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King/queen of the Wild

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers, page 65, DnD 3.0)


Where nature's fury is at its height, there you'll find the kings and queens of the wild.

Requirements

Feats Required: Endurance, Track

Skills required: Hide 4 ranks, Intuit Direction 4 ranks, Wilderness Lore 8 ranks, Spot 4 ranks, Climb 4 ranks, Climb 4 ranks, Swim 4 ranks, Climb 4 ranks, Move Silently 4 ranks, Swim 4 ranks, Balance 4 ranks, 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

Skillpoints per level: 4 + intelligence modifier.

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.

Class 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 nameUntrained?Key Ability
BalanceYesDEX*
RideYesDEX
JumpYesSTR*
ClimbYesSTR*
CraftYesINT
Handle AnimalNoCHA
HideYesDEX*
ListenYesWIS
Move SilentlyYesDEX*
SpotYesWIS
SwimYesSTR*
Use RopeYesDEX
Intuit DirectionNoWis
Wilderness LoreYesWis