Zom B
2009-12-25, 12:45 AM
Inspired by the Favored Soul, except for the Druid instead of the Cleric. This class could maybe use a capstone ability.
The Wildred (a combination of "wild" and "kindred") are those who follow a path that parallels the druid's, but for different reasons. While a druid reveres nature almost - or to - the point of worship, the wildred simply lives nature, bonding to it like a brother. He shuns civilization and its need for laws and regulations, and desires to run free in the wilderness, unfettered by concepts such as etiquette and culture. He emulates the animals, in lifestyle, habit, and/or diet.
The wildred establishes kinships with animals and, eventually, magical beasts that he bonds to via temporary alliances.
Alignment
Any non-lawful. While Druids represent the indifferent power of nature, the Wildred represent the carefree aspect of living by one's own wits and decisions.
Hit Die
d8.
Class Skills
The wildreds class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) Χ4.
Skill Points at Each Additional Level
4 + Int modifier.
Table 1-1: The Wildred
{table=head]Level | BAB | Fort | Ref | Will | Class Features | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1|+0|+0|+2|+2|Animal Ally, Aspect 1/day (1 aspect), Nature Sense, Wild Empathy|5|3|||||||||
2|+1|+0|+3|+3|Iron Fang|6|4|||||||||
3|+2|+1|+3|+3||6|5|||||||||
4|+3|+1|+4|+4|Aspect 2/day|6|6|3||||||||
5|+3|+1|+4|+4||6|6|4||||||||
6|+4|+2|+5|+5|Iron Claw|6|6|5|3|||||||
7|+5|+2|+5|+5||6|6|6|4|||||||
8|+6|+2|+6|+6|Aspect 3/day (2 aspects)|6|6|6|5|3||||||
9|+6|+3|+6|+6||6|6|6|6|4||||||
10|+7|+3|+7|+7||6|6|6|6|5|3|||||
11|+8|+3|+7|+7|Bestial Ally|6|6|6|6|6|4|||||
12|+9|+4|+8|+8|Aspect 4/day|6|6|6|6|6|5|3||||
13|+9|+4|+8|+8||6|6|6|6|6|6|4||||
14|+10|+4|+9|+9||6|6|6|6|6|6|5|3|||
15|+11|+5|+9|+9||6|6|6|6|6|6|6|4|||
16|+12|+5|+10|+10|Aspect 5/day (3 aspects)|6|6|6|6|6|6|6|5|3||
17|+12|+5|+10|+10||6|6|6|6|6|6|6|6|4||
18|+13|+6|+11|+11||6|6|6|6|6|6|6|6|5|3|
19|+14|+6|+11|+11||6|6|6|6|6|6|6|6|6|4|
20|+15|+6|+12|+12|Aspect 6/day|6|6|6|6|6|6|6|6|6|6|
[/table]
Table 1-2: Wildred Spells Known
{table=head]Level| 0| 1| 2| 3| 4| 5| 6| 7| 8| 9
1st| 4| 3| | | | | | | | |
2nd| 5| 3| | | | | | | | |
3rd| 5| 4| | | | | | | | |
4th| 6| 4| 3| | | | | | | |
5th| 6| 5| 3| | | | | | | |
6th| 7| 5| 4| 3| | | | | | |
7th| 7| 6| 4| 3| | | | | | |
8th| 8| 6| 5| 4| 3| | | | | |
9th|8 |6| 5| 4| 3| | | | | |
10th| 9| 6| 6| 5| 4| 3| | | | |
11th| 9| 6| 6| 5| 4| 3| | | | |
12th| 9| 6| 6| 6| 5| 4| 3| | | |
13th| 9| 6| 6| 6| 5| 4| 3| | | |
14th| 9| 6| 6| 6| 6| 5| 4| 3| | |
15th| 9| 6| 6| 6| 6| 5| 4| 3| | |
16th| 9| 6| 6| 6| 6| 6| 5| 4| 3| |
17th| 9| 6| 6| 6| 6| 6| 5| 4| 3| |
18th| 9| 6| 6| 6| 6| 6| 6| 5| 4| 3|
19th| 9| 6| 6| 6| 6| 6| 6| 6| 4| 4|
20th| 9| 6| 6| 6| 6| 6| 6| 6| 5| 4|
[/table]
Class Features
All of the following are class features of the wildred.
Weapon and Armor Proficiency
Wildred are proficient with the following weapons: club, dagger, dart, handaxe, quarterstaff, shortspear, sling, and spear.
Wildred are proficient with light and medium armor. While they may wear heavy or metal armor via feats, they lose their class abilities and feel extremely uncomfortable while doing so. Wildred are proficient with shields (except tower shields). Again, while they may use metal shields, they lose their class abilities while doing so.
