Class: Nature Born

Nature Born  (Barbarian/Druid)

Nature born come from all around the world, left in jungles, forests, deserts, and mountains, to fend for themselves since infancy.  For them, there is only rage and killer instinct. Raised by animals, the howl of battle is all these brutal souls know. Savages, hired muscle, masters of primal combat  techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. They know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. Within nature born storms the primal spirit of battle, and woe to those who face their rage.

Role: Nature born excel in combat, possessing the prowess and fortitude to take on foes seemingly far superior to themselves. Their attunement to nature grants them the ability to call on animal companions and a small number of nature based magic.

Hit Die: d12

Nature Born class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: Barbarian

Level

Base Attack Bonus

Spell Points

Special

1st

+1

3

Fast movement, Nature’s Embrace

2nd

+2

5

Rage attack,

3rd

+3

7

Hunter’s Instinct 10%

4th

+4

9

Nature’s blessing

5th

+5

12

Hound’s Sense

6th

+6/+1

15

Rage attack

7th

+7/+2

18

Hunter’s Instinct 15%

8th

+8/+3

21

Nature’s Blessing

9th

+9/+4

25

Hunter’s Instinct 20%

10th

+10/+5

29

Rage attack

11th

+11/+6/+1

33

Greater Rage

12th

+12/+7/+2

38

Nature’s Blessing

13th

+13/+8/+3

43

Tactical Positioning

14th

+14/+9/+4

48

Rage attack

15th

+15/+10/+5

53

Hunter’s Instinct 25%

16th

+16/+11/+6/+1

59

Nature blessing

17th

+17/+12/+7/+2

75

Unstoppable Beast

18th

+18/+13/+8/+3

81

Rage attack

19th

+19/+14/+9/+4

87

Hunter’s blessing 30%

20th

+20/+15/+10/+5

94

Rage attack

 

Fast Movement

A nature born’s land speed is faster than the norm, increased by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a load over half its limit.

Nature’s Embrace

When a nature born is in a terrestrial natural environment (i.e. not indoors, on a ship, or underground) she gains +1 AC and +5 movement.

Hounds Sense

The nature born is capable of hearing and smelling enemies from a distance.  She can concentrate and sense nearby enemies.  Approximate distance is 60′, minus environmental factors.

Rage

A nature born can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at level 2, a nature born can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after level 2, she can rage for 2 additional rounds. This is a free action. The total number of rounds of rage per day is renewed after resting for 8 hours.  While in rage, she gains a +4 Strength, +4 Constitution, and -2 AC. The increase to Constitution grants the nature born 2 hit points per Hit Dice, but these disappear when the rage ends, and are lost first like temporary hit points. A nature born can end her rage as a free action.  When the nature born comes out of the rage state, she is fatigued for twice the number of rounds she want enraged. She cannot walk, fight, or communicate during this time, and loses all Dexterity based AC bonuses

Rage Attacks

As a nature born’s powers increase, she can summon the powers of her wild upbringing to aid her in combat.  Each time she gains a rage attack, she chooses one of the following:

  • Nature Combat:  The nature born’s unarmed combat it treated as if she was armed with a hand-to-hand combat weapon.  Grants 2d8 dmg (1d8 per fist).
  • Hell’s Cradle:  Raised in harsh environments, the nature born gains a resistance to extreme conditions.  These include damage and negative effects from heat, cold, and wind.  Damage is halved and effects are ignored.
  • Improvised Human Weapon:  A nature born can use a dead or unconscious person as an improvised weapon.  They must be able to lift the person to do so.
    • The person is considered a 1d6 blunt weapon with a 30% chance for knockdown.
    • Or, the person can be used as a 10′ ranged weapon for 1d6, and a -2 range attack, with a 30% chance for knockdown.
    • Or, the person can be used as a human shield against ranged attacks, granting +4 AC, but -10 movement.
  •  Wolf’s Howl:  The nature born’s howl shifts all her enemy’s attention to her.  All enemies attack the nature born until they are attacked by someone else.
  • Cat’s Pounce:  The nature born leaps at a target up to 10′ away, with a 50% chance to successfully tackle the target.  If successful, the nature born pushes the target to the ground and makes a +2 dmg melee attack.  The target is -4 AC.
  • Shaman’s Child:  Trained by the primitive tribes of their adopted homelands, the nature born has learned to resist magical influences.  While in the rage state, the nature born takes half rounded down damage from magic attacks and ignores all magical effects.
  • Wild Strikes:  Make a melee attack at -2 attack roll.  If successful, attack that opponent again or another enemy with 10′ with the same attack penalty.  Continue repeating until an attack is missed.

Nature’s Blessings

In tune with their natural environment, the nature born has learned to tap into the power of nature itself.  Each time she gains a nature’s blessing, she chooses one of the following:

  • Gaia’s Insight:  Gain +1 to an attack roll.  1 Spell Point
  • Natural Ally:  The nature born calls upon the aid of an animal during a battle.  The animal summoned is determined by the moderator. The animal returns to the wild once combat ends.  Level 1: 1 Spell Point.  Level 2:  3 Spell points.  Level 3:  7 Spell points.
  • Unseen Foe:  The nature born gains a +4 stealth bonus when moving for 1 round.  If they can find a reasonable hiding place before their movement is over, they are grant complete concealment. 1 Spell Point.
  • Animal Tongue:    The nature born can speak with animals.  As a free action, she can summon a non-combatant animal and gain information from it.  1 Spell Point.
  • Cat’s Grace:  Gain +2 AC, and +4 on Acrobatic, Climb, and Jump skill checks for 1 minute.  2 Spell points.
  • Bear Spirit:  The nature born cannot be knockdown, pushed back, and gains a +2 AC, but -15 movement for 1 minute.  2 Spell points.
  • Dominate Animal:  Stops a combative wild animal from attacking you and your allies.  If the animal is being controlled by a person, you only have a 50% chance of success.  If successful, the animal becomes your ally until combat ends.  3 Spell Points.
  • Gaia’s Kiss:  Heal 1d8+Level HP when in a natural environment.  3 Spell Points.
  • Ripping Claws:  The nature born’s finger nails become claws.  These do 2d6 slashing dmg.  If successful, the target suffers 1 dmg per round until they receive first aid or heal.  3 Spell points.
  • Scrying:  A nature born asks nature itself for guidance.  The moderator must give the player a key piece of information. 3 Spell points.
  • Natural Communion:  When in a natural environment, nature grants the nature born and her allies bonuses, and hinders her foes.  She and her allies within 10′ gain +1 attack and AC bonuses.  Foes within 10′ are -1 attack and AC, and movement is reduce to half.  4 Spell points.
  • Jungle King:  Make a single unarmed strike on an opponent for 4d10 dmg, -2 attack roll.  If the target is killed, all other foes lose their next turn from shock.  6 Spell points.

Hunter’s Instinct

A nature born could be attacked at any time in her home environment.  Because of this, she developed a sixth sense to damage and anticipating attacks.  If an enemy makes a sneak or concealed attack, the nature born has a chance to anticipate the attack and avoid it all together.  This bonus is also granted to traps, poisoned food or drink, and natural hazards.

Greater Rage

When a nature born enters rage, the bonus to her Strength and Constitution increases to +6 and she only suffers a -1 AC.

Tactical Positioning

If the nature born has moved, and then made a successful attack, they can immediately take another movement.

Unstoppable Beast

A nature born is longer fatigued at the end of her rage.