Natural Evader (3.5 Prestige Class)

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Natural Evader[edit]

Don't come any closer
—Beridhren Taurantian, Elf Ranger

Any character with a strong affiliation for nature but refrains from direct combat should consider being a natural evader. Natural evaders utilize, but do not use, nature to help them quickly move away from enemies.

Becoming a Natural Evader[edit]

Entry Requirements
Alignment: Any. Base Attack Bonus: +3. Race: Elf, Half-Elf, or Human. Feats: Dodge and Endurance.

Table: The Natural Evader

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Light Mist 1
2nd +2 +1 +2 +2 Wind Burst 2 1
3rd +3 +2 +2 +3 Evasion 2 1
4th +4 +3 +3 +3 Uncanny Dodge 3 1 1
5th +5 +4 +3 +4 Nondetection 3 2 1
6th +6/+1 +4 +4 +4 Earth Burst 4 3 1
7th +7/+2 +4 +5 +5 Tree Jump 4 3 2 1
8th +8/+3 +5 +5 +5 Improved Camouflage 5 4 2 1
9th +9/+4 +5 +6 +5 Wind Form 5 4 3 2 1
10th +10/+5 +5 +7 +6 Dimension Jump 6 4 3 2 1

Class Skills (6 + Int modifier per level)
The natural evader’s class skills (and the key ability for each skill) are Spellcraft(Int), Hide (Dex), Climb(Str), Balance(Dex), Jump(Str), Listen(Wis), Move Silently (Dex), Knowledge(nature) (Int), Spot (Wis), and Survival (Wis).

Class Features[edit]

Spellcasting: At each level you gain new spells per day and an increase in caster level as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

A natural evader casts spells which are drawn from the natural evader spell list. Like sorcerers, a natural evader must learn spells, and cannot prepare new spells each day. It is important that the natural evader is fond of a spell before he commits to it, because once it is learned, it cannot be unlearned or replaced. To learn a spell, the natural evader must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a natural evader’s spell is 10 + the spell level + the Wisdom modifier. Like other spellcasters, a natural evader can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Natural Evader. In addition, he receives bonus spells per day if he has a high Wisdom score.


Light Mist:

At 1st level, a natural evader is able to use a standard action to create a thin veil of mist that surrounds the caster once per day. The mist obscures all sight, including darkvision, beyond 20 feet. A creature within 20 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

For every three levels the character advances past 1st level in the prestige class, the mist he creates gains a 20 foot radius increase. (20 foot radius at 1st level, 40 foot radius at 4th level, 60 at 7th level, 80 at 10th level).

Wind Burst:

At 2nd level, a natural evader gains the ability to use a full round action to create a burst of wind emanating from one of the caster’s arms or legs. The burst is highly concentrated and wind speeds average 60 miles per hour with a reach of 60 feet. The burst can either be used to quickly move oneself 1d4x10 in a straight line or push back other creatures.

A Tiny or smaller creature is knocked back 1d6x10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet. Small creatures are knocked back 1d4x10 feet by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are knocked back 1d4x5 feet by the force of the wind, or if flying are blown back 1d6x5 feet. Large creatures are unable to move forward against the force of the wind, or if flying are blown back 1d4x5 feet. Larger creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its range.

Evasion:

At 3rd level, a natural evader can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing medium, light, or no armor. A helpless natural evader does not gain the use of evasion.

Uncanny Dodge:

At 4th level, a natural evader can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Nondetection:

At 5th level, a natural evader becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the natural envader, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the natural evader level.

Earth Burst:

At 6th level, a natural evader gains the ability to use a full round action to create a burst of earth emanating from one of the caster’s feet. The burst is highly concentrated that disrupts the natural earth in a straight line 80 feet long and can knock opponents off their feet (Reflex save DC is 10+ natural evader level). The burst can either be used to quickly move oneself 1d6x10 in a straight line or push back other creatures. Small creatures and smaller are knocked back 1d6x10 feet Medium creatures are knocked back 1d4x10 feet Large creatures are knocked back 1d4x5 feet Larger creatures may move normally within a earth burst effect. An earth burst can’t move a creature beyond the limit of its range.

Tree Jump:

At 7th level, a natural evader gains the ability to enter trees and move from inside one tree to inside another tree as a full round action. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range of 1,000 feet.

You may move into a tree up to 3 times per day. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you cannot stay in the trees for more than a total of 6 hours in a 24 hour period. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

Improved Camouflage:

At 8th level, a natural evader can use the Hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment, even while being observed.

Wind Form:

At 9th level, once per day you can alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed, for 3 hours. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like. For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the effect is about to wear off.

Dimension Jump:

At 10th level, you can instantly transfer yourself from your current location to any other spot within range to which you have line of sight as a full round action. You can bring along possessions that amount to as much as a medium load, including willing living creatures that weigh as much as 60 pounds. Movement caused by the use of dimension jump does not provoke attacks of opportunity. If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see the power simply fails to function.

Spells[edit]

0-LEVEL Natural Evader Spells:

Create Water: Creates 2 gallons/level of pure water.

Cure Minor Wounds: Cures 1 point of damage.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Guidance: +1 on one attack roll, saving throw, or skill check.

Know Direction: You discern north.

Light: Object shines like a torch.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 bonus on saving throws.

Virtue: Subject gains 1 temporary hp.


1ST-LEVEL Natural Evader Spells:

Calm Animals: Calms (2d4 + level) HD of animals.

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius.

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Jump checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Pass without Trace: One subject/level leaves no tracks.


2ND-LEVEL Natural Evader Spells:

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Speak with Plants: You can talk to normal plants and plant creatures.

Spider Climb: Grants ability to walk on walls and ceilings.

Tree Shape: You look exactly like a tree for 1 hour/level.


3RD-LEVEL Natural Evader Spells:

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).

Freedom of Movement: Subject moves normally despite impediments.

Meld into Stone: You and your gear merge with stone.

Plant Growth: Grows vegetation, improves crops.

Quench: Extinguishes nonmagical fires or one magic item.

Remove Disease: Cures all diseases affecting subject.

Sleet Storm: Hampers vision and movement.

Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.


4TH-LEVEL Natural Evader Spells:

Antiplant Shell: Keeps animated plants at bay.

Command Plants: Sway the actions of one or more plant creatures.

Commune with Nature: Learn about terrain for 1 mile/level.

Control Water: Raises or lowers bodies of water.

Control Winds: Change wind direction and speed.

Spike Stones: Creatures in area take 1d8 damage, may be slowed.


Campaign Information[edit]

Playing a natural evader[edit]

Combat: Natural evaders do not go looking for battle, but when they are in battle, they leave their foes looking for them. A natural evader can use nature to hide oneself, and also to put distance between himself and his opponents.


NPC Reactions: NPCs often treat natural evaders with respect, but little is known about them. They seldom use their powers, so rumors often spread exaggerating their abilities, and inferring about others.



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