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View Full Version : Wild Will [3.5 Alternate Class Feature and Feats]



Temotei
2010-08-27, 12:49 AM
Wild Will
Wilders, true to their name, are very wild. Instead of avoiding effects through thought and action, they instead simply act. Some wilders have a natural tendency to guard their minds more than their bodies, though. Due to their wild nature, however, this guard can be let down at random, as well.
The wild will class feature allows the wilder to be a bit more of an enchanter-killer while not fundamentally changing them. Instead of being able to avoid rays and magic touches, the wilder can avoid effects that attempt to cripple or destroy the mind.
Level: Wilder 2nd.
Replaces: If you select this class feature, you do not gain elude touch.
Benefit: You gain a bonus to your Will saves equal to your Charisma modifier. However, this can sometimes backfire, your fickle mind asking for something different--something dangerous. Every time you are subject to a mind-affecting spell or effect, flip a coin. If the result comes up as heads, you lose your Wisdom modifier to your Will saves. If it is tails, you lose your Charisma modifier to Will saves.

Controlled Will [Psionic]
You bring control under parts of your mind, giving you increased protection against certain effects.
Prerequisites: Wild will class feature.
Benefit: You do not lose your Wisdom modifier to your Will saves, even if you flip heads when subject to a mind-affecting spell or effect. However, you still lose your Charisma modifier to Will saves if you flip tails.
Normal: Flipping heads makes you lose your Wisdom modifier to Will saves.

Perfect Control [Psionic]
I am...in control.
Prerequisites: Wild will class feature, Controlled Will.
Benefit: You do not lose your Charisma modifier to your Will saves, even if you flip tails when subject to a mind-affecting spell or effect.
Normal: Flipping tails makes you lose your Charisma modifier to Will saves.