Alexandre Inviata 7 Dicembre 2009 Segnala Inviata 7 Dicembre 2009 L'idea è questa:Un essere umano tornato allo stato selvaggio con sensi affilatissimi. La mia idea di base è sviluppare il pg su una base di Ranger con variante senza incantesimi e senza compagno animale(rispettivamente perfetto cmbattente e ph2) e poi entrare nella cdp del pugno della foresta. Ho problemi con i talenti e con le caratteristiche che sono 80 punti utilizzabili 1 a 1. Allineamento N. Per i manuali oltre a quelli citati preferirei non andare a pescare una cosa qui e una li.
The Nemesis Inviato 7 Dicembre 2009 Segnala Inviato 7 Dicembre 2009 Allora, la tua descrizione della razza che cerchi può essere accostata al: - CATFOLK (felinide) Catfolk resemble a cross between a large predatory cat and a human, with a sleekly muscled humanoid body and the head and mane of a feline. Most male catfolk wear their thick hair in braids, while females keep theirs short and sleek. The most common catfolk have feline characteristics reminiscent of lions, including thick manes for the males. Other groups have the characteristic markings and appearance of leopards, tigers, or cheetahs. Catfolk have thicker nails than other humanoids, but not the powerful claws of their feline counterparts, and they make unarmed attacks just like humans. Many catfolk favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors. Catfolk speak Common and a language called Feline (each tribe speaking a dialect). Brighter catfolk often learn the languages of gnolls and halflings. Catfolk characters possess the following racial traits: • +4 Dexterity, +2 Charisma. • A catfolk’s base land speed is 40 feet (12 m.). • Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks. • +1 natural armor bonus. • Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. • Favored Class: Ranger. • Level adjustment +1. - LYCANTHROPE (licantropo) Since they live in the wilderness, most lycanthropes become barbarians or rangers. Wererats tend to become rogues. Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features, as noted in Chapter 3 of the Player’s Handbook. Lycanthrope characters possess the following racial traits. — +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms. —Size same as the base creature or the base animal form. —Low-light vision in any form. —Scent in any form. —Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly. —Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form. —Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat. — +2 natural armor bonus in any form. —Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only). —Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only). —Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only). —Automatic Languages: As base creature. —Favored Class: Same as the base creature. —Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural). Come licantropo dovresti essere un licantropo naturale, e per rispettare al meglio l'allineamento neutrale potresti scegliere tra Tigre mannara e Cinghiale mannaro, anche se in fin dei conti un licantropo naturale non cambia necessariamente l'allineamento quando si trasforma, perciò potresti fare benissimo un qualsiasi altro licantropo. Questi sono i miei consigli, per quanto riguarda la razza. Una domanda però. Cosa intendi per: Ho problemi con i talenti e con le caratteristiche che sono 80 punti utilizzabili 1 a 1
KlunK Inviato 7 Dicembre 2009 Segnala Inviato 7 Dicembre 2009 Penso che lui intenda l'archetipo ferino che mi pare sia su specie selvagge... Supponendo che tu voglia fare un ranger da mischia, mettere le caratteristiche così: For 16 Des 18 Cos 14 Int 12 Sag 14 Car 6 La CdP del pugno della foresta sinceramente non mi dice nulla In compenso, personalmente non rinuncerei agli incantesimi, ce ne sono alcuni molto utili, più delle cose che vengono date in cambio...ad esempio non ricordo se l'archetipo ferino da degli attacchi con gli artigli, nel caso sarebbe un'occasione troppo ghiotta farsi sfuggire zanna magica superiore
Alexandre Inviato 7 Dicembre 2009 Autore Segnala Inviato 7 Dicembre 2009 Si intendo l'archetipo ferino. Lo sviluppo di una connessione verso la natura o gli dei è plausibile per un umano al limite dell'animale? Del pugno della foresta mi piaceva la possibilità di seguire le persone con l'odore. Molto flavour....C'è di meglio per rendere l'idea?
Leo97 Inviato 7 Dicembre 2009 Segnala Inviato 7 Dicembre 2009 A livello di ruolo, il legame con la natura sembra adatto, con un dio in particolare di meno.
