the element associated with the chosen terrain type (see Terrain-Dependent Features, below) as though under a permanent endure elements effect . At 2nd level, the character ignores the first 5 points ofdamage from that element . (The terrain elements correspond to the five energy types: acid, cold, electricity, fire, and sonic.) This amount increases by an additional +5 at 5th, 8th, and loth level. Terrain Movement (Ex): At 2nd level, ifthe chosen terrain is land-based, the king or queen ofthe wild can move overland through it as ifit were plains. A king of the sea or a queen of the marsh - swims along the surface ofwater at one-half his or her land speed . Attack Native Creatures (Ex): The king or queen of the wild gains a competence bonus on attack rolls against any creature that has the character's chosen terrain listed in the Climate/Terrain section of its statistics . (In the


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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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