Natural Evader (3.5e Prestige Class)
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|“||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
|Base Attack Bonus:||+3.|
|Race:||Elf, Half-Elf, or Human.|
|Feats:||Dodge and Endurance.|
|Saving Throws||Special||Spells per Day|
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).
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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: To cast a particular spell, you must have an score of at least 10 + the spell's level. Your bonus spells are based on your . Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <!-abbreviated ability--> bonus (if any).
You cast spells as a does. Table: Spells Known, below, details how many spells you can learn at each level. An epic ’s number of spells per day does not increase after 10th level. Choose your spells from the following list:
0— Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Purify Food and Drink, Read Magic, Resistance, Virtue.
1st— Calm Animals, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace.
2nd— Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Resist Energy, Soften Earth and Stone, Speak with Plants, Spider Climb, Tree Shape.
3rd— Air Walk, Freedom of Movement, Meld into Stone, Plant Growth, Quench, Remove Disease, Sleet Storm, Spike Growth, Water Breathing, Wind Wall.
4th— Antiplant Shell, Command Plants, Commune with Nature, Control Water, Control Winds, Spike Stones.
Playing a natural evader
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.
Natural Evader Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Natural Evader in the Game