Terrain Patriarch (Cleric/Ranger)

Terrain patriarchs are the masters of the natural realms, bestowed with divinely invested power to serve as guardians and protectors of wildlife. A terrain patriarch is a staunch opponent of everything that ravages or destroys the natural regions of the world. Whether it is creatures, organizations, or greater powers, the terrain patriarch will protect her homeland terrain through whatever means necessary and hunt down those who seek to destroy it.


Primary Class: Cleric.

Secondary Class: Ranger.

Alignment: A terrain patriarch’s alignment must be within one step of her

deity's, along either the law/chaos axis or the good/evil axis.

Hit Dice: d8.

Bonus Skills and Ranks: The terrain patriarch may select six ranger skills to add to his class skills in addition to the normal cleric class skills. The terrain patriarch gains a number of ranks at each level equal to 4 + Int modifier.


Table: Terrain Patriarch

Weapon and Armor Proficiency

The terrain patriarch is proficient with all simple and martial weapons, plus her deity’s favored weapon. The terrain patriarch is proficient with light armor, medium armor, and with shields (except tower).


Spellcasting

The terrain patriarch casts divine spells drawn from the cleric and ranger spell lists. Only cleric spells of 6th level and lower and ranger spells are considered to be part of the terrain patriarch spell list. If a spell appears on both the cleric and ranger spell lists, the terrain patriarch uses the lower of the two spell levels listed for the spell. For instance, cure serious wounds is a 3rd-level cleric spell and a 4th-level ranger spell, making it a 3rd-level terrain patriarch spell. Likewise, detect poison is a 0-level cleric spell and a 2nd-level ranger spell, making it a 0-level terrain patriarch spell.


The terrain patriarch removes all summon monster spells from her spell list, and adds the following cleric spells to her spell list at the indicated spell levels: 


1st–summon nature’s ally I

2nd–summon nature’s ally II

3rd–summon nature’s ally IV

4th–summon nature’s ally V

5th–summon nature’s ally VII

6th–blasphemy, destruction, dictum, holy word, restoration (greater), resurrection, summon nature’s ally VIII, word of chaos


A terrain patriarch cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher (but see above). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A terrain patriarch must choose and prepare her spells in advance.


To prepare or cast a spell, a terrain patriarch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a terrain patriarch's spell is 10 + the spell level + the terrain patriarch's Wisdom modifier.


Like other spellcasters, a terrain patriarch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Terrain Patriarch. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).


Terrain patriarchs meditate or pray for their spells. Each terrain patriarch must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a terrain patriarch can prepare spells. A terrain patriarch may prepare and cast any spell on the terrain patriarch spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.


Channel Energy (Su)

This is exactly like the cleric ability of the same name, except that the amount of damage dealt or healed by the terrain patriarch is equal to 1d6 points of damage at 1st level plus 1d6 points of damage for every three terrain patriarch levels beyond 1st, to a maximum of 7d6 at 19th level.


Domains

This is exactly like the cleric ability of the same name, except that the terrain patriarch may select only one domain. This domain must be selected from the Animal or Plant domain, or one of the Terrain domains (including the new Forest domain). These domains supersede any domains the terrain patriarch’s deity normally grants access to.


Favored Realm (Ex)

At 1st level, the terrain patriarch is an unwavering defender and protector of his homeland realm. As such, the terrain patriarch gains the ranger’s favored terrain ability, except that the terrain patriarch may select only one type of terrain from Table: Ranger Favored Terrains, to the exclusion of all others. At 6th level and every five levels thereafter, the skill bonus and initiative bonus in her favored terrain increases by +2, to a maximum of +8 at 16th level. The terrain patriarch adds this bonus to any Knowledge skill checks when attempting to identify creatures within her favored terrain. She may make these checks untrained. She may make these checks untrained. In addition, she uses her terrain patriarch level in place of her base attack bonus when making attack rolls against any opponent when within her favored terrain.


If the terrain patriarch is within an environment other than her favored terrain, these bonuses are reduced to +2 only, and she no longer uses her terrain patriarch level as her base attack bonus. This ability replaces the cleric’s second domain.


Track (Ex)

At 1st level, a terrain patriarch gains the ranger’s track ability.


Combat Flurry (Ex)

Starting at 2nd level, a terrain patriarch selects one of the ranger’s combat styles to pursue. The terrain patriarch can make a combat flurry as a full-attack action. A terrain patriarch has the Two-Weapon Fighting feat when attacking with any combination of weapons from the fighter’s weapon group associated with her combat style. She does not need to use two different weapons to use this ability.

