Author Topic: Naturalist [3.5 Base]  (Read 365 times)

FireInTheSky

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Naturalist [3.5 Base]
« on: June 18, 2017, 09:48:23 AM »
NATURALIST

Picture Credit: satiiiva (deviantart)
   
I speak for the trees, for the trees have no tongues.
          -The Lorax, an early Naturalist

A Naturalist seeks to protect and preserve nature, speaking for that which has no other voice.

MAKING A NATURALIST
Abilities: Charisma is important for a Naturalist to be able to convince others to help his cause, Dexterity will help him hit things with his Naturalize, and a high Constitution will help keep him alive.
Races: Humans, Half-elves, Elves, and Halflings are the most common Naturalists, though any race that cherishes nature will have its own share.
Alignment: Any non-evil.
Starting Gold: As Ranger.
Starting Age: As Ranger.

Class Skills
The Naturalist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (any)(Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, Nature)(Int), Listen (Wis), Profession (any)(Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + IntMod)x4
Skill Points at Each Additional Level: 6 + IntMod

Table: NaturalistHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Invocations (Seedling), Naturalize, Nature Sense
Wild Empathy, Woodland Stride
Animal Companion
Resist Nature's Lure +3
Aspect of Nature
Invocations (Annual)
Lesser Elemental Arbiter, Trackless Step
Graft I, Greater Woodland Stride
Resist Nature's Lure +6
Aspect of Nature
Invocations (Biennial)
Natural Stride
Greater Elemental Arbiter
Graft II, Greater Wild Empathy
Aspect of Nature
Invocations (Perennial)
Share Aspect
Resist Nature's Lure (Immune)
Perfect Elemental Arbiter
Aspect of Nature, Graft III

Naturalize
Damage
1d6
1d6
2d6
2d6
3d6
3d6
4d6
4d6
5d6
5d6
6d6
6d6
7d6
7d6
8d6
8d6
9d6
9d6
10d6
10d6

Invocations
Known
2
3
3
4
4
5
6
6
7
7
8
9
9
10
10
11
12
12
13
13
Topiary &
Natural
Essences
0
0
1
1
2
2
2
3
3
4
4
4
5
5
6
6
6
7
7
8

Weapon and Armor Proficiencies: Naturalists are proficient with all simple weapons, and with the greatclub, handaxe, net, scythe, and whip. They are also proficient with light armor and with shields, but not tower shields. There is no prohibition against Naturalists using metal weapons and armor.

Bonus Languages: A naturalist’s bonus language options include Sylvan, in addition to the bonus languages available because of race. A naturalist also knows Druidic, a secret language known only to druids and other naturalists, which he learns upon becoming a 1st-level naturalist. Druidic is a free language for a naturalist; that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Naturalists are forbidden to teach this language to anyone other than druids or naturalists. Druidic has its own alphabet.

Invocations: A naturalist does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to call forth and affect nature around him. A naturalist can use any invocation he knows at will, with the following qualifications.

A naturalist's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A naturalist is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A naturalist can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A naturalist's invocations are subject to spell resistance unless an invocation specifically states otherwise. A naturalist's caster level with his invocations are equal to his naturalist level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the naturalist's Charisma modifier. Since spell-like abilities are not actually spells, a naturalist cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.

The four grades of invocations, in order of their relative power, are seedling, annual, biennial, and perennial. A naturalist begins with knowledge of two invocations, which must be of the lowest grade (seedling). As a naturalist gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a naturalist gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.

Naturalize (Su): The first ability a naturalist learns is his naturalize, causing rampant growths in and on the body of his target. Naturalize is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after.

As a supernatural ability, naturalize is not subject to spell resistance. However, applying a Natural Essence or Topiary turns this into a spell-like abilitiy, in which case Naturalize is the equivalent of a spell whose level is equal to one-half the naturalist's class level rounded up. Metamagic feats cannot improve a naturalist's naturalize (because it is a supernatural  ability and not a spell). However, the feat Ability Focus (naturalize) increases the DC for all saving throws (if any) associated with a naturalist's naturalize by 2. If a naturalist's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with naturalize; however, some topiary invocations or natural essences can only be used as standard actions. See the natural essence and topiary sections for details.

Natural Essences and Topiary: A naturalist learns some invocations that can modify his naturalize, affecting the area and manifestation of growth. Those that change the manifestation are natural essences, and those that alter the area are topiary. A naturalist can apply up to one natural essence he knows and one topiary he knows to each use of naturalize; doing so is part of the same action as the naturalize. Natural essences and topiary are discussed in more detail below. The naturalist learns natural essences and topiary at the indicated levels in the table above. These invocations cannot be changed at higher levels like other invocations.

Nature Sense (Ex): A naturalist gains a bonus to Knowledge: Nature and Survival checks equal to +1 for every 3 naturalist levels he has.

