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The Saving Throw
Dungeons and Dragons, 3.5 Edition Sept. 13, 2006
Prestige Classes for your enjoyment.

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Master of the Lands
contributed by Nostrum

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells
1st +0 +2 +0 +2 Geomancy, Trap Sense +1 +1 level of existing Divine spellcasting class
2nd +1 +3 +0 +3 Hazard Awareness +1 level of existing Divine spellcasting class
3rd +2 +3 +1 +3 Trap finding, Trap sense +2 +1 level of existing Divine spellcasting class
4th +3 +4 +1 +4   +1 level of existing Divine spellcasting class
5th +3 +4 +1 +4 Any weather, Trap sense +3 +1 level of existing Divine spellcasting class
6th +4 +5 +2 +5 Commune with Nature +1 level of existing Divine spellcasting class
7th +5 +5 +2 +5 Improved woodland stride, Trap sense +4 +1 level of existing Divine spellcasting class
8th +6 +6 +2 +6   +1 level of existing Divine spellcasting class
9th +6 +6 +3 +6 Trap sense +5 +1 level of existing Divine spellcasting class
10th +7 +7 +2 +7 Any ground, Manipulate terrain +1 level of existing Divine spellcasting class
Hit Die: d8

Requirements
Skills: Disable Device (5 ranks), Knowledge (Geography) (10 ranks), Knowledge (Nature) (10 ranks)
Spells: Able to cast 3rd-level divine spells.
Special: Able to spontaneously cast “Summon Nature's Ally”, Woodland Stride.

Class Skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill points at each level: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: Masters of the Lands are proficient with the following weapons: battle axe, falchion, flail, greataxe, greatclub, handaxe, heavy flail, heavy mace, light hammer, light mace, light pick, longbow, longsword, morningstar, shortsword, shortbow, and throwing axe.

Spells per Day: When a new Master of the Lands level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Master of the Lands, he must decide to which class he adds the new level for purposes of determining spells per day.

Geomancy (Sp): A Master of the Lands is attuned to the energies surrounding nature, as her spellcasting ability is tied to said understanding. Their connection to said energy allows them to exchange the stored spell energies with the brimming energy of the land she is stepping.

A Master of the Lands can channel stored spell energy into spells that she hasn't prepared ahead of time. She can “lose” a prepared spell (as if spontaneously casting Summon Nature's Ally) in order to cast a spell of the same level or lower, based upon the land she steps. For example, a Master of the Lands may “lose” a 1st level spell while on a marsh, bog or swamp to cast Entangle.

Hazard Awareness (Su): A Master of the Lands is aware of natural hazards nearby, even within darkness. At 2nd level, a Master of the Lands within 10 feet of a natural hazard (a quicksand, for example), is entitled to a Search check as if she were actively searching for it (if needed). This skill works even if the senses of the Master of the Lands are affected, but it does not work on an antimagic field or dead-magic zone.

Trap Sense (Ex): At 1st level, a Master of the Lands gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Master of the Lands reaches 3th level, to +3 when she reaches 5th level, to +4 when she reaches 7th level, and to +5 at 9th level.

Trap Finding (Ex): Masters of the lands can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Masters of the lands can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Master of the Lands who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Any Weather (Ex): Starting at 5th level, a Master of the Lands can withstand the effects of temperature. She is affected as if cast with an Endure Elements spell.

Commune with Nature (Sp): At 6th level, a Master of the Lands can use Commune with Nature at will, as a spell-like ability, as a druid of a caster level equal to the Master of the Lands' druid level plus her class level.

Improved Woodland Stride (Ex): At 7th level, a Master of the Lands can move at her normal speed on magically impeded terrain. She suffers no damage or impediment from said terrain.

Any Ground (Su): At 10th level, a Master of the Lands can move anywhere, fearless of natural hazards. She may walk over naturally within most natural hazards (quicksand, lava), and ignore the height of some pits and water (up to 10 ft.). Magically produced natural hazards, or deep holes still affect the Master of the Lands.

Manipulate Terrain (Sp): At 10th level, the Master of the Lands is expected to have enough knowledge of nature and has tapped energies of many terrains. Because of this, she is capable of extracting aspects from a completely different terrain, and transmutate the surroundings for a limited amount of time. For 1 minute, a Master of the Lands is capable of changing an area of 20 ft. radius into an entirely different environment (for example: lava changing into ice or into a patch of soil and grass). During the amount of time, the new environment is not affected by the surroundings, and acts exactly as the real environment (even to the point of using geomancy with it). This ability can be used a number of times per day equal to 3 + Wis modifier.
(Special thanks to Mastermune for inspiring this idea.)