Spells
A wildred casts divine spells (the same type of spells available to druids), which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time the way a druid must.
To cast a spell, a wildred must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wildred's spell level is 10 + the spell's level + the wildred's Wisdom modifier.
Like other spellcasters, a wildred can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Wildred. In addition, he receives bonus spells for a high Intelligence.
Unlike a druid, a wildred's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new wildred level, he gains one or more new spells, as indicated on table 1-2: Wildred Spells Known. Unlike spells per day, his Intelligence score does not affect the number of spells a wildred knows; the numbers on Table 1-2 are fixed.
Upon reaching 4th level, and at every even-numbered wildred level after that (6th, 8th, and so on), a wildred can choose to learn a new spell in place of one he already knows. In effect, the wildred "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level wildred spell the wildred can cast. A wildred may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a druid, a wildred need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Chaotic, Evil, Good, and Lawful Spells
A wildred cant cast spells of an alignment opposed to his own or his deitys (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages
A wildreds bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
Animal Ally (Su)
A wildred has the ability to bond to an animal that it encounters, making it into a temporary ally. If the animal is neutral in attitude or if he can improve its attitude to neutral through use of the Wild Empathy ability, and if the animal's Hit Die is not greater than the wildred's level, he can place an effect on the animal identical to the Charm Animal spell. Its duration is indefinite, but should he attempt to bond another animal ally, he loses his bond with the previous animal.
If he gains a new animal ally or chooses to dismiss his current animal ally, the attitude of the animal remains friendly and a partial bond is formed. If the wildred loses his animal ally by violating the conditions of the Charm Animal spell, such as forcing the animal to attempt an obviously suicidal or harmful action, the animal's attitude becomes unfriendly and no partial bond is formed.
The wildred can sense the direction and distance to an animal with which he has formed a bond or partial bond, and can sense its general state (hurt, panicked, normal, and so on). If the animal dies, he retains abilities related to the bond he once had, but can no longer sense the creature unless it is returned to life.
Aspect (Su)
The wildred can channel aspects of animals with which he is familiar and whose hit die do not exceed his own as a free action, and only during his action. When he activates this ability, he chooses an animal's Strength, Dexterity, or Constitution score, or one Extraordinary ability that the animal possesses, and temporarily changes his own corresponding ability to the chosen ability score or temporarily gains the chosen extraordinary ability. This ability can be used once per day, but at 4th level and every four levels thereafter, the wildred gains an additional use of this ability per day. At 8th level, he gains the ability to select up to two aspects of the chosen animal per use, and at 16th level, he gains the ability to channel a third aspect of the chosen animal per use.
This ability lasts a number of rounds equal to 2 + the character's Charisma modifier. If the animal is one with which he has formed a partial bond in the past, add one round. If the animal is one he currently has as an animal ally, add two rounds instead.
Nature Sense (Ex)
A wildred gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A wildred can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildred rolls 1d20 and adds her wildred level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the wildred and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A wildred can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Iron Fang (Ex)
A wildred can wield two piercing weapons and forego all of their normal weapon attacks in the round in order to make a "bite" attack with them at his full attack bonus, stabbing with the two weapons in a pincer-like maneuver that resembles an animal's fangs. A medium wildred deals 1d6 damage (scaling normally with size), plus 1.5 times (round down) the wildred's strength modifier. For all purposes, such as extraordinary abilities garnered from the Aspect ability, the attack is a bite attack. Feats that affect the weapons (such as Weapon Focus) or a natural weapon (such as Improved Natural Weapon) affect this bite attack. Only the magical enhancements of one weapon can add to the attack. For instance, if the wildred is wielding a +1 dagger in one hand and a +2 dagger in the other hand, they may opt to add a +1 or +2 enhancement to the attack, but not both.
Iron Claw (Ex)
A wildred can attack with two slashing weapons as naturally as an animal attacks with its claws. He can attack with both hands at his full attack bonus, or at a -2 penalty if he made a bite attack in the current round. A medium wildred deals 1d4 damage (scaling normally with size) with the attack, regardless of the wildred's size, plus one-half times (round down) the wildred's strength modifier. For all purposes, such as extraordinary abilities garnered from the Aspect ability, the attack is a claw attack. Feats that affect the weapons (such as Weapon Focus) or a natural weapon (such as Improved Natural Weapon) affect these claw attacks. A weapon's magical enhancements affects only the claw attack with the corresponding weapon.
Bestial Ally (Su)
The wildred's Animal Ally and Aspect ability can now affect magical beasts and emulate their extraordinary abilities, respectively. As well, he no longer suffers a -4 penalty on his Wild Empathy ability when attempting to influence a magical beast.
