Terrain Lord

Throughout the lands, druids, hunters, and rangers protect the natural world from wanton destruction by evil races or natural disaster. Among these guardians arise those so dedicated to their and powerful, granted divine abilities enabling them to fulfill their chosen path. Terrain lords possess a special affinity to a specific landscape, which allows them to become true masters over their chosen terrain. Terrain lords take the name of their terrain as part of their identity. Thus, a terrain lord that has mastered the mountains becomes a mountain lord, while one who has mastered the swamps becomes a swamp lord, and so on. Granted their powers by the gods of nature, terrain lords tirelessly labor to defend their lands and guard the world against total devestation.

Terrain Lord is an acquired template that can be added to any living, corporeal creature with 14 HD (or class levels) or higher. A terrain lord retains the base creature's statistics and special abilities except as noted here.

CR: +2

Class: Druid, hunter, or ranger. Additional classes may be considered at the GM’s discretion.

HD: 14 or higher.

Alignment: Any nonevil.

Defenses/Qualities: A terrain lord gains immunity to poison, DR 5/silver (if HD are 17 or less) or 10/silver (if HD are 18 or more), +4 on his Leadership score (if he has the Leadership feat), and a +4 competence bonus on all Animal Handling and Knowledge (nature) skill checks. If the terrain lord already has DR/silver from a class feature, it increases by 5.

Special Abilities: A terrain lord gains the following special abilities: