Quick Fighter based on d20Mod Fast Hero

redkobold

Explorer
This is the next step in my d20 Modern core class to 20 level Fantasy d20 classes.

I like really like d20 modern with its defense bonus and especially talent trees

Here is the Quick Fighter. I took some guidance and ideas from Classically Modern by Merlin's Workshop as well as DarkLore by Malladin's Gate.

Summary:
The Quick Fighter is based the Fast Hero. He is to be a class that a character can steer into a Ranger or more combat oriented Rogue type. HD d8. I had a little trouble with BAB. I did not want it as strong as the Fighter/Strong Fighter because of the faster Defense Bonus progression. I did not want it as weak as the Rogue either so I did some tweaking, look it over. Saves as Ranger. He lacks medium and heavy armor proficiencies. He gets talent trees based on dexterity as well as one I cobble together called the Woodland Defender talent tree. Some archery type feats with some feats from d20 Modern like the Bullseye are included as well as a Rougue Sneak Attack type talent tree.

I also want to integrate divine and arcane spellcasting in as well I am thinking prerequisites of ranks of knowlegde in religion and arcana respectively at a level requiring the Quick Fighter to be 3rd or 4th level to gain access to a divine or arcane spellcasting talent tree. I would really love some comments on how one would recommend to do this.

Well, here he is with the tables a little skewed.
Attached is a Word file with formatting and tables that is a little easier to review for those more interested.

THE QUICK FIGHTER

Ability: Dexterity
Hit Die: 1d8
Action Points: Quick Fighter heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Quick Fighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), ), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature or streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex),Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (6 + Int modifier) x?4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Feats: A Quick Fighter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Bonus Feats: At 1st level, a Quick Fighter gets a bonus dexterity or combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Quick Fighter gains an additional bonus feat at 2nd level and every two Quick Fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Fighter bonus feats and/or the dexterity oriented Quick Fighter Feats listed below. A Quick Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A Quick Fighter is not limited to the list of fighter bonus feats when choosing these feats.
Quick Fighter Bonus Feats
The Quick Fighter may choose one of these feats in addition to the standard Fighter combat feats. Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.

Table: The Quick Fighter
Level-BAB-Fort-Ref-Will-Features-DB-RepBonus
1st-+1-+2-+2-+0-Talent, Bonus Feat-+3-+0
2nd-+1-+3-+3-+0-Bonus feat-+4-+0
3rd-+2-+3-+3-+1-Talent-+4-+1
4th-+3-+4-+4-+1-Bonus feat-+5-+1
5th-+4-+4-+4-+1-Talent-+5-+1
6th-+5-+5-+5-+2-Bonus feat-+6-+2
7th-+6/+1-+5-+5-+2-Talent-+6-+2
8th-+6/+1-+6-+6-+2-Bonus feat-+7-+2
9th-+7/+2-+6-+6-+3-Talent-+7-+3
10th-+8/+3-+7-+7-+3-Bonus feat-+8-+3
11th-+9/+4-+7-+7-+3-Talent-+8-+3
12th-+9/+4-+8-+8-+4-Bonus feat-+9-+4
13th-+10/+5-+8-+8-+4-Talent-+9-+4
14th-+11/+6/+1-+9-+9-+4-Bonus feat-+10-+4
15th-+12/+7/+2-+9-+9-+5-Talent-+10-+5
16th-+13/+8/+3-+10-+10-+5-Bonus feat-+11-+5
17th-+13/+8/+3-+10-+10-+5-Talent-+11-+5
18th-+14/+9/+4-+11-+11-+6-Bonus feat-+12-+6
19th-+15/+10/+5-+11-+11-+6-Talent-+12-+6
20th-+16/+11/+6/+1-+12-+12-+6-Bonus feat-+13-+6

Class Features
The following are class features of the Quick Fighter.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Quick Fighter selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Two Weapon Fighting Talent Tree
Two Weapon Combat Style: The Quick Fighter is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Two Weapon Combat Style: The Quick Fighter is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Prerequisites: BAB +6, Two Weapon Combat Style
As before, the benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Two Weapon Combat Style Mastery: The Quick Fighter is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
Prerequisites: BAB +11 , Improved Two Weapon Combat Style
As before, the benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Archery Talent Tree
Defensive Position: The character gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever the character has one-quarter, one-half, three-quarters, or nine-tenths cover.
Archery Combat Style: The Quick Fighter is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Archery Combat Style: The Quick Fighter is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
Prerequisites: BAB +6, Archery Combat Style
As before, the benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Archery Combat Style Mastery: The Quick Fighter is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
Prerequisites: BAB +11 , Improved Archery Combat Style
As before, the benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Bullseye: A Quick Fighter becomes so adept at using the missile weapons that her attacks can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.
Prerequisites: Archery Combat Style Mastery
As before, the benefits of the Talent apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Defender Talent Tree
Favored Enemy: The Woodland Defender Quick Fighter may select a creature as a favored enemy. Due to his extensive his foes and training in the proper techniques for them, the individual gains a +1 bonus to Bluff, Listen, Motive, Spot, and Wilderness Lore checks when skills against this type of creature. Likewise, he gets bonus to weapon damage rolls against creatures The character also gets the damage bonus with weapons, but only against targets within 30 'character cannot strike with deadly accuracy beyond range). The bonus doesn't apply to damage against that are immune to critical hits.
Favored Enemies should be chosen from the following Aberrations, Animals, Constructs, Dragons, Elementals, Giants, Humanoid (specific type), Magical beasts, Outsider (specific type), Plants, Undead, Vermin.
This Talent can be taken more than once. Each taken the character may either select a new Favored or increase the bonuses associated with a previously favored enemy by +1, to a maximum of +5.
Track: The Quick Fighter gains the Track feat if chosen.
Wild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Animal Companion: With this Talent, a Quick Fighter gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Woodland Stride: With this Talent, a Quick Fighter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Prerequisites: Survival ? Ranks
Swift Tracker: The Quick Fighter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Prerequisites: Track
Camouflage: A Quick Fighter can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Prerequisites: Survival ? Ranks
Hide in Plain Sight: While in any sort of natural terrain, a Quick Fighter can use the Hide skill even while being observed.
Prerequisites: Camouflage

Adrenaline Talent Tree
The character has talents give a surge of adrenaline in dire circumstances, temporarily increasing abilities or health.
Fearless: The character gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.
Nip-Up: Stand up from a prone position as a free action that does not provoke an attack of opportunity.
Prerequisites: Fearless
Action Boost: This ability allows the character to spend 2 action points in a round. The individual can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.
Prerequisites: Nip-Up
Adrenaline Rush: Temporarily increase one of the character's physical ability scores (Strength, Dexterity, or Constitution). The character spends 1 action point and gets to increase the selected ability score by 1d4+1 points. This lasts for a number of rounds equal to the character's class level. At the end of the duration, the character is fatigued for 1d4+1 rounds.
Prerequisites: Action Boost
Delay Damage: Once per day delay the damage dealt by a single attack or effect for a number of rounds equal to the character's class level.
Prerequisites: Action Boost
Improved Adrenaline Rush: As per Adrenaline Rush but the character can temporarily increase two physical ability scores. At the end of the duration, the character is fatigued for 1d6+2 rounds.
Prerequisites: Adrenaline Rush
Damage Threshold: Increases the character's massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
Prerequisites: Delay Damage

Combat Awareness Talent Tree
The character has an instinctive awareness and reactions while in combat.
Combat Sense: Designate a single opponent during an action and receive a +1 competence bonus on attacks against that opponent. The character may select a new opponent on any action.
Improved Combat Sense: As Combat Sense but the bonus increases to +2.
Prerequisites: Combat Sense, BAB 8+
Sudden Action: Once per day the character can suddenly burst into action when the situation calls for it. The character can change his or her place in the initiative order, moving higher in the count by a number less than or equal to the character's class level, as the character sees fit. The character can declare the use of this ability at the start of any round, before anyone else takes an action.
Prerequisites: Combat Sense

