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Batpope Scott
2013-02-17, 04:22 PM
This class was my take on a kind of sorcerer or favored soul for the druid.

I would like advice on how this class fares as power goes as well as if it is too powerful.



Nature's Favored-------------------------------Spells Per Day------------
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+2|Spiritual Companion, Wild Empathy|3|2||||||||

2nd|+1|+0|+0|+3|Rebuke Spirits, Woodland Stride|4|3||||||||

3rd|+1|+1|+1|+3|Trackless Step|5|4|2|||||||

4th|+2|+1|+1|+4|Spiritual Development|6|5|3|||||||

5th|+2|+1|+1|+4|Resist Nature's Lure|6|6|4|2||||||

6th|+3|+2|+2|+5|Divine Health|6|6|5|3||||||

7th|+3|+2|+2|+5||6|6|6|4|2|||||

8th|+4|+2|+2|+6|Spiritual Development|6|6|6|5|3|||||

9th|+4|+3|+3|+6|Calm Animals|6|6|6|6|4|2||||

10th|+5|+3|+3|+7|Embodiment of Nature's Anger|6|6|6|6|5|3||||

11th|+5|+3|+3|+7|Divine Body|6|6|6|6|6|4|2|||

12th|+6/+1|+4|+4|+8|Spiritual Development|6|6|6|6|6|5|3|||

13th|+6/+1|+4|+4|+8||6|6|6|6|6|6|4|2||

14th|+7/+2|+4|+4|+9|Nature's Protection|6|6|6|6|6|6|5|3||

15th|+7/+2|+5|+5|+9||6|6|6|6|6|6|6|4|2|

16th|+8/+3|+5|+5|+10|Spiritual Development|6|6|6|6|6|6|6|5|3|

17th|+8/+3|+5|+5|+10|Timeless Body|6|6|6|6|6|6|6|6|4|2

18th|+9/+4|+6|+6|+11|Ties of Nature's Children|6|6|6|6|6|6|6|6|5|3

19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|6|5

20th|+10/+5|+6|+6|+12|Spiritual Perfection|6|6|6|6|6|6|6|6|6|6

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills:
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge(Geography), Knowledge(Local), Knowledge(Nature), Listen, Profession, Ride, Spellcraft, Spot, Survival and Swim
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features

Weapons and Armor Proficiency: The Nature's Favored is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor. Nature's Favored are prohibited from wearing metal armor and a Nature's Favored who willingly wears metal armor or dons a metal shield loses access to her spellcasting and supernatural or spell-like abilities for 24 hours.

Spells:A Nature's Favored casts divine spells from the druid spell list. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

To retrieve or cast a spell, a Nature's Favored must have a Charisma score of at least 10 + the spell level (Charisma 10 for 0-level spells, Charisma 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a Nature's Favored's spell is 10 + the spell level + the Nature's Favored's Charisma modifier.
Like other spellcasters, a Nature's Favored can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 15: The Nature's Favored. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 11: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

Like a sorcerer, a Nature's Favored knows only a small number of spells. However, each day a Nature's Favored may change the spells she knows. When a Nature's Favored meditates to regain her daily allotment of spells (see below), she retrieves knowledge of the specific druid spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level Nature's Favored can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of her 0-level spells.

If a Natures Favored knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a Nature's Favored might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A Nature's Favored could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A Nature's Favored cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Nature's Favored using metamagic feats do not have an increased casting time as sorcerers do.

Spells Retrieved
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|3|1||||||||

2nd|3|2||||||||

3rd|3|2|1|||||||

4th|3|3|1|||||||

5th|3|3|1|1||||||

6th|3|3|2|1||||||

7th|3|3|2|1|1|||||

8th|3|3|2|2|1|||||

9th|3|3|3|2|1|1||||

10th|3|3|3|2|2|1||||

11th|3|3|3|3|2|1|1|||

12th|3|3|3|3|2|2|1|||

13th|3|3|3|3|3|2|1|1||

14th|3|3|3|3|3|2|2|1||

15th|3|3|3|3|3|3|2|1|1|

16th|3|3|3|3|3|3|2|2|1|

17th|3|3|3|3|3|3|3|2|1|1

18th|3|3|3|3|3|3|3|2|2|1

19th|3|3|3|3|3|3|3|3|2|2

20th|3|3|3|3|3|3|3|3|3|2

[/table]

Spiritual Companion: The Nature's Favored shows her ties to nature through the companion that follows the Favored everywhere she goes. As the Nature's Favored advances in level, the Spiritual Companion gains additional abilities. A Spiritual Companion is incorporeal and cannot directly affect the world without the assistance of a ghost touch item. A Spiritual Companion has hit points equal to one half the masters hit points and if the companion is killed, it dissipates and the companion reappears on the next sunrise after it is killed. The companion is visible to everyone and can speak one language of it's masters choosing at the time the Nature's Favored first gains the ability. The companion always knows the exact location of it's master and if it goes farther than one mile away from the master it reappears at it's masters side. The appearance of a companion is entirely up to the Nature's Favored and grants special benefits.


