Terrain patriarchs are the masters of the natural realms, bestowed with divinely invested power to serve as a guardian and protector 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, greater powers, the terrain patriarch will protect his homeland terrain through whatever means necessary and hunt down those who seek to destroy it.
Primary Class: Cleric.
Secondary Class: Ranger.
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.
Weapon and Armor Proficiency: Terrain patriarchs are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower).
Diminished Spellcasting: The terrain patriarch casts divine spells drawn from the cleric and ranger spell lists, and gains one fewer spell of each spell level per day. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom allows bonus spells of that level. He otherwise learns, prepares, and casts spells as a cleric of equal level.
Domains: This is exactly like the cleric ability of the same name, except the terrain patriarch must select one domain from among the Terrain domains presented in Ultimate Magic (or the Forest domain presented in this book), and his other domain from either the Animal or Plant 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 (see page 65 in the Core Rulebook), to the exclusion of all others. At 6th level and every five levels thereafter, the skill bonus and initiative bonus in his 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 his favored terrain. He may make these checks untrained. Likewise, he gains this bonus on weapon attack and damage rolls against any creature actively defiling his favored terrain, and uses his terrain patriarch level in place of his base attack bonus when making attack rolls against any opponent when within his favored terrain.
Whenever the terrain patriarch is within an environment other than his favored terrain, these bonuses are reduced to +2 only, and he no longer uses his terrain patriarch level as his base attack bonus. This ability replaces channel energy 2d6, 4d6, 6d6, 8d6, 10d6.
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 2nd level plus 1d6 points of damage for every four terrain patriarch levels beyond 2nd, to a maximum of 5d6 at 18th level.
Terrain Stride (Su): At 5th level, a terrain patriarch can step into a land feature such as a tree, a boulder, or a stream, as determined by his terrain domain, and magically infuses himself with it. Once within this feature, the terrain patriarch 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 stride 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 + his Wisdom modifier.
Favored Strike (Su): At 11th level, the weapons of the terrain patriarch gain the conductive weapon special ability (see page 286 in Ultimate Magic) allowing him to channel his divine energy when attacking any opponent when within his favored terrain. This ability replaces spontaneous casting.
Camouflage (Ex): This is exactly like the ranger ability of the same name, except that it only functions within the terrain patriarch’s favored terrain.
Hide in Plain Sight (Ex): This is exactly like the ranger ability of the same name, 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 in his favored terrain. He can always move at full speed while using Survival to follow tracks without penalty, but only within in his favored terrain. He can, as a standard action, make a single attack against a creature at his full attack bonus. If the attack hits, the target takes an amount of divine damage equal to twice the damage dealt by his channel energy ability. The target can make a Will save (DC 10 + 1/2 the terrain patriarch’s level + the terrain patriarch’s Charisma modifier), as normal, to halve this additional damage. A terrain patriarch can use this ability once per day against any single creature type, but not against the same type more than once in a 24-hour period.
Clerics that have Animal or Plant as one of their deity’s domains can instead choose the new Forest domain. This domain is added to the list of Terrain domains presented in Ultimate Magic.
Granted Powers: You are a master of the forest terrain, a father of the trees, and able to travel through the landscape quickly and quietly.
Knowledge (geography), Perception, Stealth, and Survival are class skills.
Forest Step (Su): You ignore the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain while within a forest terrain.
Leaf Armor (Su): At 6th level, you can cause a layer of flexible, scale-like leaves to cover your skin as a free action. While leaf armor is in effect, you gain a +1 natural armor bonus to your AC. This natural armor bonus increases by +1 at 9th level and every three cleric levels thereafter to a maximum of +5 at 18th level. You can use this ability for a number of minutes per day equal to your cleric level. These rounds do not need to be consecutive.
Table: Terrain Patriarch
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