Natural Explorer Natural Gifts

A natural explorer gains his natural gift at first level. Once chosen, this decision cannot be changed. Each gift adds one or more additional talents to the list of ranger talents the natural explorer may select from when he starts gaining ranger talents at second level.

## **Animal companion (Ex)**

The natural explorer forms a bond with an animal companion. A natural explorer may begin play with any of the animals available available through the druid’s Nature Bond class feature. The natural explorer’s effective druid level is equal to his natural explorer level - 3. If a character receives an animal companion from more than one source, his effective druid levels stack for the purposes of determining the companion’s statistics and abilities.

If a natural explorer releases his companion from service or if his animal companion perishes, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of searching in the environment where the new companion typically lives.

**The following talents are available to natural explorers with this natural gift, though many require a minimum level to be selected:**

### **Directed Hunger (Ex)**

The animal companion benefits from the natural explorer’s hunting focus and explorative hunter abilities, if any. The animal companion cannot choose their own hunting focus, they have the same hunting focus as the natural explorer.

### **Empathic Link (Su, 6th level)**

The natural explorer gains an empathic link with his animal companion. The natural explorer can share emotions with his companion and perceive his companion’s emotions as well. In addition, the natural explorer can also see through a companion’s eyes, hear through its ears, and make use of all its natural senses. Doing so requires the natural explorer to begin concentrating as a standard action, and he may maintain this connection for as long as desired, while the companion stays within 1 mile him. Ending concentration is a swift action.

While maintaining concentration on his empathic link, the natural explorer is unable to see, attack or cast spells.

At 13th level, the natural explorer can communicate telepathically with his companion by touching it. At 17th level, the range of the natural explorer’s empathic link with his animal companion increases to 10 miles. If the animal companion is within 1 mile, the natural explorer can communicate with it telepathically. At 20th level, these abilities function while the animal companion is on the same plane of existence.

### **Prepared for Battle (Ex)**

Choose a teamwork feat. Both the natural explorer and the animal companion possess this feat. The natural explorer may change the feat chosen by training for 1 hour with his animal companion.

### **Raise Animal Companion (Sp, 10th level)**

The natural explorer gains raise animal companion as a spell-like ability; usable only on his animal companion. Using this spell-like ability gives the natural explorer a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead, but otherwise operates as normal.

## **Animal Summoning (Sp)**

At 4th level, a natural explorer can cast summon nature’s ally I (or summon minor ally) as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier. He can use this spell-like ability as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon nature’s ally IX at 17th level).

The natural explorer can still summon creatures as if using a lower version of summon nature’s ally; if he does, he may apply the advanced simple template to any creature he summons. At 19th level, he may cast summon nature’s ally IX and apply the advanced simple template to any creature he summons.

All creatures the natural explorer summons this way treat their natural weapons as magic for the purpose of overcoming DR.

A natural explorer 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 from this spell-like ability immediately ends. These summon spells are considered part of the natural explorer’s spell list for the purposes of spell trigger and spell completion items.

The natural explorer can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

**The following talents are available to natural explorers with this natural gift:**

### **Planar Summons (Su, 8th level)**

The natural explorer gains the versatile summon monster feat, the templates applied from this feat stack with the advanced template for the base natural gift. The natural explorer need not meet the prerequisites for this feat.

### **Stampede (Su, 6th level)**

The Natural Explorer gains the superior summoning feat without needing to meet the perquisites.

## **Herbalism (Ex)**

The natural explorer is skilled in using common plants to create effective herbal medicines. The natural explorer can prepare a number of restorative extracts per day equal to 1/2 his class level + his Wisdom modifier, minimum 1. Each extract remains potent for 24 hours and can be imbibed as a potion or administered to fallen comrades. When imbibed by a living creature, the extract heals hit points equal to 1d4, plus an additional 1d4 hit points for every odd numbered class level the natural explorer possesses. The natural explorer does not need to be the one to administer the extract, and they can be shared with other party members.

**The following talents are available to natural explorers with this natural gift:**

### **Bountiful Extract (Ex)**

The number of extracts a natural explorer can harvest in a day increases by 4. This talent may be taken multiple times.

### **Infused Extract (Ex, 6th level)**

The natural explorer may target an extract with a harmless spell that would normally target a willing creature, a group of willing creatures, or all willing creatures in an area. When the extract is imbibed, the spell takes effect on the imbiber as if it were just cast. A spell that can affect multiple creatures only produces a single infused extract.

### **Invigorating Extract (Ex, 6th level)**

When a creature imbibes the natural explorer’s restorative extract, it gains temporary hit points equal to the natural explorer’s class level. These last for 24 hours or until lost.

### **Mutagenic Extract (Su, 6th level)**

When preparing extracts, the natural explorer may choose to mutate some of them. This decision is made when the extracts are harvested. The resulting mutagenic extracts have no restorative properties but can enhance the natural explorer’s physical abilities at the cost of some mental clarity. When he takes it, he gains a +2 alchemical bonus to Strength and a -2 penalty to both Intelligence and Charisma that lasts 1 minute per class level. These bonuses and penalties increase to +4 and -4 at 10th level.