Defensive Stance Talent Tree
The character has a talent that aids him or her to protect allies while in combat.
Harm's Way: Once per round, if the character is adjacent to an ally who is targeted by a direct melee or ranged attack (not an area effect), the character can subject take the attack in the ally's stead. If the attack hits the character, he or she takes damage normally. If it misses, it also misses the ally. The character must declare his or her intention to place him or herself in harm's way before the attack roll is made. The character selects his or her ally either prior to combat or immediately after the character makes his or her initiative check. The character cannot change his or her ally for the duration of the combat.
Defensive Strike: If an opponent makes a melee attack against the character and misses while the character is using the total defense option, the character can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The character gains no bonus against an opponent who doesn't attack the character or against an opponent who makes a successful attack.
Prerequisites: Harm's Way, BAB 7+
Blanket Protection: The character can use his or her expertise to provide protection for up to six allies (not including him or herself). The character spends 1 action point and takes a full-round action to issue orders and directions. Doing this provides the character's allies with a +1 insight bonus to Defense for 3 rounds.
Prerequisites: Defensive Strike, BAB 8+

Tactical Awareness Talent Tree
The character can react quickly and aid others in combat.
Tactical Aid: As an attack action, the combat aware character provides tactical aid to any single ally (but not him or herself) within sight and voice range of the character's position.
As a full-round action, the combat aware character provides tactical aid to all of his or her allies (including him or herself) within sight and voice range of the character's position. This
aid provides either a competence bonus on attack rolls or a dodge bonus to Defense (character's choice). This bonus is equal to the character's Intelligence modifier (minimum +1), and it lasts for a number of rounds equal to one-half of the character's class level, rounded down.
Prerequisites: BAB 6+
Improved Reaction: The character gains a +2 competence bonus on initiative checks.

Defensive Talent Tree
The Quick Fighter gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Quick Fighter is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Quick Fighter suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Uncanny Dodge 1: The Quick Fighter retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Quick Fighter can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Quick Fighter can roll with a potentially lethal attack to take less damage from it. When the Quick Fighter would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Quick Fighter can attempt to roll with the damage.
A Quick Fighter spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Quick Fighter must be able to react to the attack to execute a defensive roll-if the hero is immobilized, he or she can't use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Quick Fighter's evasion talent doesn't apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Quick Fighter can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Quick Fighter's attack of opportunity for that round. Even a Quick Fighter with the Combat Reflexes feat can't use this talent more than once per round.
Prerequisite: Evasion.

Increased Speed Talent Tree
The Quick Fighter can increase his or her natural base speed.
Increased Speed: The Quick Fighter's base speed increases by 5 feet.
Improved Increased Speed: The Quick Fighter's base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Quick Fighter's base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.

Equine Companion Talent Tree
A character has talents that allow him or her to bond with a horse or other mount.
Signature Mount: The character picks one species of animal that can be used as a mount. When riding creatures of this species the character receives a +2 insight bonus to Ride checks, and can take 10 on ride checks even when in a stressful situation.
Equine Empathy: The character can use the Handle Animal skill to alter the reaction of creatures of the same species as his or her signature mount. The skill works in the same way, and with the same difficulty, as the Diplomacy skill, but with animals and vermin instead of people.
Prerequisites: Signature Mount.
Horse Whisperer: The character can speak with any creature of the same species as his or her signature mount. Prerequisites: Equine Empathy.

Bonded Companion
Character Level-Bonus HD-Natural Armour-Strength Adjustment-Intelligence
10 or less-+2 HD1-+3-+1-6

11 to 14-+4 HD2-+5-+2-7

15 to 18-+6 HD3-+7-+3-8

19 to 20-+8 HD4-+9-+4-9


1 Improved Evasion: If the companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
1 Empathic Link: The character has an empathic link with the companion out to a distance of up to one mile. The character cannot see through the companion's eyes, but they can communicate telepathically. Even intelligent companions see the world differently from humanoids, so misunderstandings are always possible. This empathic link is a supernatural ability. Because of the empathic link between the companion and the character, the character has the same connection to a place or an item that the companion does.
1 Share Saving Throws: The companion uses its own base save or the character's, whichever is higher.
3 Blood Bond: The companion gains a +2 bonus to all attacks, checks, and saves if it witnesses the character threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.
4 Command: The companion's command ability is a spell-like ability that it can use at will against other creatures of its kind with fewer Hit Dice than it has itself. The companion can use this ability once per day per two levels of its master, and the ability functions just like the spell command (for purposes of this spell, the companion can make itself be understood by any normal animal of its kind). Since this is a spell-like ability, the companion must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the companion's daily uses.