Geomancy

A Master of the Lands is capable of replacing a spell she has memorized for a spell attuned to the place she is. The following is a list of the environments, and the spells that can be replaced with while standing on the said environment. A Master of the Lands can extract from different environments if these somehow coexist. (The DM is well-advised to add spells from other books or remove spells from this list as he/she sees fit.)


 Forest
  1. Entangle, Faerie Fire, Goodberry
  2. Barkskin, Tree Shape, Warp Wood, Wood Shape
  3. Diminish Plants, Plant Growth, Quench, Speak With Plants, Spike Growth
  4. Antiplant Shell, Command Plants
  5. Tree Stride, Wall of Thorn
  6. Fire Seeds, Ironwood, Liveoak, Repel Wood, Transport via Plants
  7. Animate Plants, Transmute Metal to Wood
  8. Control Plants
  9. Shambler

 Desert
  1. Fist of Stone, Foundation of Stone, Hail of Stone, Magic Stone, Sandblast
  2. Earthbind*, Earthfast*, Earth Lock*, Earthen Grace*, Earthen Grasp*, Soften Earth and Stone
  3. Dehydrate*, Eradicate Earth*, Giant's Wrath*, Meld into Stone, Spike Growth, Stone Shape, Stony Grasp
  4. Spike Stones*, Stone Sphere
  5. Stone Shape, Greater*, Stoneskin, Wall Of Sand
  6. Blight, Move Earth, Stonehold*,Stone Tell, Wall Of Stone
  7. Master Earth*, Maw Of Stone*, Sunbeam
  8. Earthquake, Repel Metal Or Stone*, Sunburst, Whirlwind
  9. Imprisonment, Horrid Wilting

 Swamp/Marsh
  1. Entangle, Obscuring Mist, Pass Without Trace
  2. Fog Cloud, Soften Earth and Stone, Summon Swarm
  3. Contagion, Diminish Plants, Plant Growth, Poison, Snare, Water Breathing
  4. Antiplant Shell, Blight, Command Plants, Contagious Fog, Control Water, Giant Vermin
  5. Evard's Black Tentacles, Insect Plague, Solid Fog, Transmute Mud To Rock, Wall Of Thorns
  6. Acid Fog, Antilife Shell
  7. Animate Plants, Creeping Doom, Swamp Lung*, Transmute Metal To Wood
  8. Control Plants, Horrid Wilting
  9. Imprisonment, Shambler

 Plains
  1. Create Water, Light
  2. Deep Breath*, Goodberry, Updraft*
  3. Binding Winds*, Master Air*, Gust Of Wind, Lightning Bolt, Soften Earth and Stone, Web, Wings of Air*, Whispering Wind*
  4. Call Lightning, Capricious Zephyr*, Daylight, Diminish Plants, Downdraft*, Plant Growth, Sleet Storm, Wind Wall
  5. Air Walk, Blight, Command Plants, Eye Of The Hurricane*, Ice Storm, Wings Of Air, Greater*
  6. Call Lightning Storm, Control Winds, Cyclonic Blast*, Defenestrating Sphere*, Transmute Mud to Rock, Transmute Rock to Mud
  7. Chain Lightning, Find The Path, Move Earth, Stone Tell
  8. Animate Plants, Control Weather, Storm Tower*, Sunbeam, Wind Walk
  9. Control Plants, Earthquake, Sunburst, Whirlwind
  10. Storm of Vengeance, Whirlwind, Greater*

 Near Water/Underwater
  1. Acid Splash, Create Water
  2. Animate Water*, Cloudburst*
  3. Swim*
  4. Dehydrate, Quench, Rust Ray*, Water Breathing, Water Walk
  5. Control Water, Rushing Waters*, Rusting Grasp, Swim, Mass*, Wall Of Water*
  6. Drown*, Extract Water Elemental*, Tidal Surge*
  7. Blood to Water*, Control Weather, Submerge Ship*, Waterspout*
  8. Horrid Wilting, Maelstrom*, Red Tide*
  9. Drown, Mass*, Storm of Vengeance, Tsunami*

