The Naturalist
Hit Point Rate: 6
Class Skills: Athletics, Concentration, Craft, Diplomacy, Endurance, Fly, Handle Animal, Heal, Knowledge (nature), Knowledge (geography), Insight, Perception, Profession, Ride, Survival
Skill Points: 4 + Int per level
Level | BAB | Fort | Will | Ref | Class Features |
---|---|---|---|---|---|
1 | 0 | 0 | +2 | -2 | Spellcasting, Wild soul, Lesser Archetype Power |
2 | +1 | +1 | +3 | -1 | Shape Shift, Lesser Racial Power |
3 | +2 | +2 | +4 | 0 | Moderate Archetype Power |
4 | +3 | +3 | +5 | +1 | Spirit of the Wild, Moderate Racial Power |
5 | +4 | +4 | +6 | +2 | Vivid Essence |
6 | +5 | +5 | +7 | +3 | Capstone SLA, Greater Archetype Power, Greater Racial Power |
Class Features
Proficiencies: The Naturalist is proficient with light armor, medium armor, simple weapons, the scimitar, the short bow, and the great club. The Naturalist may not use armors made of metal or wield weapons that are made of steel and are not part of his starting proficiency. Counts as druid for feat purposes. Naturalists are proficient with shields (except tower shields) except steel shields. A Naturalist may cast spells while wielding weapons and/or an shield in his hands.
Spellcasting: The Naturalist casts spells like the druid. With one difference, he cannot cast cure spells. But Fast Healing spells.
Level | 0 | 1 | 2 | 3 |
---|---|---|---|---|
1st | 3 | 2 | - | - |
2nd | 4 | 3 | - | - |
3rd | 4 | 4 | 1 | - |
4th | 4 | 4 | 2 | - |
5th | 4 | 4 | 3 | 1 |
6th | 4 | 4 | 4 | 2 |
Wild soul: The Naturalist receives a special wild soul ability, he has 3+ wisdom modifier uses of this ability. Using wild soul is a standard action and works onto targets within 18m unless specified to work differently.
Wild Fury: The targeted creature may instantly attack once.
Shape Shift: This ability works like Beast Shape 1 with following changes.
- Shape shift is a standard action and uses up two uses of wild soul.
- Shape shift counts as wild shape of a druid e.g. for feat purposes.
- A Naturalist loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
- The duration is one minute. You may spend additional wild shape uses to stay longer in the shaped form. Per spend use go one step from rounds → 10 minutes → one hour → one day → one week→ one month → one year → as long as you want.
- You are restricted to range personal and range touch spells, which work normally. You lose your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- Unlike normal polymorph you do not lose your race dependent abilities.
Spirit of the Wild: The Naturalist may expend two uses of wild soul as a swift action to infuse a willing creature within 18m with the wild soul. Only one creature can benefit from wild soul at a given time, thought the duration is infinite. The creature affected by wild soul receives a moral bonus equal to half your level on attack rolls and saving throws.
The creature may not use any items or special abilities that rely on modern technology as firearms or are made of iron.
The Naturalist or creatures that are connected to nature receive a special boon when they benefit from wild soul, choose one when using it. Those creatures all need to have either the animal, beast, magical beast, elemental, or plant type. Humanoid plants, native outsiders from an elemental plane or monstrous humanoid half beasts other than you may receive half the bonus.
Vivid Essence: Spirit of the Wild provides a number of additional negative hitpoints equal to your level + your wisdom modifier.
Essence of Life: The Naturalist may expend one or more uses of wild soul as part of the cast action when casting a beneficial spell on an ally. For each expended use of wild shape one creature refreshes the duration of any fast healing spells cast onto him to 3 turns.
Capstone SLA: The Naturalist gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is based on his Wisdom modifier.
Feats: Broadened Horizon, Capstone Specialization, Capstone Spell Specialization, Constant Connection, Epic Divine Metamagic, Epic Healing, Epic Wild Fury, Improved Healing, Instinctive Proficiency, Natural Spell, Natures Wrath, Spirits Of The Wild Summoning, Stronger Elemental Form
Archetypes
Archdruid
Bonus Spells:
- 1: Identification
- 2: Augury
- 3: Detect Scrying
- Capstone SLA: Atonement, Raise Animal Companion
All knowledge skills are class skills for the arch druid.
Lesser Archetype Power: The Archdruid gains an animal companion.
The Archdruid counts as being one level higher to determine their spellcasting ability, e.g., they learn second level spells at level 2. At the sixth level, they gain an additional spell in every level up to the fourth.
Moderate Archetype Power: The Archdruid and their animal companion and wild shape form gain +2 on all physical attributes.