### **Nourishing Extract (Ex, 6th level)**

When a creature imbibes the natural explorer’s extract, they are cured of the fatigued and sickened conditions. At 10th level, they are also cured of the exhausted and nauseated conditions.

### **Poisonous Extract (Ex)**

When preparing extracts, the natural explorer may designate some extracts as poisonous. Poisonous extracts don’t heal, but instead acts as an injury poison. When prepared, the natural explorer chooses an ability. Those who are injured with this point immediately receive a penalty to that ability equal to 1d6 unless they make a successful Fortitude save vs a DC equal to 10 + 1/2 the natural explorer’s class level + his Wisdom modifier. A successful save negates this penalty. This penalty cannot reduce a creature to below 1 in their ability score, does not stack with itself, and diminishes by 1 point every minute after exposure until it is gone. At 10th level this penalty improves to 2d6.

In addition since our server uses Unchained Poison this poison does not interact with that at all.

The natural explorer does not risk accidentally poisoning himself when applying his own poisonous extract to a weapon.

## **Fist of Resolve (Ex)**

The natural explorer has been through so much and has readied himself to deal with all sorts of abilities and talents hit enemies may have in mind for him in his search to deal with these trials and tribulations he's discovered his resolve.

At 4th level the natural explorer gains the ability to steel his resolve and throw a punch into himself in an attempt to remove certain conditions from his body. As a move action the natural explorer can deal his class level to himself in damage that cannot be mitigated or ignored in any way to remove the following conditions: Fascinated, Fatigued, Shaken, and Sickened.

At 8th level the conditions advance to include the following which the natural explorer can remove:Confusion, Disease (As per remove disease using the natural ranger's level as the caster level), Frightened, and Staggered.

At 12th level the action required to resolve yourself quickens to a swift action and you may throw your hands to steady the resolve of an ally as a standard action.

At 16th level the conditions advance to include the following: Exhausted, Nauseated, Panicked and Poisoned.

The natural explorer may use this ability even if confused, fascinated, frightened, nauseated, or panicked, but not if he is unable to move.

## **Shapeshifter (Su)**

The natural explorer can take on the aspects of a wild creature as a swift action. At 4th level, he chooses one of the forms listed below. He can remain in this form for up to 1 minute or end it as a free action, and may do this a number of times per day equal to his 1/2 his class level + his Wisdom modifier (minimum 1). While in one of his shapeshifter forms and has proficiency with any natural weapons the form provides. Natural weapons provided by forms are considered magical for the purpose of overcoming damage reduction.

This is a polymorph effect.

For every 4 levels after the 4th, the natural explorer may choose an additional form, for a total of 5 forms at 20th level.

### **Form of the Bear**

The natural explorer’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the natural explorer gains a +4 enhancement bonus to Strength, but his base speed decreases by 10 feet to a minimum of 20 feet. He also gains 2 claw natural attacks that do 1d4 damage each (1d3 if the natural explorer is Small) and a bite primary natural attack that does 1d6 damage (1d4 if the natural explorer is Small).

At 11th level, the natural explorer gains a +6 enhancement bonus to Strength and he does not suffer any reduction of speed. He also gains the Grab ability with his bite.

### **Form of the Cat**

The natural explorer’s muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the natural explorer increases his base speed by 10 feet, and he gains a +4 enhancement bonus to Dexterity. He also gains 2 claw natural attacks that do 1d4 damage each (1d3 if the natural explorer is Small) and a bite primary natural attack that does 1d6 damage (1d4 if the natural explorer is Small).

At 11th level, the natural explorer increases his base speed by 20 feet and he gains a +6 enhancement bonus to Dexterity. He also gains the rake special ability with his claws.

### **Form of the Eagle**

The natural explorer’s skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the natural explorer gains a +4 bonus on Perception skill checks and a fly speed of 30 feet with average maneuverability.

At 11th level, the natural explorer gains a +8 bonus on Perception skill checks and a fly speed of 60 feet with good maneuverability.

### **Form of the Jackal**

The legendary ranger becomes thin and hyperactive, his movements taking on a nervous spryness. While in this form, the legendary ranger can spend a swift action to move 10 feet. This draws attacks of opportunity normally if he leaves a threatened square and If you take an action to move during your next turn, subtract 10 ft. from your total movement. In addition, the legendary ranger receives a +4 bonus to his AC against attacks of opportunity.

At 11th level, the legendary ranger can gain a +10 foot bonus to his speed (the distance he can move as a swift does not change), and he no longer provokes attacks of opportunity by leaving threatened squares.

### **Form of the Ram**

The natural explorer’s face and forehead thicken, and he grows horns. He gains a primary natural gore attack that does 1d6 damage (or 1d4 damage if the natural explorer is small). He gains the powerful charge ability and does an additional 1d6 damage when charging with his horns. He does not provoke an attack of opportunity when performing a bull rush combat maneuver.

At 11th level, the natural explorer gains the pounce ability, and gains +4 bonus on checks made to bull rush an enemy.