The Nemesis Inviato 7 Dicembre 2009 Segnala Inviato 7 Dicembre 2009 FIST OF THE FOREST Spoiler: "To be one with the wild, you must become wild yourself. It's only natural. " —Sorag, Warden of the Green For some among the Guardians of the Green (see page 68), the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. BECOMING A FIST OF THE FOREST Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it. ENTRY REQUIREMENTS Base Attack Bonus: +4. Skills: Handle Animal 4 ranks, Survival 4 ranks. Feats: Great Fortitude, Improved Unarmed Strike, Power Attack. Special: Must gain approval as a fist of the forest by the leaders of a band of Guardians of the Green, then adopt the lifestyle of an animal (see Primal Living, below). TABLE 2-2: THE FIST OF THE FOREST HIT DIE: D10 Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special / Unarmed Damage* 1st \ +1 \ +2 \ +2 \ +0 \ AC bonus, fast movement, feral trance 1/day, primal living \ ld8 2nd \ +2 \ +3 \ +3 \ +0 \ Uncanny dodge, untamed strike \ 1d8 3rd \ +3 \ +3 \ +3 \ +1 \ Feral trance 2/day, scent \ 1d10 * The value shown is for Medium characters. Use the monk class table (PH 41) for Small or Large fists of the forest. Class Skills (2 + Int modifier per level): Balance, Climb, Handle Animal, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim. CLASS FEATURES You are skilled at hunt-ing and killing with your bare hands. You defend the forest by channeling raw, bestial might through your own being, using either disciplined focus or primal ferocity. AC Bonus (Ex): While unarmored, you gain a bo¬ nus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40). Fast Movement (Ex): Your base land speed is faster than the norm fori your race. See the barbarian class feature (PH 25). | If you already have fas| movement from another class, the bonuses to your speed stack. Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes on gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action] The damage for this attack is ld6 + your Str modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH 25-26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day. Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you. Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal ld8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH 41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table. Uncanny Dodge (Ex): At 2nd level, you cannot be caught flat-footed, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge. Untamed Strike (Su): On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk's ki strike class feature (PH 41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time. Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM 314). PLAYING A FIST OF THE FOREST Living like an animal gives you a clear understanding of and sympathy for natural living things, and association with the Guardians of the Green gives you purpose and direction. Your personality, however, is your own. Depending on your character's background and the band to which you belong, you can be as erudite or savage, as disciplined or unruly, as you see fit. Combat Your most powerful attacks are your unarmed strikes, so you should charge into the thick of battle as quickly as possible. Save your feral trance ability until the middle of a fight, so that you don't end up fatigued while your enemies are still attacking. Sample Encounter The PCs come upon Sorag, Hasayla (page 85), and Denon (page 83) fighting a band of gnolls, as described in the Guardians of the Green section on page 71. Sorag lives so completely as an animal that she has forsworn all possessions. SORAG, WARDEN OF THE GREEN CR 9 Female human monk 6/fist of the forest 3 LN Medium humanoid Init +5; Senses scent; Listen +14, Spot +11 Languages Common, Gnome AC 21, touch 21, flat-footed 16; Dodge, Mobility, uncanny dodge (+3 Con, +5 Dex, +2 Wis, +1 class) hp 73 (9 HD) Immune normal disease Resist evasion Fort +13, Ref+13, Will +8 (+10 against enchantments) Speed 60 ft. (12 squares) Melee unarmed strike +12/+7 (2d6+7) and bite+12 (ld6+5) or Melee unarmed strike +11/+11/+6 (2d6+7) with flurry of blows Base Atk +7; Grp +12 Atk Options Combat Reflexes, Improved Disarm, Power Attack, Stunning Fist, feral trance 2/day (6 rounds), ki strike (magic), untamed strike (lesser ghost touch) Abilities Str 20, Dex 20, Con 16, Int 13, Wis 15, Cha 11 SQ primal living, slow fall 30 ft., Warden of the Green Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Improved Unarmed Strike, Mobility, Power Attack, Stunning Fist Skills Climb +17, Jump +17, Listen +14, Ride +9, Spot +11, Survival +10, Swim +10 Untamed Strike (Su) Sorag's unarmed strikes are treated as lesser ghost touch weapons, which deal full damage against incorporeal creatures 50% of the time and half damage instead of no damage the rest of the time. Warden of the Green Sorag's rank within the Guardians of the Green grants her a +2 bonus on Hide, Move Silently, and Survival checks made in natural areas (see page 69). When not in a feral trance, Sorag has the following changed statistics: AC 19, touch 19, flat-footed 16 Ref+11 Melee unarmed strike +12/+7 (2d6+5) or Melee unarmed strike +11/+11/+6 (2d6+5) with flurry of blows Abilities Dex 16 Skills Handle Animal +4, Hide +3, Move Silently +3, Ride +7 (Tratta dal manuale Complete Champion)