Wild Empathy (Ex): A naturalist of 2nd level learns how to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The naturalist rolls 1d20 and adds his naturalist level and his Charisma modifier 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 naturalist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Woodland Stride (Ex): Starting at 2nd level, a naturalist 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 have been magically manipulated to impede motion still affect him.

Animal Companion: Beginning at third level, the naturalist acquires an animal companion, as a Druid of his level-2. Instead of sharing spells, he may share Invocations with his animal companion.

Resist Nature's Lure (Ex): Starting at 4th level, a naturalist gains a +3 bonus to saves against the spell-like abilities of fey and plants. At 9th level, this bonus improves to +6. At 18th level, naturalists are immune to the spell-like abilities of both fey and plants.

Aspect of Nature (Su): Beginning at 5th level, a naturalist begins to physically express the nature he is speaking for. He learns one of the following Aspects of Nature: Aquatic, Poison, Scent, Speed, or Tooth & Claw. He may activate or deactivate this ability as a swift action, and may have it active for a total number of hours per day equal to his Charisma modifier.
  At 10th level, he learns another Aspect from the following list: Agility, Endurance, Flight, Vigor, or another from the previous list. Switching between different known Aspects is also a Swift action, but the total time Aspects are active may still not exceed ChaMod hours per day.
  At 15th level, he learns another Aspect from the following list: Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, or another from previous lists. While in an Elemental Aspect, the Naturalist may not use any Invocations or his Naturalize ability.
  At 20th level, the Naturalist learns one more Aspect from any of the previous lists, and may have two Aspects active simultaneously. In addition, there is no longer a limit to the amount of time he may spend with Aspects active.

Lesser Elemental Arbiter (Su): A Naturalist of 7th level begins learning how to restore balance to nature thrown off kilter by magic. As a standard action once per encounter per 3 Naturalist levels, he may attempt to suppress a magical effect of 3rd level or lower within close range (25' + 5' for every 2 Naturalist levels). If he succeeds on a caster level check (1d20+Naturalist Level vs. 11+Effect's Caster Level), the effect is suppressed for 1d4 rounds. The Naturalist also gains a benefit depending on the school of magic suppressed, as shown in the table below, for as long as the effect is suppressed.
  Uses of this ability may also be used to Counterspell. The spell need not be identified by a Spellcraft check. Instead, the naturalist must make a caster level check, as above. If the check is successful, the spell is countered, and the Naturalist gains a benefit according to the school, for a duration of 1d4 rounds. Only spells of a level that could be affected by this ability can be countered.

SchoolBenefit
AbjurationGain a +1/spell level Deflection bonus to AC
ConjurationImmediately Teleport 10'/spell level in any direction.*
DivinationGain a +1/spell level Insight bonus to Attacks, Saves, and Skill checks
EnchantmentIncrease the save DC of your next Naturalize or Invocation by 1/spell level
EvocationGain Resistance 2/spell level to an energy type of your choice
IllusionGain a miss chance of 5%/spell level
NecromancyGain 5/spell level temporary hit points
TransmutationGain a +1/spell level Enhancement bonus to an ability score of your choice
*This may be used at any point during the duration as a swift action. Additionally, you need not use the entire distance at once, instead breaking it into pieces divisible by 10'.

Trackless Step (Ex): Starting at 7th level, a naturalist leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if he so desires.

Graft (Ex): Over time, a Naturalist's body changes to become more like the nature he is protecting.
  • I: At 8th level, the naturalist gains low-light vision, immunity to all [Charm], [Compulsion], and sleep effects, and has a 25% chance of negating critical hits.
  • II: At 14th level, the naturalist gains immunity to all [Pattern] effects, poison, and paralysis, and has a 75% chance of negating critical hits.
  • III: At 20th level, the naturalist's transformation is complete. He is considered to have the Plant type whenever it would be beneficial. In addition, he gains immunity to all [Phantasm] effects, negative morale effects, polymorph, and stunning, and is not subject to critical hits. Finally, the naturalist no longer needs to sleep.
Greater Woodland Stride (Ex): Starting at 8th level, a naturalist may move without damage or impairment through thorns, briars, or other overgrown areas that have been magically manipulated to impede motion.

Natural Stride (Ex): Starting at 12th level, a naturalist may move through any sort of natural terrain (including, for example, snowy, icy, or rocky; not just wooded) - even if it is difficult or magically manipulated to impede - without taking damage or suffering other impairment.

Greater Elemental Arbiter (Su): As Lesser Elemental Arbiter, except that effects of 4th-6th level are suppressed, effects of 3rd level or lower are dispelled, and the range increases to medium (100' + 10' per Naturalist level). Benefits from effects that are dispelled last for the rest of the encounter. The naturalist may choose to suppress an effect instead of dispelling it, in which case the effect is suppressed for 4 rounds.