Greater Archetype Power: The Archdruid may prepare spells in a slot one level higher than normal to cast them in wildshape form.
Feats: Master Of Beasts
Elementalist
Bonus Spells:
- 1: Cyclone Armor, Flaming Sphere
- 2: Touch Freeze Burn, Call Lightning
- 3: Elemental Blades, Ice Storm (which only deals cold damage)
- Capstone SLA: Elemental Storm
Lesser Archetype Power: The elementalist gains +2 caster level with elemental descriptor spells. Elemental summoning spells have a casting time of only a standard action.
Moderate Archetype Power: When the elementalist takes at least one point of damage from one element and he receive 20 resistance versus that element in his next turn.
Furthermore, elemental spells lose their spell level cap. If an elemental damage spell (not including buff spells like elemental blades) has no damage scaling, their damage increases by one die for each point of caster level above 1 for first level spells, 3 for second level spells and 5 for third level spells. For example Flaming Sphere deals 2d6 points of damage and is level 1, cast by a CL 5 elementalist, the damage is increased to 7d6.
Greater Archetype Power: An elementalist can choose one element above the others. He may choose another element at the start of each day.
The elemental form grants bonuses to anyone under the effect the spirit of the wild:
Air: +4 reflex saves and their movement speed as flying speed. Earth: +4 on fortitude saves and 5 points of damage reduction and their movement speed as climb speed. Fire: +4 on attack and spell resistance piercing rolls and all their weapons and natural weapons receive the flaming and flaming burst abilities. Water: +4 on will saves, non permanent negative status effects expire after one full turn and their movement speed as swim speed.
Feats: None.
Hyperborean
Bonus Spells:
- 1: Ice Slick, Winter's Chill (SpC), Ice armor
- 2: Creeping Cold (SpC), Snowball (Pf)
- 3: Arctic Haze (FB), Icelance (SpC)
- Capstone SLA: Ice Storm or Wall of Ice
Lesser Archetype Power: Attacks from the hyperborean and their summons deal 1d6 points of bonus cold damage at the first level which improves by 1d6 every odd level therafter.
Additionally, when the hyperborean prepares spells, instead of preparing a normal ice armor spell, he may touch an armor to prepare an ice armor spell that creates a copy of the touched armor. The armor type is kept. Armors have at least 4 points of base armor class and at most 4 points of base maximum dexterity modifier. Also the spells duration increases to 24h.
Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell the opponent receives a fortitude saving throw or is slowed for one turn. If the spell has already a fortitude saving throw it is shared. A successful save protects the creature from other attempts for one turn.
The hyperborean ice armor cannot be destroyed and provides 4+the hyperboreans level points of fire and cold resistance. The hyperborean may use the ice armor spell on a target that already wears an armor to solely provide the resistances.
Greater Archetype Power: Enemies that have cold immunity are still affected by the hyperboreans spells and moderate archetype power. The hyperborean may also convert his cold damage to physical damage.
When the hyperborean copies an armor the enchantment bonus and special abilities can be copied. This only affects enchantment special qualities (those usually have an enchantment bonus equivalent or can be added for a specific amount of gold to any item), such as light fortification, but not unique abilities from special magic items.
Feats: Blizzard, Energy Aptitude, Frost Armor, Frost Wall, Ice Sculptor
Keeper Of The Grove
Bonus Spells:
- 1: Grove
- 2: Entangling Roots
- 3: Nature's Step
- Capstone SLA: Tranquility
Lesser Archetype Power: A Keeper of the Grove emits an aura, which gives all friendly animals and plants within 18m a number of additional maximal hitpoints equal to his wisdom modifier times his level and +4 on all saving throws. The buff of the aura lasts for 24h or until the Keeper of the Grove successfully rested, whichever comes earlier.
Additionally, all plant and animal summoning spells gain a duration upgrade to 1 minute per level and all animal control spells last for 24h per level.
Moderate Archetype Power: The Keeper of the Grove adds Plant Shape I to his wildshape forms.
In natural environment, the Keeper of the Grove receives +2 caster level for all non hostile spells.
Greater Archetype Power: Once per day as a standard action the Keeper of the Grove may 'recharge' any ability of an ally which can be used a limited number of times per day.
The Keeper of the Grove adds Plant Shape II to his wildshape forms.
Feats: Coordinated Strike, Persistent Roots
Shadow Druid
The Shadow Druid is Arcane and Divine caster. She receives Knowledge(Arcana) as a class skill.
Bonus Spells: You may choose 1 spell from the transmutation, necromancy, illusion or evocation school each level, which a wizard of your level may cast.
