naturalist [edit ]
Abilities: Naturalist ‘s spells run away Wisdom, and they need Dexterity and Constitution to survive danger, and Strength if they plan to do melee. Races: Any.
Alignment: Any. Starting Age: As rogue .
class Features [edit ]
All of the following are class features of the Naturalist. Weapon and Armor Proficiency: Naturalists are technical with the surveil weapons : club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are besides technical with all natural attacks ( claw, bite, and so away ) of any form they assume with crazy shape ( see below ). Naturalists are technical with clean and medium armor but are prohibited from wearing metallic element armor ; thus, they may wear only pad, leather, or hide armor. ( A naturalist may besides wear wooden armor that has been altered by the eastern hop hornbeam while so that it functions as though it were steel. See the ironwood spell description ) Naturalists are technical with shields ( except column shields ) but must use merely wooden ones. A naturalists who wears prohibited armor or carries a banned shield is unable to cast naturalists spells or use any of her supernatural or spell-like class abilities while doing indeed and for 24 hours thereafter. Spells: A naturalist casts divine spells, which are drawn from the naturalist spell list. Her alliance may restrict her from casting certain spells opposed to her moral or ethical beliefs ; see Chaotic, Evil, Good, and Lawful Spells, below. A naturalist must choose and prepare her spells in advance ( see below ). To prepare or cast a spell, the naturalist must have a Wisdom score equal to at least 10 + the go level. The Difficulty Class for a saving confuse against a naturalist ’ randomness spell is 10 + the spell degree + the naturalist ’ south Wisdom changer. Like early spellcasters, a naturalist can cast only a certain count of spells of each go level per day. Her infrastructure casual while allotment is given on table : The Naturalist. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A naturalist prepares and casts spells the way a cleric does, though she can not lose a organize while to cast a bring around spell in its place. A naturalist may prepare and cast any spell on the naturalist spell number, provided that she can cast spells of that level, but she must choose which spells to prepare during her day by day meditation.
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0— Any 0th-level while on the druid spell list. 1st— calm animals, charm animal, cure light wounds, detect animals or plants, detect snares and pits, endure elements, faerie fire, goodberry, hide from animals, jump, longstrider, magic fang, magic stone, pass without trace, produce flame, speak with animals, summon nature’s ally I, 2nd— animal messenger, animal trance, barkskin, chill metal, delay poison, dispel magic, fire trap, flame blade, flaming sphere, gust of wind, heat metal, hold animal, lesser restoration, reduce animal, resist energy, soften earth and stone, spider climb, summon nature’s ally II, summon swarm, tree shape, warp wood, wood shape 3rd— call lightning, contagion, cure moderate wounds, daylight, diminish plants, dominate animal, greater magic fang, meld into stone, neutralize poison, plant growth, protection from energy, quench, remove disease, snare, speak with plants, spike growth, stone shape, summon nature’s ally III, water breathing, wind wall 4th— antiplant shell, blight, command plants, control water, cure serious wounds, greater dispel magic, giant vermin, reincarnate, repel vermin, rusting grasp, spike stones, summon nature’s ally IV 5th— animal growth, awaken, baleful polymorph, call lightning storm, commune with nature, control winds, cure critical wounds, insect plague, stoneskin, summon nature’s ally V, transmute mud to rock, transmute rock to mud, tree stride, wall of fire, wall of thorns Wild Empathy (Ex): A naturalist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the position of a person. The naturalist rolls 1d20 and adds her naturalist flat and her Charisma modifier to determine the wild empathy check mark result. The typical domestic animal has a begin attitude of indifferent, while wild animals are normally unfriendly. To use godforsaken empathy, the naturalist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. by and large, influencing an animal in this way takes 1 moment but, as with influencing people, it might take more or less clock time. A naturalist can besides use this ability to influence a charming animal with an Intelligence seduce of 1 or 2, but she takes a –4 punishment on the hindrance. Animal Companion (Ex): At 4th level a naturalist gains an animal company like a fire warden, using half of her level as her effective druid level.
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Wild Shape (Su): A 8th horizontal surface naturalist gains wilderness form like a druid of half her tied. Unlike a druid, she never gains forms beyond her initial culture medium and small forms. She gains one use of it at 8th level, and an extra manipulation at 12th and every four levels beyond .
A naturalist who ceases to revere nature or changes to a forbid alliance loses all spells and naturalist abilities ( including her animal companion, but not including weapon, armor, and shield proficiencies ). She can not thereafter gain levels as a naturalist until she atones ( see the atonement spell description ) .
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