### **Form of the Shark**

The natural explorer’s teeth sharpen, and his skin grows sleeker and water resistant. While in this form, the natural explorer gains a swim speed equal to his ground speed with +15-foot enhancement bonus. He also gains the scent ability, though it only works in water, he can breathe normally underwater, and he gains a bite primary natural attack that does 1d6 damage (or 1d4 damage if the natural explorer is small).

At 11th level, the natural explorer gains a +30 foot bonus to his swim speed.

### **Form of the Snake**

The natural explorer’s skin forms into scales, and his spine lengthens. He gains a +2 dodge bonus to his AC, and a climb speed equal to his ground speed. He can move at his normal speed while prone. He gains a bite primary natural attack that does 1d6 damage (or 1d4 damage if the natural explorer is Small); on a successful hit, the natural explorer injects a poison into the creature, and it must make a Fortitude check against a DC equal to 10 + 1/2 the natural explorer’s level + his Constitution modifier, or be sickened for 1 minute.At 11th level, the dodge bonus to AC from this form increases to +4, and he can spit his poison up to 60 feet, allowing him to poison one creature with exposed flesh by making a ranged touch attack. His poisonous bite causes a target to be nauseated for 1 round if they fail and sickened for 1 minute after if they pass or fail.

### **Form of the Wolf**

The natural explorer’s noise lengthens, and his stances stoops slightly. He gains low-light vision (if he doesn’t have it already), the scent ability and he gains a bite primary natural attack does 1d6 damage (1d4 if the natural explorer is Small).At 11th level, the natural explorer’s bite attack gains the trip special ability.

**The following talents are available to natural explorers with this natural gift:**

### **Dual Form (Su, 12th level)**

The natural explorer may have two forms active simultaneously. He may activate both forms as a single swift action. This uses two uses of his shapeshifter ability. Once activated, another use of this ability ends both forms.

### **Master of Forms (Su, 18th level)**

The natural explorer gains all the forms available to this gift.

## **Sizeshifter (Su)**

The natural explorer can alter his physical size without changing his actual shape. He can grow (if he has room) or shrink, and his equipment changes size with him. Melee weapons do more damage or less damage if grown or shrunk respectively, but any item that leaves the natural explorer’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that ranged weapons deal their normal damage based on their original size. Being rendered unconscious or asleep causes the natural explorer to regain their normal size.

The natural explorer may become Tiny, Small, Medium, or Large, and may remain that way for as long as he wishes. At 9th level, he may also become Diminutive or Huge, and at 17th level he may also become Fine or Gargantuan.

The benefits and penalties of a size change are outlined on the Size Effects table. The natural explorer’s Size Modifier applies to his attack rolls and AC, the Fly and Stealth Modifiers modify checks with those skills, and the Strength and Dexterity modifiers modify those attributes. The reach specified is their natural reach at that size, not including reach weapons.

If the natural explorer’s default size isn’t medium, then subtract the modifiers for his normal size from the size he has become.The natural explorer may shift sizes as a full-round action. At 5th level, shifting sizes becomes a standard action, at 9th level it is a move action, at 13th level the natural explorer may shift sizes as a swift action, and at 17th level it is a free action.

While using this ability, the natural explorer cannot benefit from (or be burdened by) size changes from other sources. If the natural explorer is polymorphed into another creature, they are still limited to the sizes they were before, plus whatever size their new form has.

**The following talents are available to natural explorers with this natural gift:**

### **Mega Strike (Su, 12th level)**

When the natural explorer uses the attack action, he can make one attack while enlarging one or two limbs to their maximum possible size for just long enough to attack, while not increasing the size of the rest of his body. When he attacks this way, he may use the modifiers and reach for the maximum size he can achieve, instead of his current size. Any weapons he is holding increase in size as well.

### **Resilience (Su, 10th level)**

While the natural explorer is Huge or larger, he gains a +4 circumstance bonus to his Fortitude saving throws. While he is diminutive or smaller, he gains a +4 circumstance bonus to his Reflex saving throws.

### **Skilled Sizing (Su, 6th level)**

Reduce any Strength or Dexterity penalty the natural explorer has from his sizeshifter ability by 4. This cannot turn a penalty into a bonus.

## **Spirit Companion (su)**

The natural explorer gains a mystical bond with a spirit, chosen from the list of shaman spirits. He may add the spells granted by the spirit to his spell list, but only of spell levels he can cast, and he gains a spirit animal with the same abilities as a shaman of equal level.

The natural explorer gains the spirit ability granted by his spirit. At 10th level, the natural explorer gains the abilities listed in the greater version of his selected spirit. At 18th level, the natural explorer gains the abilities listed for the true version of his selected spirit.

**The following talent is available to natural explorers with this natural gift:**

### **Spirit Hex (Su, 6th level)**

Choose a shaman hex from the general list of hexes available to shamans, or from the list of hex available to your spirit. The natural explorer gains that hex as a shaman of equal level. If the hex alters shaman spells, it alters natural explorer spells instead, and if it requires a saving throw, the DC is equal to 10 + 1/2 the natural explorer’s class level + his Wisdom modifier. A natural explorer may not select the shapeshift hex or witch's hex from the shaman hex list.

This talent may be chosen multiple times. Each time, choose a different shaman hex.