Capstone SLA:Maximized Flamestrike or Improved Invisibility
Lesser Archetype Power: Once per encounter, a Shadow Druid can fly into a rage for 3 + constitution modifier turns as described below:
Moderate Archetype Power: If a Shadow Druid casts a elemental spell during spell fury, his weapon attack deal 2d6 points of damage of that element until the end of his next turn.
Greater Archetype Power: Anytime the Shadow Druid casts a spell with a single target, the target provokes an attack of opportunity from the Shadow Druid.
Feats: Extra Arcane Spell
Stargazer
Bonus Spells:
- 1: Augury, does not require components in star light
- 2: Stars of Arvandor
- 3: Eclipse
- Capstone SLA: Starmantle
Lesser Archetype Power: A Stargazer may choose a star sign, which provides bonuses equivalent to one first level only feat with no other prerequisites. You may not pick already selected first level only feats.
Additionally, a Stargazer may see perfectly in dim illumination.
Moderate Archetype Power:
A Stargazer emits an aura, which affects all friendly creatures within 18m:
The stargazer may use augury to gains insight about the next encounter: The stargazer may use one ability that requires at most one turn one minute before the encounter starts. This ability works retroactively. This ability fails when the augury check failed or the augury failed, e.g., due to protection versus divination spells.
Greater Archetype Power: After using augury the stargazer may share his insight with his party, i.e., every ally with which the stargazer shares the information. These allies may use one of their abilities in advance. A stargazer can only share this information with up to two other characters.
Feats: Astrologer, Gift Of The Moon, Sign Shift
Thunder Caller
Bonus Spells:
- 1:Ear-Piercing Scream, Shocking Grasp
- 2:Sound Burst, Fly, Swift
- 3:Haste, Arc
- Capstone SLA:Primordial Storm
Lesser Archetype Power: The Thunder Caller receives the chopping ability feat and may even use it with ranged attacks. He may convert any sonic or lightning spell into a touch spell: To do so he makes a touch attack for the target in the center or the first target hit by the spell. If the target is hit with the touch attack, it does not receive a saving throw to avoid the damage. However, secondary effects can be resisted. And secondary targets are affected as normal.
If the Thunder Caller does not use the chopping ability his lightning spells arc and hit one additional target.
Moderate Archetype Power: Whenever the Thunder Caller's weapon attacks deal sonic damage, they ignore material based damage reduction. Whenever his weapon attacks deal lightning damage, they receive a +4 bonus on attack rolls.
When casting a hostile spell that deals no damage, the Thunder Caller may choose to deal 1d6 points of sonic damage two per levels to the spells effect. However, this cannot be used together with the touch spell conversions.
Greater Archetype Power: When casting buff spells on allies or summoning creatures, the thunder caller adds a small buff granting 3m movement speed, +2 to reflex saves and evasion for 3 turns.
After casting a spell and while channeling Primordial Storm the Thunder Caller may fly 1.5m per spell level instead of doing a 1.5m step and levitates until the end of his next turn.
Feats: Energy Aptitude, Fast As Lightning
Wildling
Capstone SLA:Natures Avatar
Lesser Archetype Power: A wildling counts as animal for the purpose of friendly spells and his class abilities.
In addition wildlings have full base attack bonus.
Moderate Archetype Power: Wildlings may cast one buff spell which takes no longer than a standard action when shaping.
Greater Archetype Power: You may still activate items from your gear as normal and his armor merges with his new form granting the same benefits and penalties as normal. Items that improve unarmed strike attacks improve all your natural weapons in any form.
Feats: None.
Witchdoctor
Bonus Spells:
A Witchdoctor may cast all banes as a blackmage.
- 1:Neutralize Poison, Sickening Poison
- 2:Healing totem
- 3:Bestow Curse, Nauseating Poison, Voodoo
- Capstone SLA:Hex
Witchdoctors always have heal as class skill and gain poison use.
Lesser Archetype Power: The duration of all Witchdoctor spells with a duration of multiple turns or at least 1 turn per level are increased by one turn.
The area of effect of the Witchdoctors banes is doubled and their duration to one minute per level.
Moderate Archetype Power: After a creature that suffered under a debuff of the witchdoctor dies, his next fast healing spell or totem is cast with +4 caster level. After a creature affected by one of the Witchdoctors beneficial effect becomes unconscious his next hex or spell from the necromancy school is cast with +2 DC which increases to +4 when an allied player died.
All of the Witchdoctors range touch spells receive range close.
Greater Archetype Power: When the witchdoctor uses poisons, which envenom weapons, they may use it as part of on melee and ranged touch spells.
All totems summoned by the Witchdoctor are incorporeal, though their abilities affect corporeal creatures normally.
Feats: Shrunken Heads