Alexandre Inviato 8 Dicembre 2009 Autore Segnala Inviato 8 Dicembre 2009 FIST OF THE FOREST Spoiler: "To be one with the wild, you must become wild yourself. It's only natural. " —Sorag, Warden of the Green For some among the Guardians of the Green (see page 68), the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. BECOMING A FIST OF THE FOREST Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it. ENTRY REQUIREMENTS Base Attack Bonus: +4. Skills: Handle Animal 4 ranks, Survival 4 ranks. Feats: Great Fortitude, Improved Unarmed Strike, Power Attack. Special: Must gain approval as a fist of the forest by the leaders of a band of Guardians of the Green, then adopt the lifestyle of an animal (see Primal Living, below). TABLE 2-2: THE FIST OF THE FOREST HIT DIE: D10 Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special / Unarmed Damage* 1st \ +1 \ +2 \ +2 \ +0 \ AC bonus, fast movement, feral trance 1/day, primal living \ ld8 2nd \ +2 \ +3 \ +3 \ +0 \ Uncanny dodge, untamed strike \ 1d8 3rd \ +3 \ +3 \ +3 \ +1 \ Feral trance 2/day, scent \ 1d10 * The value shown is for Medium characters. Use the monk class table (PH 41) for Small or Large fists of the forest. Class Skills (2 + Int modifier per level): Balance, Climb, Handle Animal, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Survival, Swim. CLASS FEATURES You are skilled at hunt-ing and killing with your bare hands. You defend the forest by channeling raw, bestial might through your own being, using either disciplined focus or primal ferocity. AC Bonus (Ex): While unarmored, you gain a bo¬ nus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH 40). Fast Movement (Ex): Your base land speed is faster than the norm fori your race. See the barbarian class feature (PH 25). | If you already have fas| movement from another class, the bonuses to your speed stack. Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes on gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action] The damage for this attack is ld6 + your Str modifier, regardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH 25-26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day. Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you. Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal ld8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH 41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table. Uncanny Dodge (Ex): At 2nd level, you cannot be caught flat-footed, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH 26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge. Untamed Strike (Su): On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk's ki strike class feature (PH 41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time. Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM 314). PLAYING A FIST OF THE FOREST Living like an animal gives you a clear understanding of and sympathy for natural living things, and association with the Guardians of the Green gives you purpose and direction. Your personality, however, is your own. Depending on your character's background and the band to which you belong, you can be as erudite or savage, as disciplined or unruly, as you see fit. Combat Your most powerful attacks are your unarmed strikes, so you should charge into the thick of battle as quickly as possible. Save your feral trance ability until the middle of a fight, so that you don't end up fatigued while your enemies are still attacking. Sample Encounter The PCs come upon Sorag, Hasayla (page 85), and Denon (page 83) fighting a band of gnolls, as described in the Guardians of the Green section on page 71. Sorag lives so completely as an animal that she has forsworn all possessions. SORAG, WARDEN OF THE GREEN CR 9 Female human monk 6/fist of the forest 3 LN Medium humanoid Init +5; Senses scent; Listen +14, Spot +11 Languages Common, Gnome AC 21, touch 21, flat-footed 16; Dodge, Mobility, uncanny dodge (+3 Con, +5 Dex, +2 Wis, +1 class) hp 73 (9 HD) Immune normal disease Resist evasion Fort +13, Ref+13, Will +8 (+10 against enchantments) Speed 60 ft. (12 squares) Melee unarmed strike +12/+7 (2d6+7) and bite+12 (ld6+5) or Melee unarmed strike +11/+11/+6 (2d6+7) with flurry of blows Base Atk +7; Grp +12 Atk Options Combat Reflexes, Improved Disarm, Power Attack, Stunning Fist, feral trance 2/day (6 rounds), ki strike (magic), untamed strike (lesser ghost touch) Abilities Str 20, Dex 20, Con 16, Int 13, Wis 15, Cha 11 SQ primal living, slow fall 30 ft., Warden of the Green Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Improved Unarmed Strike, Mobility, Power Attack, Stunning Fist Skills Climb +17, Jump +17, Listen +14, Ride +9, Spot +11, Survival +10, Swim +10 Untamed Strike (Su) Sorag's unarmed strikes are treated as lesser ghost touch weapons, which deal full damage against incorporeal creatures 50% of the time and half damage instead of no damage the rest of the time. Warden of the Green Sorag's rank within the Guardians of the Green grants her a +2 bonus on Hide, Move Silently, and Survival checks made in natural areas (see page 69). When not in a feral trance, Sorag has the following changed statistics: AC 19, touch 19, flat-footed 16 Ref+11 Melee unarmed strike +12/+7 (2d6+5) or Melee unarmed strike +11/+11/+6 (2d6+5) with flurry of blows Abilities Dex 16 Skills Handle Animal +4, Hide +3, Move Silently +3, Ride +7 (Tratta dal manuale Complete Champion) NOn mi dai nessun consiglio?
