View source
From Fax Encyclopedicus
for
D20r:Natures
Jump to:
navigation
,
search
{{Sandbox}} ==Terminology== Each '''Nature''' is a grouping of abilities called '''Instincts''' in a tiered series. From lowest to highest-order, these are '''Aspect, Heart, Mind, Spirit''' and '''Soul'''. Holding multiple Instincts from the same Nature accrues '''Dedication''' bonuses, which improve the abilities of the Nature at the expense of diversity. '''Rangers''' acquire an Aspect at 2nd level, a Heart at 9th level and a Mind at 16th level, provided they choose to take Natures in lieu of an animal companion. '''Barbarians''' acquire an Aspect at 1st level, a Heart at 5th, a Mind at 10th, a Spirit at 15th and a Soul at 20th. ==Template== ===Aspect tier=== The basic essence and makeup of the Nature. Bonus feat<br> (Ex) ability as a swift or immediate action<br> (Ex) offensive situational/defensive situational ability ===Heart tier=== The outlook and determination of the Nature. Two basic (Sp) abilities +1 bonus to a single save<br> (Ex) ability<br> +4 bonus to a single skill, or +2 to each of two skills<br> ===Mind tier=== The behavior and senses of the Nature. Perception ability<br> Mental ability<br> (Su) ability that functions as a personal buff<br> +1 bonus to prime requisite<br> ===Spirit tier=== The emotions, reactions and personality of the Nature. (Sp) abilities<br> (Su) ability<br> (Ex) ability<br> AC or attack bonus<br> Immunity ===Soul tier=== The true essence, beliefs and way of life fundamental to the Nature. Further (Sp) abilities<br> Capstone ability (Su) or (Ex)<br> AC bonus or +1 bonus to all saving throws or specific, higher save bonus<br> Immunity<br> +2 to prime requisite ===Dedication=== ====Two Instincts==== +1 bonus to specific attack, general AC or single saving throw.<br> (Ex) swift action ability. ====Three Instincts==== DR, resistance or fast healing<br> (Ex), (Su) or (Sp) ability.<br> +1 bonus to skillset<br> +1 bonus to prime requisite ====Four Instincts==== +1 bonus to attack, general AC or single saving throw.<br> Improved DR, resistance or fast healing<br> (Ex), (Su) or (Sp) ability; or extra uses of limited Dedication (Sp) or (Su) ability<br> +1 bonus to skillset<br> +1 bonus to prime requisite ====Five Instincts==== +2 bonus to attack<br> +1 bonus to saves<br> Capstone (Ex) or (Su) ability<br> Extra uses of limited Dedication (Sp) or (Su) ability<br> +1 bonus to prime requisite ==The Natures== ===Hunter=== The Hunter favors Intelligence, is fast, chases his foes and hones his skills specifically to suit his target ====Nature Talent==== Mark (Ex): As a swift action once per encounter, you may designate a creature to be your mark. You get a +1 competence bonus on attack and damage rolls against that creature for the remainder of the encounter. You gain an additional +1 to attack and +1d6 to damage if making a ranged attack against the marked creature. ====Aspect of the Hunter==== Brutal Precision as a bonus feat<br> Expect (Ex): As a swift action once per encounter, you may add your Intelligence bonus to your next attack roll.<br> You gain an additional use of your Mark ability per encounter. ====Heart of the Hunter==== Spell-Like Abilities (Sp): 3/day - ''longstrider, mount''. 1/day - ''true strike''. Cast at class level, save DCs Int-based.<br> +1 bonus to Reflex saves<br> Base ground speed increases by 10 ft.<br> +2 bonus to Awareness and Survival<br> ====Mind of the Hunter==== Hunter's Intuition (Su): As a swift action, you may make an Intelligence check against the effective DC of any spell or spell-like ability that provides concealment. If you succeed, your attacks ignore miss chance due to concealment from that effect, although you must still direct them towards the appropriate square. The maximum spell level you may attempt this against is equal to your Intelligence bonus.<br> Fixation (Ex): At the start of your turn, designate a single foe to fixate upon. If you have set a mark with the Mark ability, you may only fixate on that mark. While fixated, you gain a +4 dodge bonus to AC against attacks from any creature you are not fixated upon. You lose this bonus if you are damaged by an attack or if you take hostile action against any creature you are not fixated upon.<br> Focus (Su): Once per encounter as a standard action, you may grant yourself a +4 insight bonus to Intelligence. This bonus lasts for one round per two levels.<br> Base ground speed increases by 10 ft.<br> +1 bonus to Intelligence. ====Spirit of the Hunter==== The emotions, reactions and personality of the Nature. Spell-Like Abilities (Sp): 1/encounter - ''heroism'' (swift action, self only), ''poison''. 1/day - ''restoration'' (self only). Cast at class level, save DCs Int-based.