Greater Wild Empathy (Ex): Starting at 14th level, a naturalist can also use his Wild Empathy ability to influence Magical Beasts and Plants, with no penalty.

Share Aspect (Su): At 17th level, all allies within 30' of the Naturalist may choose to gain the benefit of whichever Aspect of Nature the Naturalist currently has active. They only gain this benefit while within the radius, but may choose to have it affect them or not as a swift action.

Perfect Elemental Arbiter (Su): As Lesser Elemental Arbiter, except that effects of 7th-9th level are suppressed, effects of 6th level or lower are dispelled, and the range increases to long (400' + 40' per Naturalist level). The naturalist may choose to suppress an effect instead of dispelling it, in which case the effect is suppressed for 4 rounds.
« Last Edit: June 27, 2017, 10:58:48 PM by FireInTheSky »

FireInTheSky

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Re: Naturalist [3.5 Base]
« Reply #1 on: June 18, 2017, 09:49:10 AM »
Invocations

Naturalists choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a naturalist's arcane repertoire is even more limited, and his invocations are spell-like abilities, not spells.

In addition to its grade (seedling, annual, biennial, perennial), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. The level equivalent for each invocation is given in its description.  A naturalist can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

Notes:
  • If an invocation says "works as both [spell] and [spell]," choose which spell is being emulated at the time of invoking.
  • If an invocation produces permanent physical material, such material disappears after a number of hours equal to the naturalist's caster level.

Natural Essences
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Topiary
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Seedling Invocations
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Annual Invocations
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Biennial Invocations
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Perennial Invocations
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New Invocation Descriptions
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FireInTheSky

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Re: Naturalist [3.5 Base]
« Reply #2 on: June 18, 2017, 09:49:50 AM »
Alternate Class Features
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Feats
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Naturalists and Prestige Classes
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(click to show/hide)
« Last Edit: June 27, 2017, 11:01:04 PM by FireInTheSky »

sirpercival

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Re: Naturalist [3.5 Base]
« Reply #3 on: June 27, 2017, 01:03:55 PM »
Feat, item, or something else which lets you apply your Naturalize damage as a bonus to natural attacks (in some iteration)? Maybe a feat, to make it kinda like Arcane Strike?

Also, what about a class variant which gives you stripped-down Green Man meldshaping in exchange for Aspects and/or Elemental Arbiter?

Garryl

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Re: Naturalist [3.5 Base]
« Reply #4 on: June 27, 2017, 09:55:02 PM »
I don't think greater/perfect elemental arbiter should multiply the bonuses for suppressing/dispelling effects. You've already got scaling by applying it from higher-level spells. For example, with perfect elemental arbiter, you would gain a 105% miss chance for dispelling a 7th-level illusion.

Minor nitpick, but elemental arbiter (evocation) should give resistance to an energy type, not an element. The elements are air, earth, fire, and water. The energy types are acid, cold, electricity, fire, and sonic.
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FireInTheSky

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Re: Naturalist [3.5 Base]
« Reply #5 on: June 27, 2017, 10:57:31 PM »
Feat, item, or something else which lets you apply your Naturalize damage as a bonus to natural attacks (in some iteration)? Maybe a feat, to make it kinda like Arcane Strike?
Isn't this what Topiary do?

Quote
Also, what about a class variant which gives you stripped-down Green Man meldshaping in exchange for Aspects and/or Elemental Arbiter?
I never really got into how Meldshaping works. If you want to write something up, I'd be more than happy to include it.

I don't think greater/perfect elemental arbiter should multiply the bonuses for suppressing/dispelling effects. You've already got scaling by applying it from higher-level spells. For example, with perfect elemental arbiter, you would gain a 105% miss chance for dispelling a 7th-level illusion.
Yeah, but who doesn't want a 105% miss-chance??

...okay fine, I'll get rid of the multiplication. :P

Quote
Minor nitpick, but elemental arbiter (evocation) should give resistance to an energy type, not an element. The elements are air, earth, fire, and water. The energy types are acid, cold, electricity, fire, and sonic.
Good point. Fixed.

sirpercival

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Re: Naturalist [3.5 Base]
« Reply #6 on: June 28, 2017, 06:55:18 AM »
Feat, item, or something else which lets you apply your Naturalize damage as a bonus to natural attacks (in some iteration)? Maybe a feat, to make it kinda like Arcane Strike?
Isn't this what Topiary do?
The only Topiary that comes close is Bear, which makes you do it as a standard action. What about attacks of opportunity, or full attacks? Even if you don't want to do the full naturalize damage on a full attack, something that would let you get, like, +2 damage for each naturalize die or something would be fun.

Quote
Quote
Also, what about a class variant which gives you stripped-down Green Man meldshaping in exchange for Aspects and/or Elemental Arbiter?
I never really got into how Meldshaping works. If you want to write something up, I'd be more than happy to include it.
Sweet. :D