The Nemesis Inviato 8 Dicembre 2009 Segnala Inviato 8 Dicembre 2009 NOn mi dai nessun consiglio? Era per rendere ai lettori l'idea di cosa era la CdP del Pugno della Foresta Comunque un consiglio te lo do lo stesso: se vuoi una bella CdP da Ranger ci sarebbe sempre lo Stalker of Karash, dal Book of Exalted Deeds, solo che purtroppo richiede un allineamento Neutrale Buono, che non è proprio quello che chiedevi tu...
Alexandre Inviato 8 Dicembre 2009 Autore Segnala Inviato 8 Dicembre 2009 E' una gran bella cdp. Il problema potrebbe non essere l'allineamento NB ma semplicemente che l'idea di "animale" si lega poco con quella di cacciatore di malvagi benedetto della cdp
The Nemesis Inviato 8 Dicembre 2009 Segnala Inviato 8 Dicembre 2009 Ma allora perchè non metterci giusto qualche livellino da barbaro? Mi pare che sia abbastanza appropriata, come scelta, no?
Alexandre Inviato 8 Dicembre 2009 Autore Segnala Inviato 8 Dicembre 2009 Il discorso che per un pg del genere l'opzione come base è barbaro o ranger. Dal punto di vista del combattimento il barbaro è probabilmente migliore. Ma dal punto di vista delle abilità meglio ranger visto che per farne un vero cacciatore devo massimilizzare osservare,ascoltare,cercare,sopravvivenza,muoversi silenz,nascondersi e anche conoscenza natura. Quindi quel 7+int(umano ranger) mi servirebbe molto...
The Nemesis Inviato 9 Dicembre 2009 Segnala Inviato 9 Dicembre 2009 Allora mettici un po' di livelli da Guerriero della Natura, dal Perfetto Combattente. Richiede allineamento neutrale, BaB +4, Conoscenza (natura) 8, Conoscenza (piani) 2, Sopravvivenza 8 e il talento Track, ma il problema principale è che dovresti procurarti in qualche modo la capacità di cambiare forma. Suggeribile sarebbe quella di druido, visti i 2 totali livelli da spellcaster divino che aggiunge la CdP. Così ti potrebbe riuscire un ranger druido...
Alexandre Inviato 9 Dicembre 2009 Autore Segnala Inviato 9 Dicembre 2009 Non lo trovo questo guerriero della natura. A che pagina sta?
