Nature's Knave (3.5e Prestige Class)
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| Status: | Incomplete |
| Editing: | Constructive edits welcome |
Nature's Knave
| “ | Nature's touch can be subtle and unseen. | ” |
| This section needs a more complete description. For more information please look here |
Some druids spellcast and heal, while others act as avengers of nature. Some on the other hand combine stealth and cleverness while turning the environment to their advantage; such types are Nature's Knaves. Nature's Knaves can act as sappers, scouts, guerillas or robbers (for natural settings). They use some aspects of the civilized world to nature's advantage, while natural magic comes to their own advantage.
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Druids who wish to pursue a more skill and ingenuity based path, or those who do not are less interested in combat than rangers would benefit from this prestige class. The entry requirements generally dictate both druid and rogue levels, though there may be other paths to enter.
| Alignment: | Any Neutral. |
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| Skills: | Hide: 4 ranks, Move Silently: 4 ranks, Spot: 4 ranks, Listen: 4 ranks, Disable Device: 2 ranks |
| Spellcasting: | Divine Spellcasting |
| Domains: | 2 of: Plant, Animal, Fire, Earth, Air or Water (waived if spellcasting comes from Ranger, Shaman or Druid levels). |
| Special: | Sneak Attack +1d6 |
| Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +2 | +2 | Bonus Feat | ||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +3 | +3 | sneak attack +1d6 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +3 | +3 | +1 to hide and move silently checks in natural settings | ||||||||||||||||||||||||||||||||||||
| 4th | +3 | +1 | +4 | +4 | sneak attack +2d6 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 5th | +3 | +1 | +4 | +4 | camouflage (see Ranger class) | ||||||||||||||||||||||||||||||||||||
| 6th | +4 | +2 | +5 | +5 | sneak attack +3d6 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 7th | +5 | +2 | +5 | +5 | +2 to hide and move silently checks in natural settings | ||||||||||||||||||||||||||||||||||||
| 8th | +6 | +2 | +6 | +6 | sneak attack +4d6 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 9th | +6 | +3 | +6 | +6 | invisibility 1/day | ||||||||||||||||||||||||||||||||||||
| 10th | +7 | +3 | +7 | +7 | Death Attack | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
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Class Skills (6 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
| Level | Special |
|---|---|
| 11th | +3 to hide and move silently checks in natural settings |
| 12th | sneak attack +5d6 |
| 13th | +4 to hide and move silently checks in natural settings |
| 14th | sneak attack +6d6 |
| 15th | Bonus Feat |
| 16th | sneak attack +7d6 |
| 17th | +5 to hide and move silently checks in natural settings |
| 18th | sneak attack +8d6 |
| 19th | invisibility 2/day |
| 20th | sneak attack +9d6 |
[edit] Class Features
<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.
Spellcasting: At every 2nd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. If you had more than one divine spellcasting class before becoming a Nature's Knave, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells: To cast a particular spell, you must have a Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).
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A Nature's Knave who ceases to revere nature or acts in a way that is against the interests of nature, or changes to a prohibited alignment loses spellcasting capabilities (extra levels) and wildshaping abilities gained from the prestige class (the base class that granted the entry requirements may be affected also). He cannot gain additional levels as a Nature's Knave until he atones (see the atonement spell description).
[edit] Campaign Information
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| This section needs a more complete description. For more information please look here |
Combat: <-Typical role in combat->
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
[edit]
| This section needs a more complete description. For more information please look here |
| “ | <-Some quote from a character of this class-> | ” |
<-Where characters of this class fit in a d20 world->
NPC Reactions: <-How NPCs react to characters of this class->
[edit]
| This section needs a more complete description. For more information please look here |
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
| DC | Result |
|---|---|
| 11 | <-not so common knowledge->. |
| 16 | <-rare information->. |
| 21 | <-very rare information->. |
| 26 | <-information so obscure that members of this class might not even know it->. |
[edit] <-pluralized class name-> in the Game
| This section needs a more complete description. For more information please look here |
<-How characters of this class fit in the game (PC and NPC) and what roles they play->
Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->
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