{table]Familiar|Special

Bat|Master gains a +3 bonus on Listen checks

Cat|Master gains a +3 bonus on Move Silently checks

Hawk|Master gains a +3 bonus on Spot checks in bright light

Lizard|Master gains a +3 bonus on Climb checks

Owl|Master gains a +3 bonus on Spot checks in shadows

Rat|Master gains a +2 bonus on Fortitude saves

Raven|Master gains a +3 bonus on Appraise checks

Snake|Master gains a +3 bonus on Bluff checks

Toad|Master gains +3 hit points

Fox1|Master gains a +2 bonus on Reflex saves

Thrush|Master gains a +2 bonus on Knowledge checks
[/table]1 The Fox is Small in size.
The Companion starts out with an ability score of ten in every stat except strength and constitution, which are nonabilities. All of the companions stats except Strength and Constitution increase by one point for every two class levels of the master. If strength scores would be required, the companion has an effective strength score of 6. While the companion is within 60ft, the Nature's Favored gains the awareness feat.

The companion has no abilities from the base creature it appears to be. The companion has a base speed of 30ft and if it is a winged creature has a fly speed of 40ft(Good) with only a 10ft base speed. Size is as appropriate for the base creature.

Spiritual Development and Spiritual Perfection are directly tied to the Spiritual Companion.

Any class that advances an animal companion advances the spiritual companion as well, gaining the spiritual development and spiritual perfection abilities if the combined level would be high enough.

Wild Empathy: A Nature's Favored can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The Nature's Favored rolls 1d20 and adds her Nature's Favored level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Nature's Favored 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. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Nature's Favored can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a 4 penalty on the check.

Rebuke Spirits: The Nature's Favored gains the ability to rebuke spirits as an evil cleric rebukes undead. The Nature's Favored uses this ability as a cleric of her level -1 and can use the ability an amount of times per day equal to 3+Charisma modifier. This ability counts as turn undead for the purpose of applying for prestige classes and feats, as well as being able to be used for divine feats. A spirit is any creature with the Elemental type, Fey type, Incorporeal subtype or the spirit subtype. This ability can extend to any other creature that the DM would classify as a "Spirit".

Woodland Stride: Starting at 2nd level, a Nature's Favored may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step: Starting at 3rd level, a Nature's Favored leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Spiritual Development: The Spiritual Companion bestows a greater awareness to the master, and through this awareness the Spiritual Companion can utilize more of the spiritual energy of it's master to use abilities.

When a Nature's Favored attains fourth level, she chooses one of three paths that decide what shape her abilities will take. The Path of Mercy, The Path of Strength, and the Path of Power.

Path of Mercy
At fourth level the Spiritual Companion can use the Lay on Hands ability as a paladin of the Masters class level and uses the masters charisma modifier for the effect. To use the ability, the companion must be close enough to touch the desired target and use a standard action.

At eighth level the Spiritual Companion can alleviate the fatigue of an ally. As a standard action, the spiritual companion can remove fatigue or exhaustion from a creature within touching distance. This ability can be used a number of times per day equalling 3+Charisma Modifier. Additionally, the Lay on Hands ability of the companion grants DR1/- for one minute after the healing.

At twelfth level the Spiritual Companion can use Remove Disease as a paladin of the masters class level once per day. The Lay on Hands ability of the companion grants a residual healing effect which gives fast healing 2

At sixteenth level the Spiritual Companion gives out an aura of rejuvenation at a radius of 60ft. The aura grants fast healing 5 to all allies within the radius. This stacks with the fast healing granted by Lay on Hands

Perfection: The Spiritual Companion can use it's Lay on Hands ability on any ally within range of it's aura of rejuvenation and may affect multiple allies with the same action.

Path of Strength

At fourth level the spiritual companion gains the ability to boost the Nature's Favored combat ability. Granting a +1 bonus on attack and damage rolls per three class levels of the master while the spiritual companion is within 60ft.

At eighth level the spiritual companion can grant the Nature's Favored a bonus to her base attack bonus. The new base attack bonus equals 3/4 the Nature's Favored class levels. This abililty lasts for a number of rounds equal to the masters class level and can be used a number of times per day equal to 1+charisma mod of the Nature's Favored.

At twelfth level the bonus granted by the eighth level ability increases to a base attack bonus equal to the class level.

At sixteenth level the spiritual companion grants a +4 bonus to the strength and constitution scores of it's master.

Perfection: The +4 bonus to strength and constitution is given out to all allies within a 60ft radius.