The Wildred (a combination of "wild" and "kindred") are those who follow a path that parallels the druid's, but for different reasons. While a druid reveres nature almost - or to - the point of worship, the wildred simply lives nature, bonding to it like a brother. He shuns civilization and its need for laws and regulations, and desires to run free in the wilderness, unfettered by concepts such as etiquette and culture. He emulates the animals, in lifestyle, habit, and/or diet.
The wildred establishes kinships with animals and, eventually, magical beasts that he bonds to via temporary alliances.
Alignment
Any non-lawful. While Druids represent the indifferent power of nature, the Wildred represent the carefree aspect of living by one's own wits and decisions.
Hit Die
d8.
Class Skills
The wildreds class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) Χ4.
Skill Points at Each Additional Level
4 + Int modifier.
Table 1-1: The Wildred
{table=head]Level | BAB | Fort | Ref | Will | Class Features | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1|+0|+0|+2|+2|Animal Ally, Aspect 1/day (1 aspect), Nature Sense, Wild Empathy|5|3|||||||||
2|+1|+0|+3|+3|Iron Fang|6|4|||||||||
3|+2|+1|+3|+3||6|5|||||||||
4|+3|+1|+4|+4|Aspect 2/day|6|6|3||||||||
5|+3|+1|+4|+4||6|6|4||||||||
6|+4|+2|+5|+5|Iron Claw|6|6|5|3|||||||
7|+5|+2|+5|+5||6|6|6|4|||||||
8|+6|+2|+6|+6|Aspect 3/day (2 aspects)|6|6|6|5|3||||||
9|+6|+3|+6|+6||6|6|6|6|4||||||
10|+7|+3|+7|+7||6|6|6|6|5|3|||||
11|+8|+3|+7|+7|Bestial Ally|6|6|6|6|6|4|||||
12|+9|+4|+8|+8|Aspect 4/day|6|6|6|6|6|5|3||||
13|+9|+4|+8|+8||6|6|6|6|6|6|4||||
14|+10|+4|+9|+9||6|6|6|6|6|6|5|3|||
15|+11|+5|+9|+9||6|6|6|6|6|6|6|4|||
16|+12|+5|+10|+10|Aspect 5/day (3 aspects)|6|6|6|6|6|6|6|5|3||
17|+12|+5|+10|+10||6|6|6|6|6|6|6|6|4||
18|+13|+6|+11|+11||6|6|6|6|6|6|6|6|5|3|
19|+14|+6|+11|+11||6|6|6|6|6|6|6|6|6|4|
20|+15|+6|+12|+12|Aspect 6/day|6|6|6|6|6|6|6|6|6|6|
[/table]
Table 1-2: Wildred Spells Known
{table=head]Level| 0| 1| 2| 3| 4| 5| 6| 7| 8| 9
1st| 4| 3| | | | | | | | |
2nd| 5| 3| | | | | | | | |
3rd| 5| 4| | | | | | | | |
4th| 6| 4| 3| | | | | | | |
5th| 6| 5| 3| | | | | | | |
6th| 7| 5| 4| 3| | | | | | |
7th| 7| 6| 4| 3| | | | | | |
8th| 8| 6| 5| 4| 3| | | | | |
9th|8 |6| 5| 4| 3| | | | | |
10th| 9| 6| 6| 5| 4| 3| | | | |
11th| 9| 6| 6| 5| 4| 3| | | | |
12th| 9| 6| 6| 6| 5| 4| 3| | | |
13th| 9| 6| 6| 6| 5| 4| 3| | | |
14th| 9| 6| 6| 6| 6| 5| 4| 3| | |
15th| 9| 6| 6| 6| 6| 5| 4| 3| | |
16th| 9| 6| 6| 6| 6| 6| 5| 4| 3| |
17th| 9| 6| 6| 6| 6| 6| 5| 4| 3| |
18th| 9| 6| 6| 6| 6| 6| 6| 5| 4| 3|
19th| 9| 6| 6| 6| 6| 6| 6| 6| 4| 4|
20th| 9| 6| 6| 6| 6| 6| 6| 6| 5| 4|
[/table]
Class Features
All of the following are class features of the wildred.
Weapon and Armor Proficiency
Wildred are proficient with the following weapons: club, dagger, dart, handaxe, quarterstaff, shortspear, sling, and spear.
Wildred are proficient with light and medium armor. While they may wear heavy or metal armor via feats, they lose their class abilities and feel extremely uncomfortable while doing so. Wildred are proficient with shields (except tower shields). Again, while they may use metal shields, they lose their class abilities while doing so.
