King/queen of the Wild
(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 65)
Where nature's fury is at its height, there you'll find the kings and queens of the wild.
Requirements
Skills: Hide 4 ranks , Intuit Direction 4 ranks , Wilderness Lore 8 ranks , King/Queen of the Desert - Spot 4 ranks , King/Queen of the Forest - Climb 4 ranks , King/Queen of the Hills - Climb 4 ranks , King/Queen of the Marsh - Swim 4 ranks , King/Queen of the Mountain - Climb 4 ranks , King/Queen of the Plains - Move Silently 4 ranks , King/Queen of the Sea - Swim 4 ranks , King/Queen of the Skies - Balance 4 ranks , King/Queen of the Underground - Escape Artist 4 ranks
Base Fortitude Save Bonus: +4.
Special: The character must choose a terrain type (see below) and live in or near such an area.
Hit die
d12
Skill points
4 + Int
Class Features
Weapon and Armor Proficiency: Kings and queens of the wild gain proficiency with simple weapons and light armor.
Terrain Skill Bonuses: At 1st level, a king or queen of the wild gains a +2 insight bonus on both Wilderness Lore checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain.
Endure Elements (Ex): The king or queen of the wild can ignore some damage from the element associated with the chosen terrain type (see Terrain-Dependent Features, below) as though under a permanent endure elements effect. At 2nd level, the character ignores the first 5 points of damage from that element. (The terrain elements correspond to the five energy types: acid, cold, electricity, fire, and sonic.) This amount increases by an additional +5 at 5th, 8th, and 10th level.
Terrain Movement (Ex): At 2nd level, if the chosen terrain is land-based, the king or queen of the wild can move overland through it as if it were plains. A king of the sea or a queen of the marsh swims along the surface of water at one-half his or her land speed.
Attack Native Creatures (Ex): The king or queen of the wild gains a competence bonus on attack rolls against any creature that has the character's chosen terrain listed in the Climate/Terrain section of its statistics. (In the case of a king or queen of the skies, this means any naturally flying creature who lives outdoors.) A creature with a listing of "Any land" does not trigger these bonuses. This bonus is +1 at 3rd level, and it increases by +1 for every two king/queen of the wild levels the character gains thereafter.
Terrain Camouflage (Ex): At 3rd level, kings and queens of the wild may use the raw materials of their chosen terrains to conceal their presence from others. This full-round action grants a character a +10 competence bonus on Hide checks in the chosen terrain.
Bonus Feat: At 4th and 8th level, a king or queen of the wild may choose a bonus feat from the list for his or her terrain type (see below). This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats.
Detect Animals and Plants (Sp): At 6th level, the character can use detect animals or plants within the chosen terrain as a druid of his or her king/queen of the wild level. This ability is usable three times a day.
Adaptation (Su): At 7th level, the character can function as if wearing a necklace of adaptation for a total of up to 30 minutes per day.
Freedom of Movement (Su): At 10th level, the king/queen of the wild can function as if under the influence of a freedom of movement spell tor up to 30 minutes. This ability is usable once per day.
Terrain-Dependent Features
Each of the nine prestige classes derived from king/queen of the wild has different features depending on the terrain type chosen.
King/Queen of the Desert
Terrain Type: Desert.
Terrain Element: Fire.
Bonus Feats: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness.
King/Queen of the Forest
Terrain Type: Forest.
Terrain Element: Fire.
Bonus Feats: Alertness, Brachiation, Point Blank Shot, Run, Skill Focus (Climb).
King/Queen of the Hills
Terrain Type: Hills.
Terrain Element: Cold.
Bonus Feats: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness.
King/Queen of the Marsh
Terrain Type: Marsh.
Terrain Element: Acid.
Bonus Feats: Alertness, Blind-Fight, Great Fortitude, Skill Focus (Swim), Toughness.
King/Queen of the Mountain
Terrain Type: Mountains.
Terrain Element: Cold.
Bonus Feats: Alertness, Great Fortitude, Jump. Skill Focus (Climb), Toughness.
King/Queen of the Plains
Terrain Type: Plains.
Terrain Element: Electricity.
Bonus Feats: Alertness, Far Shot, Point-Blank Shot, Run, Skill Focus (Move Silently).
King/Queen of the Sea
Terrain Type: Aquatic.
Terrain Element: Cold.
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (net), Silent Spell, Skill Focus (Swim).
King/Queen of the Skies
Terrain Type: Air.
Terrain Element: Electricity.
Bonus Feats: Flyby Attack, Hover, Skill Focus (Balance), Snatch, Wingover.
King/Queen of the Underground
Terrain Type: Underground.
Terrain Element: Sonic.
Bonus Feats: Alertness, Blind-Fight, Extra Turning, Great Fortitude, Toughness.
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +0 | +2 | Terrain skill bonuses |
2nd | +2 | +3 | +0 | +3 | Endure elements 5, terrain movement |
3rd | +3 | +3 | +1 | +3 | Attack native creatures +1, terrain camouflage |
4th | +4 | +4 | +1 | +4 | Bonus feat |
5th | +5 | +4 | +1 | +4 | Attack native creatures+2, endure elements 10 |
6th | +6 | +5 | +2 | +5 | Detect animals or plants |
7th | +7 | +5 | +2 | +5 | Adaptation, attack native creatures +3 |
8th | +8 | +6 | +2 | +6 | Bonus feat, endure elements 15 |
9th | +9 | +6 | +3 | +6 | Attack native creatures +4 |
10th | +10 | +7 | +3 | +7 | Endure elements 20, freedom of movement |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Balance | DEX | ||
Climb | STR | ||
Craft | INT | ||
Handle Animal | CHA | ||
Hide | DEX | ||
Intuit Direction | Wis | ||
Jump | STR | ||
Listen | WIS | ||
Move Silently | DEX | ||
Ride | DEX | ||
Spot | WIS | ||
Swim | STR | ||
Use Rope | DEX | ||
Wilderness Lore | Wis |