<br> Unstoppable Hunt (Su): Once per encounter as a standard action, you may select a foe whom you cannot reach with a melee attack. Your drive to catch them spurs you beyond the confines of reality. You acquire a movement speed for each mode of movement the opponent possesses, equivalent to the greater of 30 ft. or half the opponent's relevant speed. You can only gain modes of movement that you do not already possess a speed for. Your flight maneuverability is one step below the opponent's, to a minimum of Clumsy. Your unstoppable hunt lasts for 1 round/level.<br> Practiced Skill (Ex): At the beginning of each day, select a creature type. You get a +2 bonus to attack and damage rolls against creatures of that type for the remainder of the day.<br> +1 bonus to attack and damage rolls; +2 against your mark, if you have the Mark ability.<br> Immunities (Ex): You are immune to compulsion effects. ====Soul of the Hunter==== Spell-Like Abilities (Sp): 3/day - ''haste'' (swift action, self only). 1/day - ''discern location, moment of prescience''. Cast at class level, save DCs Int-based.<br> +2 dodge bonus to AC<br> Immunity (Ex): You ignore all spells and effects with the Figment, Glamer and Phantasm descriptors.<br> Passion of the Hunt (Ex): Increase your critical range by one. Whenever you set a mark, you gain a +2 morale bonus to attack and damage rolls for each time you have set a mark this encounter.<br> +2 to Intelligence ====Dedication==== =====Two Instincts===== You gain an additional +1 to attack rolls and +2 to damage against your mark, and can use your mark ability once more per encounter.<br> Pursuit (Ex): If an adjacent opponent takes a 5-foot step, you may follow in the same direction as an immediate action, provided you have access to the same movement form used by that opponent. You take a 5-foot step in the same direction the opponent moved, and do not provoke an attack of opportunity, as per normal. =====Three Instincts===== Fast Healing 1 (to a maximum of half full hit points)<br> You gain an additional +1 to attack rolls and +2 to damage against your mark.<br> Base ground speed increases by 10 ft.<br> +1 bonus to Trapper set skills<br> +1 bonus to Intelligence =====Four Instincts===== +1 bonus to attack and damage rolls<br> Fast healing equivalent to your Int bonus (to a maximum of half full hit points)<br> Hunt's End (Su): Once per day, you may focus your hunter's obsession to bring the chase to an end, binding your target. One opponent within 400 ft. + 40 ft. per level must make a Will save (DC 10 + 1/2 your class level + your Int bonus) or be affected as though by ''hold monster''. Regardless of the result of this save, the target is also affected as though by ''dimensional anchor''. Hunt's End lasts for one round per level.<br> +1 bonus to Trapper set skills<br> +1 bonus to Intelligence =====Five Instincts===== +2 bonus to attack<br> +1 bonus to saves<br> Hunter's Point (Ex): Once per day, you may score your Hunter's Point against a creature you have marked. After succeeding on a melee or ranged attack against the marked creature, it must make a Fortitude save (DC 10 + damage dealt + Int bonus) or die instantly. This is a death effect. Should the marked creature succeed on its saving throw, you regain your single daily use of Hunter's Point.<br> You may use Hunt's End an additional time per day. You gain an additional use of your mark ability.<br> +1 bonus to Intelligence ===Predator=== Predator could, then, be an intimidator type. Cha-centric? Intimidation, needs to adapt, needs to reasses, so...maybe an adjustable, adaptable stat bonus. he gets 2*number of predator instincts as an insight bonus he can adjust between his stats. the other thing about the Predator: he's cooperative; pack mentality; flanking bonuses, etc.; opportunity ===Slayer=== the Slayer (Str), death blow, favored enemies, bonus damage. Slayer bonus feat: Power Attack. Slayer willing to rage out if it means extra mashing, but really, it's not his central tactic. ===Stalker=== the Stalker doesn't want the prey to know he's there, favors Dex, hides, strikes and fades, rather than pursuing the way the hunter would; tries to stay ahead of the curve; observes the prey and puts together a polished file on how it acts ====Nature Talent==== Stalker's Strike (Ex): Once per encounter as a swift action, you may attack a flat-footed foe who you have not already attacked this turn. You gain a +2 bonus to this attack and deal an additional 2d4 damage on a successful hit. Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits. If you have the Ambush or Sneak Attack ability, you may add that damage to this attack as normal. ====Aspect of the Stalker==== The basic essence and makeup of the Nature. Spring Attack as a bonus feat<br> Fake Out (Ex): Once per encounter, as an immediate action, you may make a Bluff check opposed by the Sense Motive check of an opponent who is making an attack against you before the result of the attack is known. If you succeed, the attack automatically misses.<br> Profile (Ex): Once per encounter as a full-round action, you may stand still and observe the patterns of a single opponent. For the remainder of the encounter, you gain a +1 competence bonus on attack rolls, AC and saving throws against that opponent. ====Heart of the Stalker==== The outlook and determination of the Nature. Spell-Like Abilities (Sp): 3/day - ''pass without trace''. 