 Mountain/Cave
  1. Fist of Stone*, Foundation of Stone*, Hail of Stone*, Magic Stone
  2. Earthbind*, Earthfast*, Earth Lock*, Earthen Grace*, Earthen Grasp*, Mountain Stance*, Soften Earth and Stone
  3. Eradicate Earth*, Giant’S Wrath*, Meld into Stone, Stone Shape, Stony Grasp*
  4. Spike Stones*, Stone Sphere*, Sudden Stalagmite*
  5. Stone Shape, Greater*, Stoneskin, Transmute Rock to Mud
  6. Move Earth, Stonehold*, Tunnel Swallow, Wall of Stone
  7. Master Earth, Maw Of Stone*
  8. Earthquake, Iron Body, Master Earth*, Repel Metal or Stone*
  9. Imprisonment, Transmute Rock to Lava, Undermaster*

 Ice/Glacier
  1. Ray of Frost
  2. Cold Fire*, Ice Dagger*, Ice Gauntlet*, Orb of Cold, Lesser*, Winter Chill*
  3. Chill Metal, Creeping Cold*, Frost Breath, Ice Knife*, Ray of Ice*, Snowball Swarm*, Winter's Embrace*
  4. Corona of Cold*, Ice Axe*, Hailstones*, Hypothermia*, Sleet Storm
  5. Creeping Cold, Greater, Fire Shield, Ice Storm, Orb of Cold
  6. Anticold Sphere*, Cold Snap*, Ice Flowers*, Fire Shield, Mass*, Mantle Of The Icy Soul*, Wall of Ice
  7. Animate Snow, Cone of Cold, Freeze, Freezing Fog, Freezing Sphere
  8. Ice Claw*
  9. Field of Icy Razors, Heat Drain*, Polar Ray
  10. Obedient Avalanche*

 Volcano/Lava/Fire
  1. Animate Fire*, Produce Flame
  2. Blades of Fire*, Burning Hands, Orb of Fire, Lesser*, Raging Flame*, Slow Burn*
  3. Body of the Sun*, Burning Sword*, Combust*, Fireburst*, Fire Shuriken*, Fire Trap*, Flame Blade, Flame Dagger*, Flaming Sphere, Heartfire*, Scorch*, Scorching Ray
  4. Darkfire*, Fireball, Flame Arrow, Flame Wings*, Flashburst*, Quillfire*
  5. Blast of Flame*, Explosive Cascade*, Fire Shield, Fire Stride*, Flame Strike, Metal Melt*, Orb of Fire*
  6. Blistering Radiance*, Earth Reaver*, Fire Shield, Mass*, Firebrand*, Fireburst, Greater*, Fireward*, Inferno*, Shroud of Flame*, Wall Of Fire
  7. Fire Seeds, Fires of Purity*, Fire Spiders*
  8. Delayed Blast Fireball, Emerald Flame Fist*, Fire Storm
  9. Incendiary Cloud
  10. Meteor Swarm, Transmute Rock to Lava*

 City/Civilization
  1. Caltrops*, Guidance, Know Direction, Mending, Open/Close, Repair Minor Damage*
  2. Detect Secret Doors, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Repair Light Damage*, Sanctuary
  3. Knock, Make Whole, Misdirection, Pyrotechnics, Repair Moderate Damage*, Soften Earth and Stone, Summon Swarm, Wood Shape
  4. Bands of Steel*, Create Food and Water, Leomund’S Tiny Hut, Locate Object, Meld With Stone, Repair Serious Damage*, Rust Ray*, Snare, Stone Shape
  5. Giant Vermin, Leomund's Secure Shelter, Locate Creature, Nondetection, Repair Critical Damage, Repel Vermin, Rusting Grasp, Stone Shape
  6. Dream, Fabricate, Insect Plague, Major Creation, Mislead, Stone Shape, Greater*
  7. Analyze Dweomer, Animate Objects, Control Water, Find the Path, Legend Lore, Move Earth, Stone Tell, Wall of Stone
  8. Control Weather, Creeping Doom, Repulsion, Statue, Transmute Metal to Wood, Vision
  9. Discern Location, Earthquake, Phantasmal Thief*, Reverse Gravity
  10. Antipathy, Freedom, Imprisonment, Storm of Vengeance, Sympathy
* Spells marked with an asterisk appear in the Spell Compendium book.



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