Path of Power

At fourth level the spiritual companion grants the master a single metamagic feat as a bonus feat.

At eighth level the spiritual companion gains a breath weapon that deals 1d6 damage per 3 class levels and is usable once every 1d4+1 rounds. The breath weapon deals one of five energy types; Fire, Cold, Electricity, Acid or Sonic. The type is chosen when the companion gains this ability and cannot be changed afterwards. If sonic is chosen, the damage is reduced to 1d4/3 class levels. The breath weapon can manifest as either a 15' cone or a 30ft line and a DC for half damage can be made at DC 12+Favored's Charisma Modifier.

At 12th Level the metamagic feat that the companion grants has it's cost reduced by 1 when applying the feat to spells.

At 16th level the spiritual companion grants it's master a bonus on spell damage rolls equal to the masters charisma modifier.

Perfection: The spiritual companion grants it's master the ability to use any metamagic feat the master knows without increasing the cost or needing preparation beforehand three times per day.

Resist Nature's Lure: Starting at 5th level, a Nature's Favored gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Divine Health: The Nature's Favored becomes immune to diseases that are not magical in nature like lycanthropy or mummy rot.

Calm Animals: The Nature's Favored exudes an aura that calms animals as per the calm animals spell with a caster level equal to her class level. This ability is active at all times unless the Nature's Favored chooses to suppress it.

Embodiment of Nature's Anger: Any enemy that has willingly harmed a plant or animal without sufficient reason(As measured by the DM) in the last week takes a -2 penalty to AC and attack rolls while within 60ft of the Nature's Favored.

Divine Body: The Nature's Favored is immune to all poisons.

Nature's Protection: The Nature's Favored gains the effects of a Magic Circle spell that opposes an alignment opposite her own. The Nature's Favored chooses one aspect of her alignment and the Magic Circle opposes the opposite alignment. IF the Nature's Favored is true neutral she chooses one alignment aspect to oppose. The radius for the effect is 20ft and is in effect at all times unless the Nature's Favored chooses to suppress it.

Timeless Body: The Nature's Favored no longer takes aging penalties (Though she keeps any that she had already accrued) and will never die of old age.

Ties of Nature's Children: The Nature's Favored is automatically understood when speaking by any living creature that is not an aberration or outsider as well as understanding all language spoken to her by such creatures.

Pesimismrocks
2013-02-19, 10:48 AM
It looks pretty good, just one thing. It needs some sort of heavy hitter. The druid spell selection wasn't made to be as powerful as the wizard or cleric spell lists. it needs somethings like wild shape to make it a feasible option in comparison.
Nature's protection is a great class feature

Batpope Scott
2013-02-19, 03:54 PM
It looks pretty good, just one thing. It needs some sort of heavy hitter. The druid spell selection wasn't made to be as powerful as the wizard or cleric spell lists. it needs somethings like wild shape to make it a feasible option in comparison.
Nature's protection is a great class feature

The spiritual companion was my try to give it something more, but I guess it wasn't enough. Any suggestions on that?

Nature's Protection came from me remembering the idea of unicorns being seen as a symbol of nature for some reason. :smalltongue:

Pesimismrocks
2013-02-20, 02:31 PM
While they look great they may benefit from a couple of more bonuses at lower levels. Path of mercy's ability to remove fatigue is only really useful wit a barbarian on the team. Perhaps replace it with the ability to cast one or two cleric spells as spell like abilities. One final thing, the path's arent very balanced with path of power being far more powerful than the other two and path of mercy being much weaker.

I really love the flavour and would like to playtest the class.

Batpope Scott
2013-02-20, 06:41 PM
the path's arent very balanced with path of power being far more powerful than the other two and path of mercy being much weaker.

I really love the flavour and would like to playtest the class.

Is path of power really that powerful? Maybe the ability to use buffs for the path of mercy would help.

If you do playtest the class, let me know how it goes. Some actual experience using it would make for great feedback.

EDIT: I made some tweaks to the path of mercy, added additional abilities to the lay on hands. Path of power got tweaked ever so slightly, but not too much since it's main shtick is metamagic for a divine class.

Pesimismrocks
2013-02-21, 04:07 AM
It looks a lot more balanced and it seems that all paths could provide good benefits to the party. Although I have a question on the breath weapon. I was under the impression you needed a constitution score to use one. If not what is the DC to avoid/ half the damage? And what size is the weapon? Is it a 60ft line or a 30ft cone or something else?

I would also suggest bumping up the BaB to medium similiar to the cleric but this is not a huge problem.

Batpope Scott
2013-02-22, 01:49 AM
This is an exception to the rule, though i've not heard of that one before.

The DC has been set, though I'd wager it might be a little disappointing.

The BaB was intentional as the class was to appear as an untrained person with a natural affinity for nature magic.