The Nemesis Inviato 9 Dicembre 2009 Segnala Inviato 9 Dicembre 2009 Pagina 63-64-65-66 del manuale Complete Warrior (Perfetto combattente). Per convenienza te lo posto qui. Spoiler: NATURE’S WARRIOR Nature’s warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent “too much time” in wild shape form. Members of this prestige class share a bond that transcends race and outside appearance. When a character gains the ability to naturally shift into the form of a “lower animal,” she sometimes gains a perspective on life that makes her envy this adopted form over her own. She may simply feel a stronger tie to nature while in animal (or elemental) form, or perhaps she longs for the power such forms give her. Certainly she begins to develop her abilities while in wild forms at the expense of the shape she was born in. Many people consider nature’s warriors to be loners or fanatics, even less a part of the world than the most solitary druid or ranger. Nature’s warriors, however, tend to be very communal. They often communicate with each other—sometimes through animal messengers, or even face to face, when they can bring themselves to leave their territories—and they keep a careful watch on “civilization.” Nature’s warriors develop their animalistic instincts more strongly than the behavior associated with societal learning, and do have a tendency to come off as gruff or impatient with those who are not as “in tune” with nature as themselves. It is not uncommon for a nature’s warrior to spend days or even weeks in a single animal or elemental form, or to shift from form to form regularly, without returning to whatever humanoid form she started with. Virtually all nature’s warriors begin as members of the druid class, but some members of other prestige classes or creatures with the wild shape ability have adopted this class. Many more militant druids—those with levels in fighter, barbarian,or ranger—find this class ideal for their purposes. Hit Die: d10. Requirements To qualify to become a nature’s warrior, a character must fulfi ll all the following criteria. Alignment: Any neutral. Base Attack Bonus: +4. Skills: Knowledge (nature) 8 ranks, Knowledge (the planes) 2 ranks, Survival 8 ranks. Feats: Track. Special: Wild shape ability. ---> (NON SPECIFICA "CLASS ABILITY": PUÓ ESSERE UN ABILITÁ DERIVANTE ANCHE DA UN'ALTRA FONTE) Class Skills The nature’s warrior class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Table 2–24: The Nature’s Warrior Level \ Base Attack Bonus \ Fort Save \ Ref Save \ Will Save \ Special 1st \ +1 \ +2 \ +0 \ +0 \ Nature’s armament, wilding 2nd \ +2 \ +3 \ +0 \ +0 \ +1 level of existing divine spellcasting class 3rd \ +3 \ +3 \ +1 \ +1 \ Nature’s armament 4th \ +4 \ +4 \ +1 \ +1 \ +1 level of existing divine spellcasting class 5th \ +5 \ +4 \ +1 \ +1 \ Nature’s armament Class Features All of the following are class features of the nature’s warrior prestige class. Weapon and Armor Proficiency: Nature’s warriors gain no proficiency with any weapon or armor. Spells per Day: At every even-numbered level gained in the nature’s warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature’s warrior, she must decide to which class she adds the new level for purposes of determining spells per day. Nature’s Armament (Su): Upon attaining an odd-numbered level in this prestige class, a nature’s warrior may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the nature’s warrior is in wild shape form. Armor of the Crocodile: The nature’s warrior’s natural armor bonus is improved by +1 per class level. This is an actual improvement, not an enhancement bonus. Blaze of Power: While in fi re elemental form, the nature’s warrior is covered in a blaze of power, which functions as a warm fi re shield at a caster level equal to her druid level (if any) plus her nature’s warrior level. Claws of the Grizzly: The nature’s warrior gains a +3 bonus on damage when using her natural weapons. Earth’s Resilience: The nature’s warrior gains damage reduction 3/–. Nature’s Weapon: The nature’s warrior gains a +1 enhancement bonus on attack rolls when using her natural weapons, and her attacks are treated as magic weapons for the purpose of overcoming damage reduction. Robe of Clouds: While in air elemental form, the nature’s warrior may as a free action wreathe her body in mist and clouds for 1 minute per class level (or until she dismisses the effect). This gives her concealment, though it does not affect her ability to see or act at all. Serpent’s Coils: When in the form of a creature that normally has the improved grab ability, the nature’s warrior gains a +4 bonus on all grapple checks and does damage equal to 1d8 + her Strength bonus after winning an opposed grapple check. Water’s Flow: To use this ability, the nature’s warrior must be able to use wild shape to take the form of an elemental. Three times per day as part of a move action, the character may transform her body into a fl owing rush of water. She may move at her base land speed while in this form but does not provoke attacks of opportunity while doing so. She may do nothing but move while in this form. At the end of her