1/day - ''spider climb''. Cast at class level, save DCs Dex-based.<br> +1 bonus to Reflex saves<br> Blend In (Ex): On any turn in which you do not move, attacks against you are subject to a 10% miss chance until your next turn.<br> +4 bonus to Stealth ====Mind of the Stalker==== The behavior and senses of the Nature. Sharp Senses (Ex): You gain low-light vision and a +4 bonus to Awareness. If you already possess low-light vision, you get an additional +4 bonus to Awareness.<br> Ciphermind (Su): Your mind cannot be detected by effects that search out minds specifically. Your thoughts cannot be detected or read. You are immune to ''modify memory'' and ''know alignment''. You may lower or raise this ability as a free action.<br> Uncertainty (Su): Once per encounter you may cloak yourself in a ''displacement'' effect. This power lasts for one round per class level. You may dismiss it as a swift or immediate action to instantly teleport up to 10 ft. away.<br> +1 bonus to Dexterity<br> ====Spirit of the Stalker==== Spell-Like Abilities (Sp): 3/day - ''shadow walk'' (self only). 1/encounter - ''invisibility'' (swift action, self only). Cast at class level, save DCs Dex-based.<br> Spectral Stalker (Su): Once per encounter, you may project a phantasmal, shadowy image of yourself into the psyche of a living opponent. This spectral stalker acts as a ''phantasmal killer'' at your class level (DC 10 + 1/2 your clas level + your Dex modifier) and distracts the subject, effectively dazing it for a full round. If the subject's Will save succeeds, however, you cannot use this ability again for 24 hours. The spectral stalker cannot be turned on you via ''helm of telepathy''.<br> Ricochet (Ex): As a swift action, you may make a melee attack against a foe at a -6 penalty to your attack and damage rolls. On a success, you may immediately move up to 10 ft. in a straight line.<br> +1 bonus to damage rolls and +1 dodge bonus to AC<br> Immunity ====Soul of the Stalker==== The true essence, beliefs and way of life fundamental to the Nature. Further (Sp) abilities<br> Stalker's Smite (Ex): Your Stalker's Strike deals an additional 1d4 damage. When you strike an enemy with your Stalker's Strike, it must make a Fortitude save (DC 10 + Strike damage dealt) or die.<br> You gain a +4 dodge bonus to AC.<br> Immunity<br> +2 bonus to Dexterity ====Dedication==== =====Two Instincts===== You gain a +1 bonus to your attack roll and a +4 bonus to your damage roll when attacking a foe who is flat-footed.<br> Intuitive Elusion (Ex): Once per encounter as an immediate action, you may replace your AC or Reflex save with an Acrobatics check against a single attack or effect, regardless of whether or not you could perceive or anticipate the attack. You must make the decision before knowing the results of the attack or effect, and therefore cannot make a Reflex save before opting to use your elusion. =====Three Instincts===== Stalker's Subterfuge (Ex): When you successfully hit a foe with your Stalker's Strike, you may trade one or more dice of bonus damage from the Strike to deal one point of Strength or Dexterity damage per die exchanged. Creatures with immunity to precision damage cannot be reduced to less than half of their Strength or Dexterity in this way. You gain one additional use per encounter of your Intuitive Elusion.<br> +1 bonus to Cat-Burglar set skills<br> +1 bonus to Dexterity =====Four Instincts===== You gain a +1 bonus to Will saves.<br> Choose fire, cold, electric, acid or sonic. You gain resistance against the chosen energy type equal to your Dex bonus, if any.<br> Stalker's Strength (Ex): You may use your Stalker's Strike an additional time per encounter. Increase your critical range by 1 when using your Stalker's Strike. Add your Dex bonus, if any, to your Strike damage.<br> +1 bonus to Cat-Burglar set skills<br> +1 bonus to Dexterity =====Five Instincts===== +2 bonus to attack rolls<br> +1 bonus to saving throws<br> Capstone (Ex) or (Su) ability<br> Extra uses of limited Dedication (Sp) or (Su) ability<br> +1 bonus to Dexterity ===Survivor=== Survivor's easy; Con, of course, evasion, mettle, save bonuses, immunities later on, extra HP, DR, dreadnaught like elem resist, per die - smaller amount, but same mechanic ===Watcher=== the Watcher snipes, scans, finds traps and snares; unlike the Stalker, he's not after prey he's after information, sure, but he takes in more, NEEDS to take in more (more defensive) and with a broader view of the battlefield maybe give him an ability like the Knowledge domain's knowledge-check-gives combat advantages stuff. will prioritize scanning the action over hiding, maybe give him trapfinding, etc. the Watcher values... Wisdom
Template:Sandbox
(
view source
)
Return to
D20r:Natures
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages