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Land Master (Druid/Ranger)

The land master possesses a unique bond to the lands in which she lives. This connection grants her powerful abilities that aid her in protecting her home and the homes of her terrain-dwelling patrons. As time passes, the land master becomes so in tune with her surroundings that she is able shape it according to her own needs and desires, and even become one with the land itself. Although rangers and druids possess their own affinity to the natural world, none hold a greater, singular connection with it than the land master.

Primary Class: Druid.

Secondary Class: Ranger.

Alignment: Any neutral.

Hit Dice: d8.

Bonus Skills and Ranks: The land master may select three ranger skills to add to her class skills in addition to the normal druid class skills, one of which must be Stealth. The land master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency

The land master is proficient with the club, composite longbow, composite short bow, dagger, dart, long bow, quarterstaff, scimitar, scythe, short bow, sickle, shortspear, sling, and spear. She is also proficient with a single one-handed or light martial weapon of her choice, and all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). A land master is proficient with light and medium armor but is prohibited from wearing metal armor; thus, she may wear only padded, leather, or hide armor. A land master must otherwise adhere to the druid’s armor restrictions as presented in the druid class entry.

Diminished Spellcasting: The land master casts divine spells drawn from the druid and ranger spell lists, and gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level. She otherwise prepares and casts spells as a druid of equal level.

Nature Bond (Ex): At 1st level, the land master gains the druid’s nature bond ability, but must choose to bond with the natural world. The land master may select any one of the domains listed under this section of the druid entry, one of the animal or terrain domains (see PRG:UM), or the new landscape domain. The land master’s effective cleric level is equal to her land master level, and she receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot. The land master otherwise follows all other parameters pertaining to cleric domains.

Terrain Empathy (Ex): A land master is able to traverse difficult terrain with ease. Beginning at 1st level, whenever the land master moves through difficult terrain, he can ignore up to 5 feet of difficult terrain each round as if it were normal terrain, plus an additional 5 feet every level thereafter, up to a maximum of 100 feet at 20th level. The effects of this ability stack with those provided by Nimble Moves, Acrobatic Steps, or other similar feats. This ability replaces wild empathy.

Well-Grounded (Ex): Starting at 3rd level, the land master draws power from the ground beneath her feet, making her difficult to uproot. The land master gains a +1 to her CMD and saving throws against any combat maneuver or special attack which would remove her feet from the ground (including trip, bull rush, grapple by a flying creature, etc., at the DM’s discretion). At 7th level, and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level. This ability replaces trackless step.

Favored Terrain: This is exactly like the ranger ability of the same name, except that the land master selects a favored terrain at 5th level and every four levels thereafter. This ability replaces resist nature’s lure, venom immunity, a thousand faces, and timeless body.

One with the Land (Ex): At 8th level, a land master’s connection with the land becomes stronger. The land master’s skin toughens and takes on the texture of stone, shark skin, or the bark of a tree. This hardening grants her a +1 enhancement bonus to her natural armor and an additional +1 every four levels thereafter, to a maximum of +4 at 20th level.

Camouflage Shape (Su): Starting at 10th level, whenever the land master uses the wild shape ability to turn into an animal while within any of her favored terrains, she gains a camouflage pattern on her skin or fur, allowing her to blend into her natural surroundings. The land master may then use the Stealth skill to hide in her favored terrain, even without cover or concealment. This replaces wild shape 3/day.

Earth Glide (Ex): At 11th level, the land master becomes one with the land. As a move action, the land master can pass through stone, dirt, or almost any other sort of earth except metal at her normal speed. If protected against fire damage, the land master can even move through lava. This “burrowing” leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. However, a move earth spell cast on an area where the land master is located flings her back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save. This ability otherwise functions as an earth elemental’s earth glide ability.

Bones of the World (Su): At 15th level, a land master can attune herself to the wellsprings of natural energy deep within the earth. As a full-round action, the land master may enter a trance for a number of rounds per day equal to her land master level + her Wisdom modifier. While in this trace, she gains fast healing 1. These rounds need not be consecutive. Once the land master emerges from her trance, she must use a full-round action to enter it again. This ability replaces wild shape 6/day.

