Nature's Ally (3.5e Prestige Class)
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Nature's Ally
“ | No one dared question him. Not because they agreed with him, or because they knew of speed and deadly accuracy of his bow, but because they felt uneasy questioning him while he stood among his pack of predatory followers. | ” |
—Squab the Bard, A Tale of Shadow the Hero of the Wilds |
To become an ally of nature, means to become with one with nature. Generally Rangers become a Nature's Ally after spending years alone in the wilderness, whether by choice or not. As an Ally you spend your time with the most deadly of beasts, a friend among them. Together you destroy any enemy that hurts you, or the pack, or your home.
Adventure: As an Ally you do not go looking for adventure, more you are called on for your wild expertise. You may have a particular set of skills that are needed for the group, to help pass through an uncharted wilderness, or to deal with a bandit camp in the middle of the night with your expertise in the silent kill, or to hunt down a terrible monster that terrorizes a town. You are a master hunter and are renowned for your skills with a bow, rivaling the most experienced of archers.
Prerequisites
Ranger: Combat Style: Archery ; or Animal Companion: Wolf
Minimum Level: 4
Feats: Weapon Focus (any bow) or Weapon Focus (any crossbow), Point Blank Shot, Precise Shot
Skills: Survival 7 ranks, Listen 7 ranks, Hide 7 ranks, Spot 7 ranks
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | ||
---|---|---|---|---|---|---|---|
1st | +1 | +3 | +3 | +1 | Weathered Skin, Wolf Empathy | ||
2nd | +2 | +4 | +4 | +1 | Intense Training, Improved Wild Empathy | ||
3rd | +3 | +4 | +4 | +2 | Master of Beasts, Summon Wolfkin | ||
4th | +4 | +5 | +5 | +2 | |||
5th | +5 | +5 | +5 | +2 | Animal Companion 2 | ||
6th | +6 | +6 | +6 | +3 | Master Hunter | ||
7th | +7 | +6 | +6 | +3 | |||
8th | +8 | +7 | +7 | +3 | Deadeye | ||
9th | +9 | +7 | +7 | +4 | |||
10th | +10 | +8 | +8 | +4 | Apex Predator | ||
Class Skills (8 + Int modifier per level) Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str) |
Class Features
Allies of Nature are proficient with light and medium armor as well as martial weapons.
Weathered Skin (Su): At first level, an Ally has learned to harden against the worst weather. Gain a +2 to Natural Armor
Wolf Empathy (Sp): A first level, an Ally can speak with wolves, werewolves, worgs, and other related wolfkin. Furthermore, an Ally receives an additional +4 charisma bonus when talking to wolves, werewolves, worgs, and other related wolfkin.
Intense Training (Ex): At second level an ally has spent enough time with his companion that both have become even stronger. Your wolf companion now has the stats of a dire wolf. As well, you have become molded to your bow. You gain a +1 on all attacks made with your bow as well as a +1 on all damage. If you lose your bow or your bow becomes unusable due to damage then you must acquire a new one and spend a minimum of 3 days, using it at least 2 hours per day, to regain this bonus. Both you and your companion improve your crit range by 1. When making a successful attack roll increase the damage by 1d8 for every 2 Nature's Ally levels you have.
Improved Wild Empathy (Su): In addition to the other benefits from your training, your companion and you have developed a stronger emotional bond to the point that you can now communicate telepathically. Only works as long as your companion is within 5 miles of you. You also gain a +4 all wild empathy checks made to improve an animals attitude. If the check is made and a natural 20 is rolled, the animal chooses to follow you. It will obey any simple commands and help you in combat, however, if the animal falls below %50 it stops following you and will use all of its actions to run away. This is irreversible.
Master of Beasts (Ex): Gain a +20 on all handle animal checks and all ride checks made to ride on your companion. You must still have taught your companions all tricks necessary to be ridable.
Summon Wolfkin (Ex): At third level, once per day, an Ally can use Summon Nature's Ally "X" to summon wolves or dire wolves, where "X" equals half his ECL, rounded down.
Animal Companion 2 (Sp): You must spend 24 hours alone in the woods with your companion to find a second wolf to join you. It requires a successful DC check to determine whether it is a wolf(4-18), dire wolf(19-20), or a wolf pup(1-3).
Master Hunter (Su): At 6th level you are the deadliest hunter. You gain an additional +2 to all attack rolls and damage rolls. Your companions also gain a +1 to attacks and damage rolls. You all increase your crit range by 1. In addition, when in combat, any kill made by you makes all animals also in combat, that are not your companions, make a DC 15 will saved or be feared by you for 1d3 rounds due to your intense skills.
Deadeye (Ex): An Ally at 8th level never misses when using a weapon that they have become molded to. Your crit range is increased by 1. In addition, your effective range is multiplied by 1/2 your Nature's Ally level (so at this level it will be x4 and x5 at level 10 and so on). You also ignore all but total cover when attacking enemies. When attacking a beast any attack roll that hits is an automatic crit due to your knowledge of their anatomies and weak points.
Apex Predator (Ex): You are now the deadliest beast in the wild. You gain 1 extra attack each round with your full base attack modifier and all bonuses. Any hits are automatic crits. Your companions are deadlier and do an extra 1d6 damage. As you Level Up your base attack and saves will continue to all increase by one. You will also gain 1 extra attack for every new level and your companions will continue to do an extra 1d6 damage for each new level.
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