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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

Feats: Endurance , Track

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 no yes
Climb STR no yes
Craft INT no no
Handle Animal CHA yes no
Hide DEX no yes
Intuit Direction Wis yes no
Jump STR no yes
Listen WIS no no
Move Silently DEX no yes
Ride DEX no no
Spot WIS no no
Swim STR no yes
Use Rope DEX no no
Wilderness Lore Wis no no

Spells for King/queen of the Wild

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