Terra Firma (Su): At 20th level, the land master undergoes a true melding with land around her. The land master gains the plant type and gains tremor sense 30 feet. Also, while she is in contact with the ground (regardless of the actual terrain), the land master gains the effects of the stone skin spell for a number of rounds per day equal to her land master level. These rounds need not be consecutive.
In addition, the land master can use wild shape within each of her favored terrains one additional time per day. These extra uses are in addition to and do not count against her daily uses of wild shape. This ability replaces wild shape at will.

New Domain

Clerics that have Plant or any of the terrain domains (see PRG:UM) as one of their deity’s domains can instead choose the new Landscape domain.

Landscape Domain

Granted Powers: You are a master over the land on which you stand, and can transform or mold it to your will.

Class Skills: Knowledge (geography), Perception, Stealth, and Survival.

Power of the Land (Su): You can tap the natural energies inherent in the land itself. Whenever you cast a spell with the earth descriptor, or one that alters or affects the land itself (such as entangle, spike stone, or transmute rock to mud), you are considerer to be one level higher. This affects all aspects of the spell, including duration, damage, etc. Also, the save DC of any of these spells increases by 2.

Terraform (Su): At 4th level, as a standard action, you may choose any two adjacent squares of natural terrain within 60 feet, and turn it into difficult terrain. You may move through this difficult terrain at your normal speed, and without taking damage or suffering any other impairment.
At 6th level, and every two levels thereafter, you can affect an additional adjacent square of natural terrain, and your range of effect increases by 5 feet, for a total of 10 squares and a maximum range of 100ft at level 20th level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
At 10th level, you can grant a number of allies up to your Wisdom modifier the ability to move through this difficult terrain at their normal speed, and without taking damage or suffering any other impairment.
At 16th level, you can make the terrain more dangerous to travel through. Any creature ending their turn in this difficult terrain must make a Reflex save (DC 10 + 1/2 land master level + the land master’s Wisdom modifier) or be knocked prone, taking 3d6 piercing damage from the sharp crags created in the terrain.

Domain Spells: 1st—entangle, 2nd—stone call*, 3rd—shifting sands*, 4th—spike growth, 5th—transmute rock to mud, 6th—move earth, 7th—rampart*, 8th—earthquake, 9th—world wave*. (*Advanced Player’s Guide)

Table: Land Master

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Diminished spellcasting, nature bond, nature sense, orisons, terrain empathy 2 0+1
2nd +1 +3 +0 +3 Woodland stride 3 1+1
3rd +2 +3 +1 +3 Well-grounded +1 3 1+1 0+1
4th +3 +4 +1 +4 Wild shape (1/day) 3 2+1 1+1
5th +3 +4 +1 +4 1st favored terrain 3 2+1 1+1 0+1
6th +4 +5 +2 +5 Wild shape (2/day) 3 2+1 2+1 1+1
7th +5 +5 +2 +5 Well-grounded +2 3 3+1 2+1 1+1 0+1
8th +6/+1 +6 +2 +6 One with the land 3 3+1 2+1 2+1 1+1
9th +6/+1 +6 +3 +6 2nd favored terrain 3 3+1 3+1 2+1 1+1 0+1
10th +7/+2 +7 +3 +7 Camouflage shape, wild shape (3/day) 3 3+1 3+1 2+1 2+1 1+1
11th +8/+3 +7 +3 +7 Earth glide, Well-grounded +3 3 3+1 3+1 3+1 2+1 1+1 0+1
12th +9/+4 +8 +4 +8 Wild shape (4/day) 3 3+1 3+1 3+1 2+1 2+1 1+1
13th +9/+4 +8 +4 +8 3rd favored terrain 3 3+1 3+1 3+1 3+1 2+1 1+1 0+1
14th +10/+5 +9 +4 +9 Well-grounded +4 3 3+1 3+1 3+1 3+1 2+1 2+1 1+1
15th +11/+6/+1 +9 +5 +9 Bones of the earth 3 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
16th +12/+7/+2 +10 +5 +10 Wild shape (5/day) 3 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
17th +12/+7/+2 +10 +5 +10 4th favored terrain 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18th +13/+8/+3 +11 +6 +11 Wild shape (6/day) 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19th +14/+9/+4 +11 +6 +11 Well-grounded +5 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20th +15/+10/+5 +12 +6 +12 Terra firma 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1
*+1 denotes the domain spell slot

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