move, she immediately changes back into whatever form she was in prior to activating this ability. She may use this ability while not in wild shape form. Wild Growth: The nature’s warrior gains fast healing 1. Wings of the Hurricane: If the nature’s warrior is in an avian form or air elemental form, she increases her base fly speed by 30 feet and improves her maneuverability by one category (thus good maneuverability becomes perfect). Wilding (Su): Nature’s warrior class levels stack with druid levels (as well as levels in other prestige classes that allow these abilities to stack) to determine wild shape abilities and for wild empathy checks. For example, a druid 8/nature’s warrior 3 would be considered an 11th-level druid for purposes of wild shape size, type, and frequency (she could assume wild shape form 4/day and could become a Tiny creature). She would add +11 for her class levels (instead of +8) to her wild empathy checks against animals and certain magical beasts. Sample Nature’s Warrior Beshya: Female human druid 6/nature’s warrior 4; CR 10; Medium humanoid; HD 6d8+12 plus 4d10+8; hp 69; Init +3; Spd 30 ft.; AC 20, touch 13, flat-footed 18; Base Atk +8; Grp +9; Atk +10 melee (1d6+2/18–20, +1 scimitar) or +12 ranged (1d4, masterwork sling); Full Atk +10/+5 melee (1d6+2/18–20, +1 scimitar) or +12/+7 ranged (1d4, masterwork sling); SA spells; SQ animal companion, armor of the crocodile, claws of the grizzly, nature sense, resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape 4/day, wilding, woodland stride; AL NG; SV Fort +11, Ref +6, Will +9; Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 8. Skills and Feats: Concentration +11, Handle Animal +8, Knowledge (nature) +10, Knowledge (the planes) +2, Listen +9, Spot +12, Survival +14; Augment Summoning, Combat Casting, Spell Focus (conjuration), Track, Weapon Focus (scimitar). Dire Wolf Shape: Beshya often uses wild shape to change into a dire wolf. This changes her statistics as follows: Init +2; Spd 50 ft.; AC 18, touch 11, flat-footed 16; Grp +19; Atk +14 melee (1d8+13, bite); Full Atk +14 melee (1d8+13, bite); SA trip; SV Fort +12, Ref +5, Will +9; Str 25, Dex 15, Con 17, Int 10, Wis 16, Cha 8. Animal Companion (Ex): Beshya’s animal companion is Grishka, a wolf (see below). Armor of the Crocodile (Su): In wild shape form, Beshya gains a +4 bonus to her natural armor. Claws of the Grizzly (Su): In wild shape form, Besyha gains a +3 bonus on damage rolls when using her natural weapons. Nature Sense (Ex): Beshya gains a +2 bonus on Knowledge (nature) and Survival checks (already figured into the statistics above). Resist Nature’s lure (Ex): Beshya gains a +4 bonus on saving throws against the spell-like abilities of fey. Spontaneous Casting: Beshya can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Trackless Step (Ex): Beshya leaves no trail in natural surroundings and cannot be tracked. Trip (Ex) (Dire wolf shape only): If Beshya hits with her bite attack, she can attempt to trip her opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip her. Wild Empathy (Ex): Beshya’s wild empathy check is 1d20+9. Wild Shape (Su): Beshya can turn herself into any Small, Medium, or Large animal and back again four times per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 6 hours, or until she changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity. Wilding (Su): Beshya’s druid levels and nature’s warrior levels stack to determine wild shape abilities and wild empathy checks. Woodland Stride (Ex): Beshya may move through any sort of undergrowth at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated still affect her. Druid Spells Prepared (6/5/4/4/2; save DC 13 + spell level): 0—cure minor wounds (2), detect magic, fl are, light, resistance; 1st—cure light wounds (2), entangle, longstrider, speak with animals; 2nd—barkskin, bull’s strength, fl aming sphere, resist energy; 3rd—cure moderate wounds (2), greater magic fang, neutralize poison; 4th—air walk, fl ame strike. Beshya casts spells as an 8th-level druid. Possessions: +1 scimitar, +2 leather armor, +1 large wooden shield, gauntlets of Dexterity +2, ring of protection +1, boots of elvenkind, masterwork sling, 20 bullets, 20 silvered bullets. Grishka: Wolf; Medium magical beast [augmented animal]; HD 6d8+15; hp 42; Init +3; Spd 50 ft.; AC 18, touch 12, fl at-footed 16; Base Atk +4; Grp +6; Atk +7 melee (1d6+3, bite); Full Atk +7 melee (1d6+3, bite); SA trip; SQ animal companion abilities, low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +2, Listen +7, Move Silently +5, Spot +5, Survival +1*; Alertness, Toughness, TrackB, Weapon Focus (bite). *+4 racial bonus on Survival checks when tracking by scent. Animal Companion Abilities: Link, share spells, evasion, devotion, 3 bonus tricks. Grishka is trained for hunting and also knows the tricks come, defend, and guard. Scent (Ex): Grishka can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Trip (Ex): If Grishka hits with its bite attack, it can attempt to trip its opponent (+2 check modifi er) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Grishka.
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