Spells
A wildred casts divine spells (the same type of spells available to druids), which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time the way a druid must.
To cast a spell, a wildred must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wildred's spell level is 10 + the spell's level + the wildred's Wisdom modifier.
Like other spellcasters, a wildred can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: The Wildred. In addition, he receives bonus spells for a high Intelligence.
Unlike a druid, a wildred's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new wildred level, he gains one or more new spells, as indicated on table 1-2: Wildred Spells Known. Unlike spells per day, his Intelligence score does not affect the number of spells a wildred knows; the numbers on Table 1-2 are fixed.
Upon reaching 4th level, and at every even-numbered wildred level after that (6th, 8th, and so on), a wildred can choose to learn a new spell in place of one he already knows. In effect, the wildred "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level wildred spell the wildred can cast. A wildred may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a druid, a wildred need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Chaotic, Evil, Good, and Lawful Spells
A wildred cant cast spells of an alignment opposed to his own or his deitys (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages
A wildreds bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
Animal Ally (Su)
A wildred has the ability to bond to an animal that it encounters, making it into a temporary ally. If the animal is neutral in attitude or if he can improve its attitude to neutral through use of the Wild Empathy ability, and if the animal's Hit Die is not greater than the wildred's level, he can place an effect on the animal identical to the Charm Animal spell. Its duration is indefinite, but should he attempt to bond another animal ally, he loses his bond with the previous animal.
If he gains a new animal ally or chooses to dismiss his current animal ally, the attitude of the animal remains friendly and a partial bond is formed. If the wildred loses his animal ally by violating the conditions of the Charm Animal spell, such as forcing the animal to attempt an obviously suicidal or harmful action, the animal's attitude becomes unfriendly and no partial bond is formed.
The wildred can sense the direction and distance to an animal with which he has formed a bond or partial bond, and can sense its general state (hurt, panicked, normal, and so on). If the animal dies, he retains abilities related to the bond he once had, but can no longer sense the creature unless it is returned to life.
Aspect (Su)
The wildred can channel aspects of animals with which he is familiar and whose hit die do not exceed his own as a free action, and only during his action. When he activates this ability, he chooses an animal's Strength, Dexterity, or Constitution score, or one Extraordinary ability that the animal possesses, and temporarily changes his own corresponding ability to the chosen ability score or temporarily gains the chosen extraordinary ability. This ability can be used once per day, but at 4th level and every four levels thereafter, the wildred gains an additional use of this ability per day. At 8th level, he gains the ability to select up to two aspects of the chosen animal per use, and at 16th level, he gains the ability to channel a third aspect of the chosen animal per use.
This ability lasts a number of rounds equal to 2 + the character's Charisma modifier. If the animal is one with which he has formed a partial bond in the past, add one round. If the animal is one he currently has as an animal ally, add two rounds instead.
Nature Sense (Ex)
A wildred gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)
A wildred can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildred rolls 1d20 and adds her wildred level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the wildred and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A wildred can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Iron Fang (Ex)
A wildred can wield two piercing weapons and forego all of their normal weapon attacks in the round in order to make a "bite" attack with them at his full attack bonus, stabbing with the two weapons in a pincer-like maneuver that resembles an animal's fangs. A medium wildred deals 1d6 damage (scaling normally with size), plus 1.5 times (round down) the wildred's strength modifier. For all purposes, such as extraordinary abilities garnered from the Aspect ability, the attack is a bite attack. Feats that affect the weapons (such as Weapon Focus) or a natural weapon (such as Improved Natural Weapon) affect this bite attack. Only the magical enhancements of one weapon can add to the attack. For instance, if the wildred is wielding a +1 dagger in one hand and a +2 dagger in the other hand, they may opt to add a +1 or +2 enhancement to the attack, but not both.
Iron Claw (Ex)
A wildred can attack with two slashing weapons as naturally as an animal attacks with its claws. He can attack with both hands at his full attack bonus, or at a -2 penalty if he made a bite attack in the current round. A medium wildred deals 1d4 damage (scaling normally with size) with the attack, regardless of the wildred's size, plus one-half times (round down) the wildred's strength modifier. For all purposes, such as extraordinary abilities garnered from the Aspect ability, the attack is a claw attack. Feats that affect the weapons (such as Weapon Focus) or a natural weapon (such as Improved Natural Weapon) affect these claw attacks. A weapon's magical enhancements affects only the claw attack with the corresponding weapon.
Bestial Ally (Su)
The wildred's Animal Ally and Aspect ability can now affect magical beasts and emulate their extraordinary abilities, respectively. As well, he no longer suffers a -4 penalty on his Wild Empathy ability when attempting to influence a magical beast.