Sneak Attack Talent Tree
The character has talents that allow him or her to spot weaknesses in combat.
Sneak Attack: Any time the target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the attack deals +1d6 points of damage, although the damage is not multiplied for a critical hit. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the character can make a sneak attack that deals non-lethal damage instead of normal damage. The character cannot use a weapon that deals normal damage to deal non-lethal damage in a sneak attack, not even with the usual -4 penalty, because the character must make optimal use of his weapon in order to execute the sneak attack. The character can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the character must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The character cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. This talent can be taken more than once, and its effects stack - thus the extra damage increases by +1d6 points each time the talent is taken.
Crippling Attack: When the individual with this talent damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.
Prerequisites: Sneak Attack +3d6

Nature Caster Talent Tree
The character can cast spells using Nature Magic. When your character becomes a nature caster, you may choose to have your character serve a specific deity. The character's deity influences allegiance, usable magic, values, and interaction with others. A nature caster cannot cast spells from an opposing allegiance.
Nature casters cast divine spells. The Difficulty Class for a saving throw against a character's spell is 10 + the spell's level + the character's Wisdom modifier. Bonus spells are based on Wisdom.
The character must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a character can prepare spells. Caster levels from the Nature Caster talent stack with those from Improved Nature Caster and Advanced Nature Caster. These talents may be taken more than once; each time the divine magic caster level of the individual increases by one, giving access the number of spells per day shown below.
Nature Caster: Can cast minor Nature spells according to
the table below
Spells Per Day Caster
Level 1st 2nd 3rd 4th
1 0 - - -
2 1 - - -
3 1 0 - -
4 1 1 - -
5 1 1 0 -
6 1 1 1 -
7 2 1 1 0
8 2 1 1 1
9 2 2 1 1
10 2 2 2 1

Prerequisites: Wis ?, Knowledge (Religion Rank ?)


Improved Nature Caster: Can cast moderate Nature spells according to the table blow.
Spells Per Day Caster
Level 1st 2nd 3rd 4th 5th 6th
4 3 1 - - - -
5 3 2 - - - -
6 3 2 0 - - -
7 3 3 1 - - -
8 3 3 2 - - -
9 3 3 2 0 - -
10 3 3 3 1 - -
11 3 3 3 2 - -
12 3 3 3 2 0 -
13 3 3 3 3 1 -
14 3 3 3 3 2 -
15 3 3 3 3 2 0
16 3 3 3 3 3 1
17 3 3 3 3 3 2
18 3 3 3 3 3 3
Prerequisites: Nature Caster, Nature Caster level 3+,
Knowledge (earth and life sciences): 2 + 1/2 Caster Level, Feat:
Nature Orison

Advanced Nature Caster: Can cast Nature spells according
to the table below.
Spells Per Day Caster
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6 3 2 1 - - - - - -
7 3 3 2 0 - - - - -
8 4 3 2 1 - - - - -
9 4 3 3 2 0 - - - -
10 4 4 3 2 1 - - - -
11 4 4 3 3 2 0 - - -
12 5 4 4 3 2 1 - - -
13 5 4 4 3 3 2 0 - -
14 5 5 4 4 3 2 1 - -
15 5 5 4 4 3 3 2 0 -
16 5 5 5 4 4 3 2 1 -
17 5 5 5 4 4 3 3 2 0
18 5 5 5 5 4 4 3 2 1
19 5 5 5 5 4 4 3 3 2
20 5 5 5 5 5 4 4 3 3
Prerequisites: Improved Nature Caster, Nature Caster level 5+, Knowledge (earth and life sciences): 3+Caster Level ranks.

