D&D Fight Club04/20/2002


Mornet Meazel Ranger/Druid/King of the Marsh



Design notes: The "King of the Marsh" class is a variant of the King of the Wild prestige class presented in Masters of the Wild. You don't need the book to understand the class, as all the powers are included. The class basically means, "can survive and do better than others in this terrain."

As Mornet grew in power as a druid among his meazel tribe, he also grew to be a powerful leader. Or so he thought. In reality, he acted like a leader but few, if any, followed him. Eventually, he noticed that his pronouncements were not obeyed and that people seemed disinclined to seek his advice. He became bitter and eventually left his tribe to live alone in the marsh. There his power grew and he came to identify with the harsh landscape. Now he rarely ventures forth from the wetlands he calls home, and when he does he is always accompanied by as many animals as he can bring along. The animals, he found, do follow his lead, and so he considers them his only friends.

As a villain, Mornet is not that powerful, so he won't enter pitched melee against a group of powerful-looking adventurers. However, he will lead them on a chase through the marshlands, sic animals on them, and try as best he can to wear them down before engaging them. He is motivated by a desire to keep others out of his domains, not because he wants to protect the marsh but because he wants privacy. If someone caused damage to the marsh that he calls home, he would wreak as terrible a vengeance as he can.

In your campaign, Mornet could be a suitable wilderness terrorist, trying to prevent the spread of civilization (especially if that civilization is filling in the marsh to make cropland). The characters might have to root him out and put a stop to his harassing attacks. He could also serve as a random encounter in the marsh, if suitable animals accompany him. Remember that druidic animal companions don't affect the Challenge Rating of the encounter.

Here we offer three versions of Mornet for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have.

[4th-level meazel]/1st-level Ranger/2nd-level Druid

[4th-level meazel]/1st-level Ranger/5th-level Druid/2nd-level King of the Marsh

[4th-level meazel]/1st-level Ranger/5th-level Druid/10th-level King of the Marsh

Challenge Rating: 7

Challenge Rating: 12

Challenge Rating: 20

Hit Dice: 4d8 + 1d10 + 2d8 + 7

Hit Dice: 4d8 + 1d10 + 5d8 + 2d12 + 24

Hit Dice: 4d8 + 1d10 + 5d8 + 10d12 + 80

Hit Points: 39

Hit Points: 82

Hit Points: 190

Initiative Modifier: +6

Initiative Modifier: +7

Initiative Modifier: +10

Speed: 30 ft.

Speed: 30 ft., swim 15 ft. in marsh

Speed: 30 ft., swim 15 ft. in marsh

Armor Class: 17 (touch 13, flat-footed 15)

Armor Class: 20 (touch 15, flat-footed 17)

Armor Class: 27 (touch 20, flat-footed 21)

Attacks:

  • 2 Claws +7 melee (1d4+1 plus disease)

OR

  • 2 Short swords +5/+0 and +5 melee (1d6+1 primary/1d6+0 offhand [crit 19-20])

OR

  • Longbow +8/+3 ranged (1d8 [crit x3])

Attacks:

  • 2 Claws +11 melee (1d4+1 plus disease)

OR

  • 2 +1 short swords +10/+5 and +10 melee (1d6+2 primary/1d6+1 offhand [crit 17-20])

OR

  • Longbow +13/+8 ranged (1d8 [crit x3])

Attacks:

  • 2 Claws +19 melee (1d4+1 plus disease)

OR

  • 2 +4 keen short swords +26/+21/+16/+11 and +26 melee (1d6+5 primary/1d6+4 offhand [crit 15-20])

OR

  • Longbow +24/+19/+14/+9 ranged (1d8 [crit x3])

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Sneak attack (Ex) -- Works as Rogue sneak attack ability; see Player's Handbook {{ link to /catalog/product.asp?TSR11550 }}page 47. A meazel does +3d6 points of damage from successful sneak attacks.
  • Disease (Su) -- Meazel claw attacks deliver a skin disease. A successful claw hit causes the opponent to make a Fort save DC 13 or contract the disease, which incubates in 1d6 days. Damage is 1d2 points each of Dexterity and Constitution. If a character takes damage, she must make an additional saving throw to avoid having 1 point of each permanently drained instead.
  • Evasion (Ex) -- Works as Rogue evasion ability; see Player's Handbook page 48.
  • Favored Enemy (elves) -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore skill checks when used against elves. +1 bonus to melee damage and ranged damage within 30 ft. when striking elves.
  • Nature Sense -- Can identify plants and animals with perfect accuracy. Can determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
  • Woodland Stride -- Can move through natural thorns, briars, overgrown areas, and similar terrain at normal speed and without suffering damage.
  • Druid Spells -- Prepares 4/3 spells per day from druid spell list.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Sneak attack (Ex) -- Works as Rogue sneak attack ability; see Player's Handbook page 47. A meazel does +3d6 points of damage from successful sneak attacks.
  • Disease (Su) -- Meazel claw attacks deliver a skin disease. A successful claw hit causes the opponent to make a Fort save DC 13 or contract the disease, which incubates in 1d6 days. Damage is 1d2 points each of Dexterity and Constitution. If a character takes damage, she must make an additional saving throw to avoid having 1 point of each permanently drained instead.
  • Evasion (Ex) -- Works as Rogue evasion ability; see Player's Handbook page 48.
  • Favored Enemy (elves) -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore skill checks when used against elves. +1 bonus to melee damage and ranged damage within 30 ft. when striking elves.
  • Nature Sense -- Can identify plants and animals with perfect accuracy. Can determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
  • Woodland Stride -- Can move through natural thorns, briars, overgrown areas, and similar terrain at normal speed and without suffering damage.
  • Trackless Step -- Cannot be tracked in natural surroundings.
  • Resist Nature's Lure -- +4 bonus to saving throws against spell-like effects of fey creatures.
  • Wild Shape 1/day -- Can assume the form of a normal animal of Small or Medium size, and back. No time limit on change, and can only assume one form per use, but otherwise works as polymorph self spell. Does not risk disorientation penalty while in wild shape.
  • Druid Spells -- Prepares 5/4/3/1 spells per day from druid spell list.
  • Terrain Skill Bonuses -- While in marsh, gets +2 insight bonus to Wilderness Lore and Swim skill checks.
  • Endure Elements 5 (Ex) -- As permanent endure elements spell, can ignore first 5 points of damage from acid attacks.
  • Terrain Movement (Ex) -- Can swim in marsh along surface at 1/2 move rate instead of the usual 1/4 swimming move rate.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Sneak attack (Ex) -- Works as Rogue sneak attack ability; see Player's Handbook page 47. A meazel does +3d6 points of damage from successful sneak attacks.
  • Disease (Su) -- Meazel claw attacks deliver a skin disease. A successful claw hit causes the opponent to make a Fort save DC 13 or contract the disease, which incubates in 1d6 days. Damage is 1d2 points each of Dexterity and Constitution. If a character takes damage, she must make an additional saving throw to avoid having 1 point of each permanently drained instead.
  • Evasion (Ex) -- Works as Rogue evasion ability; see Player's Handbook page 48.
  • Favored Enemy (elves) -- Gains +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore skill checks when used against elves. +1 bonus to melee damage and ranged damage within 30 ft. when striking elves.
  • Nature Sense -- Can identify plants and animals with perfect accuracy. Can determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).
  • Woodland Stride -- Can move through natural thorns, briars, overgrown areas, and similar terrain at normal speed and without suffering damage.
  • Trackless Step -- Cannot be tracked in natural surroundings.
  • Resist Nature's Lure -- +4 bonus to saving throws against spell-like effects of fey creatures.
  • Wild Shape 1/day -- Can assume the form of a normal animal of Small or Medium size, and back. No time limit on change, and can only assume one form per use, but otherwise works as polymorph self spell. Does not risk disorientation penalty while in wild shape.
  • Druid Spells -- Prepares 5/4/3/1 spells per day from druid spell list.
  • Terrain Skill Bonuses -- While in marsh, gets +2 insight bonus to Wilderness Lore and Swim skill checks.
  • Endure Elements 20 (Ex) -- As permanent endure elements spell, can ignore first 20 points of damage from acid attacks.
  • Terrain Movement (Ex) -- Can swim in marsh along surface at 1/2 move rate instead of the usual 1/4 swimming move rate.
  • Attack Native Creatures +4 (Ex) -- Gets +4 bonus to attack creatures native to the marsh (marsh listed in the Climate/Terrain section of the stat block).
  • Terrain Camoflage (Ex) -- Can cover self with native materials, grants +10 bonus to Hide checks in the marsh.
  • Detect Animals and Plants (Sp) -- Can detect animals and plants in the marsh as the spell detect animals and plants cast by a 10th-level druid. Usable three times per day.
  • Adaptation (Su) -- Can function in marsh as if wearing a necklace of adaptation for up to 30 minutes. Usable once per day.
  • Freedom of Movement (Su) -- Can function in marsh as if under the effects of a freedom of movement spell for up to 30 minutes. Usable once per day.

Saving Throws:
Fortitude +7
Reflex +6
Will +9

Saving Throws:
Fortitude +12
Reflex +8
Will +13

Saving Throws:
Fortitude +18
Reflex +16
Will +17

Strength: 12

Strength: 12

Strength: 12

Dexterity: 15

Dexterity: 16

Dexterity: 22

Constitution: 13

Constitution: 14

Constitution: 18

Intelligence: 10

Intelligence: 10

Intelligence: 10

Wisdom: 14

Wisdom: 14

Wisdom: 14

Charisma: 8

Charisma: 8

Charisma: 8

Skills : Hide +6, Intuit Direction +6, Knowledge (nature) +3, Move Silently +6, Open Lock +4, Pick Pocket +6, Spot +6, Swim +9, Wilderness Lore +7.

Skills : Concentration +6, Hide +17, Intuit Direction +7, Knowledge (nature) +6, Listen +6, Move Silently +17, Open Lock +5, Pick Pocket +7, Spot +6, Swim +12 (+14 in marsh), Wilderness Lore +12 (+14 in marsh).

Skills : Concentration +8, Hide +20 (+22 in marsh), Intuit Direction +7, Jump +11, Knowledge (nature) +6, Listen +15, Move Silently +28, Open Lock +8, Pick Pocket +10, Spot +15, Swim +16 (+18 in marsh), Wilderness Lore +18 (+20 in marsh).

Feats : Ambidexterity (virtual), Endurance, Improved Initiative, Track, Two-weapon Fighting (virtual).

Feats : Ambidexterity (virtual), Combat Reflexes, Endurance, Improved Critical (short sword), Improved Initiative, Track, Two-weapon Fighting (virtual).

Feats : Alertness, Ambidexterity (virtual), Blind-fight, Combat Reflexes, Endurance, Improved Critical (short sword), Improved Initiative, Lightning Reflexes, Track, Two-weapon Fighting (virtual), Weapon Finesse (short sword).

Alignment: Neutral Evil

Alignment: Neutral Evil

Alignment: Neutral Evil

Languages: Common

Languages: Common

Languages: Common

Equipment: The bonuses for these items are included in the statistics above. Leather armor +2,ring of protection +1, three potions of cat's grace.

Equipment: The bonuses for these items are included in the statistics above. Leather armor +3,ring of protection +2, boots of elvenkind, two short swords +1,cloak of elvenkind,wand of summon nature's ally I (50 charges),potion of cat's grace.

Equipment: The bonuses for these items are included in the statistics above. Leather armor +5,ring of protection +4, boots of elvenkind, two keen short swords +4,cloak of elvenkind,gloves of dexterity +6,bracers of health +4,ring of jumping,ring of sustenance,wand of summon nature's ally I (50 charges),potion of cat's grace.,potion of enlarge.,potion of reduce.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada with his fiancee.

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