NATURE FRIEND PATH
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NATURE FRIEND PATH
A rare hero of Aryth is born with a connection to the natural world that goes beyond a simple affinity for nature. She understands how all the plants, animals, and weather of the world interact with one another and with the other creatures of Aryth. This hero has abilities that help her interact with nature and allow her to call upon its help in times of need. She often looks for like-minded companions with whom she can work to turn back the Shadow before it utterly befouls the world with its dark taint.
Level Ability
1 Natural bond
2 Calm animals 1/day
3 Entangle 1/day
4 Obscuring mist 1/day
5 Animal friend
6 Animal messenger 1/day
7 Wood shape 1/day
8 Gust of wind 1/day
9 Speak with animals 1/day
10 Plant friend
11 Speak with plants 1/day
12 Call lightning 1/day
13 Dominate animal 1/day
14 Spike growth 1/day
15 Elemental friend
16 Sleet storm 1/day
17 Summon nature's ally IV 1/day
18 Command plants 1/day
19 Ice storm 1/day
20 One with nature
Natural Bond: The naturefriend has an instinctive connection with the natural world. She gains wild empathy (as the wildlander ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
Animal Friend (Su): Starting at 5th level, animals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Handle Animal checks.
Plant Friend (Su): Starting at 10th level, plant creatures must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.
Elemental Friend (Su): Starting at 15th level, elementals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks involving elementals.
One With Nature: At 20th level, the naturefriend becomes intrinsically tied with nature. She may use commune with nature as a spell-like ability at will.
Level Ability
1 Natural bond
2 Calm animals 1/day
3 Entangle 1/day
4 Obscuring mist 1/day
5 Animal friend
6 Animal messenger 1/day
7 Wood shape 1/day
8 Gust of wind 1/day
9 Speak with animals 1/day
10 Plant friend
11 Speak with plants 1/day
12 Call lightning 1/day
13 Dominate animal 1/day
14 Spike growth 1/day
15 Elemental friend
16 Sleet storm 1/day
17 Summon nature's ally IV 1/day
18 Command plants 1/day
19 Ice storm 1/day
20 One with nature
Natural Bond: The naturefriend has an instinctive connection with the natural world. She gains wild empathy (as the wildlander ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the naturefriend already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
Animal Friend (Su): Starting at 5th level, animals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Handle Animal checks.
Plant Friend (Su): Starting at 10th level, plant creatures must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.
Elemental Friend (Su): Starting at 15th level, elementals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks involving elementals.
One With Nature: At 20th level, the naturefriend becomes intrinsically tied with nature. She may use commune with nature as a spell-like ability at will.
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