Nature Turning Talent Tree
A character has talents that allow him or her to channel their faith in their patron to push back or destroy natural creatures. Nature Turning is a supernatural ability that can be performed as an attack-action. It does not provoke attacks of opportunity. The character must present a holy symbol or other suitable focus of faith to perform a faith turning. Faith Turning is considered an attack. The character affects the closest turnable creature first, and cannot turn creature that are more than 60 feet away or that have total cover relative to the character. To perform a Nature Turning the character attempts a Charisma check to see how powerful the turning affect is (1d20 + the combatant's Charisma modifier).
Charisma Check Result Most Powerful Creature Affected
Up to 0 Class Level -4
1-3 Class Level -3
4-6 Class Level -2
7-9 Class Level -1
10-12 Class Level
13-15 Class Level +1
16-18 Class Level +2
19-21 Class Level +3
22+ Class Level +4
If the table above indicates that one or more creature within 60 feet is affected, the character rolls 2d6 + the class level +the Charisma modifier for turning damage. That's how many total Hit Dice of creature that can be turned. The character may ignore already turned creatures that are still within range. Turned creatures flee away from the character by the best and fastest means available to them. They flee for 10 rounds (1minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If the character approaches within 10 feet of them, however, they overcome being turned and act normally. The character can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect. If the character has twice as many class levels (or more) as the creatures have Hit Dice, the character destroys any creatures that the character would normally turn.
Turn Animal or Vermin: May use this ability a number of times per day equal to three plus Charisma modifier.
Prerequisites: Knowledge (earth and life sciences) 4+ ranks.
Turn Magical Beast or Fey: May use this ability a number of times per day equal to three plus Charisma modifier.
Prerequisites: Knowledge (earth and life sciences) 8+ ranks.
Turn Elemental: May use this ability a number of times per day equal to three plus Charisma modifier.
Prerequisites: Knowledge (Arcane lore) 12+ ranks, Knowledge (earth and life sciences) 12+ ranks.
Extra Turning: Allows a character to turn or rebuke four more times per day than normal. This talent may be taken more than once, each time the character should choose of the "Turn ..." talents in this tree is improved.
Prerequisites: Turn Animal or Vermin, Turn Magical Beast or Fey or Turn Elemental.
Nature's Friend
A character has talents that allow him or her to understand and interact with nature.
Nature Sense: The character can identify plants and animals (their species and special traits) with perfect accuracy, determining whether water is safe to drink or dangerous.
Animal Empathy: The character can use the Handle Animal skill to alter the reaction of creatures with the Animal or Vermin type. The skill works in the same way, and with the same difficulty, as the Diplomacy skill, but with animals and vermin instead of people.
Speak in Tongues: The character can speak with any living creature.
Prerequisites: Animal Empathy
Woodland Stride: The character may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the character.
Prerequisites: Nature Sense
Trackless Step: The character leaves no trail in natural surroundings and cannot be tracked.
Prerequisites: Woodland Stride
Tree Stride: For the cost of an action point the character gains the ability to enter trees and move from inside one tree to inside another tree. The first tree the character enters and all others the character enters must be of the same type, must all be living, and must have girth at least equal to the character's. By moving into an tree, the character instantly knows the location of all other trees of the same type within transport range (see below) and may choose whether the character wants to pass into one or simply step back out of the tree the character moved into. The character may choose to pass to any tree of the appropriate kind within the transport range shown in the following table:

Type of Tree Range of Transport
Oak, Ash, Yew 3,000 feet
Elm, linden 2,000 feet
Other Deciduous 1,500 feet
Any Coniferous 1,000 feet
Any Other Tree 500 feet
The character may move into a tree up to one time per class level (passing from one tree to another counts only as moving into one tree). The ability lasts until the duration is expended or the character exits a tree. Each transport is a full-round action.
The character can, at the character's option, remain within a tree without transporting, though the character is forced out when the hour ends unless the character spends another action point to maintain it. If the tree in which the character is concealed is chopped down or burned, the character is slain if the character does not exit before the process is complete.
Prerequisites: Woodland Stride
Resist Nature's Lure: The character gains a +4 bonus to saving throws against the spell-like abilities of creatures with the Fey type.
Prerequisites: Trackless Step, Speak in Tongues
 

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