At 8th level, the terrain patriarch gains use of the Improved Two-Weapon Fighting feat when using combat flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using combat flurry.


A terrain patriarch applies her full Strength modifier to her damage rolls for all attacks made with combat flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A terrain patriarch does not apply her Strength bonus on damage rolls made with a combat flurry when using a ranged weapon, unless she is using a composite bow with a Strength rating, or a thrown weapon that allow her to add her Strength bonus to the damage. A terrain patriarch cannot use Rapid Shot or Manyshot when making a combat flurry with a ranged weapon.


A terrain patriarch can substitute disarm, sunder, and trip combat maneuvers for melee or ranged attacks as part of a combat flurry. A terrain patriarch with natural weapons can't use such weapons as part of a combat flurry, nor can she make natural weapon attacks in addition to her combat flurry attacks.


A terrain patriarch can use weapons from the following fighter weapon groups, as determined by her chosen combat style. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups), and refer to those listed in the fighter’s weapon training class feature:


Archery: This style group includes all weapons from the Bows weapon group. At GM’s discretion, it can be expanded to include weapons from the Firearm and Throwing weapon groups.


Crossbow: This style group includes all weapons from the Crossbows weapon group.

Mounted Combat: This group includes all weapons from the Polearms and Spears weapon groups, plus any weapon with the reach special weapon feature.


Natural Weapon: This group includes all weapons from the Natural weapon group.


Two-Handed: This group includes all two-handed melee weapons from the Axe, Blades (Heavy), Double, Flails, Hammer, Polearms, and Spears weapon groups.


Two-Weapon: This group includes all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, and Hammers weapon groups.


Weapon and Shield: This group includes all shields and all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, Hammers, and Spears weapon groups.


This ability replaces channel energy 2d6, 5d6, and 8d6.


Wild Empathy (Ex)

At 2nd level, a terrain patriarch gains the ranger’s wild empathy ability, except that it only functions with animals from or within the terrain patriarch’s favored terrain.


Woodland Stride (Ex)

At 3rd level, a terrain patriarch gains the ranger’s woodland stride ability.


Animal Companion (Su)

At 5th level, a terrain patriarch forms a bond with an animal companion. A terrain patriarch may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the terrain patriarch on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The terrain patriarch's effective druid level is equal to her terrain patriarch level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A terrain patriarch may teach her companion bonus tricks from the skirmisher ranger archetype instead of standard tricks. A terrain patriarch’s animal companion shares her favored terrain bonuses.


If a terrain patriarch releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the terrain patriarch's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A terrain patriarch cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.


Terrain Step (Su)

At 6th level, a terrain patriarch can step into a land feature such as a tree, a boulder, or a stream, as determined by her terrain domain, and magically infuse herself with it. Once within this feature, the terrain patriarch you can teleport from that particular feature to another feature of the same kind. The effect lasts until the terrain patriarch exits the feature, or after a number of minutes have passed equal to the terrain patriarch’s level, whichever comes first. Each transport is a full-round action. Terrain step has a transport range of 1,500 feet within the terrain patriarch’s favored terrain, and only 500 feet when outside of it. This ability otherwise functions like the tree stride spell. The terrain patriarch can use this ability a number of times per day equal to 3 + her Wisdom modifier.


Evasion (Ex)

At 9th level, a terrain patriarch gains the ranger’s same name evasion ability.


Favored Strike (Su)

At 11th level, any weapon wielded by the terrain patriarch gains the conductive weapon special ability (see Ultimate Equipment) allowing her to channel her divine energy when attacking any opponent when within her favored terrain. This ability replaces spontaneous casting.


Quarry (Ex)

At 12th level, a terrain patriarch gains the ranger’s quarry ability.


Camouflage (Ex)

At 14th level, a terrain patriarch gains the ranger’s same name ability, except that it only functions within the terrain patriarch’s favored terrain.


Improved Evasion (Ex)

At 17th level, a terrain patriarch gains the ranger’s same name ability.


Hide in Plain Sight (Ex)

At 18th level, a terrain patriarch gains the ranger’s same name ability, except that it only functions within the terrain patriarch’s favored terrain.


Patriarch's Strike (Su)

A terrain patriarch of 20th level becomes a true hunter of those who wantonly cause destruction. She can always move at full speed while using Survival to follow tracks without penalty. In addition, she can, as a standard action, make a single attack against a creature at her highest attack bonus. If the attack hits, the target takes an amount of divine damage equal to twice the damage dealt by her channel energy patriarch’s Charisma modifier) for half damage. A terrain patriarch can use this ability once per day against any single creature type, but not against the same creature type more than once in a 24-hour period.


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