Marigu.goke00
2014-07-05, 12:43 AM
Have you ever wanted to play a Wildshaper, pure and simple? Ever wanted to trade those pesky spells for neat tricks? *Drum roll* Presenting the Wildmaster!
This variant druid is a combination of the vanilla Druid, the Master of Many Forms, and the Expanded Master of Many Forms by an unknown author (not that I could find), found here: http://webcache.googleusercontent.co...ound:momf_epic
Making a Wildmaster
The Wildmaster is a consumate master of shapechanging. She is just as comfortable being a bear as she is being a bugbear. Even gender is fluid for a true wildmaster, who trades skins as another might trade clothes. The lower level Wildmaster makes for a decent tank and physical damage dealer. At higher levels, she can keep up decently with casters, manifesting her current skin's spell like abilities. At all levels, a social wildmaster is excels at melding into any setting, behaving as the festive halfling, or the unnoticed horse.
Abilities
A Wildmaster benefits from a high wisdom score, with wisdom determining the time she spends in her borrowed skin. At low levels, with a low amount of time for wildshaping, and no spells, high physical scores are important. Having a high Constitution score is, as with all classes, important as it determines your hit points.
Races
The Druidic tradition rarely has a foothold in the city, making Wildmasters rare among "civilized" races. However, the rare urbam Wildmaster is a force to be reckoned with, as he can be any creature there.
Because Wildmasters are druids, "savage" races have the largest concentration. Of note, the Killoren and the Shifters produce the most Wildmasters, closely followed by Changelings in barbarian tribes.
Alignment
As Druids, Wildmasters are the embodiment of nature, and as such, must have one neutral component to their alignment.
Okay. As a rule, I HAAAAAATE alignment restrictions. That being said, where they make sense, I try to enforce them to some extent (i.e. Paladins MUST be of extreme alignment, or true neutral in the balance sense), and for Druids, I understand it.
The Wildmaster
LevelBABFortRefWillClass Features
1st0202Animal Companion, Nature Sense, Wild Empathy
2nd1303Wildshaping (1/day; Standard Action; Supernatural ability; Animal; Small, Medium Large)
3rd2313Wildshaping (Humanoid), Woodland Stride
4th3414Wildshaping (2/day; Giant), Trackless Step
5th3414Wildshaping (Move Action; Monstrous Humanoid)
6th4525Wildshaping (3/day; Fey; Tiny; Wild Speech)
7th5525Wildshaping (Vermin) Resist Nature’s Lure
8th6/1626Wildshaping (4/day; Aberration; Huge)
9th6/1636Wildshaping (Plant; Extraordinary abilities), Disease Immunity
10th7/2737Wildshaping (5/day; Ooze; Diminuitive), Transitionless Transformation
11th8/3737Wildshaping (Elemental)
12th9/4848Wildshaping (6/day; Dragon; Gargantuan), Venom Immunity
13th9/4848Wildshaping (Magical Beast)
14th10/5949Wildshaping (7/day; Fine)
15th11/6/1959Wildshaping (Outsider; Supernatural Abilities), Magical Disease Immunity
16th12/7/210510Wildshaping (8/day; Swift action 1/day), Evershifting Form
17th12/7/210510Wildshaping (Extraordinary Ability; Colossal)
18th13/8/311611Wildshaping (Undead)
19th14/9/411611Wildshaping (Swarm)
20th15/10/512612True Form
Alignment
Lawful Neutral, Chaotic Neutral, True Neutral, Neutral Good, Neutral Evil
Hit Die
d8.
Class Skills
The Wildmaster's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride(Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Weapon and Armor Proficiencies
A Wildmaster is proficient with the following weapons: Dagger, Sickle, Club, Quarterstaff, Spear, Throwing Axe, Scimitar, Trident, Maquahuitl (MM4), Greatclub, Scythe, Battle scythe(http://www.dandwiki.com/wiki/Battle_Scythe_(3.5e_Equipment)), Handaxe, Japute (DR352), Nekode (Und), Ice Axe (Frost), Iuak (Frost), Tigerskull Club (Frost), Whip, Goad (Frost), Longstaff, Dart, Javelin, Sling, Atlatl, Blowgun, Greater Blowgun, Repeating Blowgun, Bola, Barbed Bola, Bonebow, Boomerang, Hunting Boomerang, Lasso, Net, and War Sling. This is an expanded list. The game’s DM may choose to expand upon this, or disallow certain items.
Wildmasters are proficient with Light and Medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Wildmaster may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wildmasters are proficient with shields (except tower shields) but must use only wooden ones.
A Wildmaster who wears prohibited armor or carries a prohibited shield is unable use her Wildshape class ability while doing so and for 24 hours thereafter.
Bonus Languages
A Wildmaster’s 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 her race.
A Wildmaster also knows Druidic, a secret language known only to Druids (and their various sects), which she learns upon becoming a 1st-level Wildmaster. Druidic is a free language for a Wildmaster; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Wildmasters are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Wildshaping (Su or Ex)
At 2nd level, a Wildmaster gains the ability to turn herself into any Small, Medium or Large animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for a number of hours equal to 1/2 her Wildmaster level, plus her Wisdom modifier, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wildshape, you regain lost hit points as if you had rested for a night. When Wildshaped, a Wildmaster uses her own Hitpoint total, not the chosen form's. For all other intents and purposes, her Constitution score is the form's. A Wildmaster may not Wildshape from one form to another without returning to her base form.
Any gear worn or carried by the Wildmaster melds into the new form and becomes nonfunctional. When the
Wildmaster reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Wildmaster's feet.
The form chosen must be that of an animal the Wildmaster is familiar with.
The Maximum HD of a form the Wildmaster can Wildshape is equal to her Wildmaster class level.
At 3rd level, a Wildmaster gains the ability to wildshape into a Humanoid.
At 4th level, a Wildmaster gains the ability to wildshape into a Giant.
At 5th level, a Wildmaster may use her wildshaping ability as a move actions, rather than a standard action
At 5th level, a Wildmaster gains the ability to wildshape into a Monstrous Humanoid
At 6th level, a Wildmaster gains the ability to wildshape into a Fey, and/or a Tiny creature
Wildspeech (Su or Ex)
At 6th level a Wildmaster maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
At 7th level, a Wildmaster gains the ability to wildshape into a vermin
At 8th level, a Wildmaster gains the ability to wildshape into an aberration and/or a Huge creature
At 9th level, a Wildmaster gains the ability to wildshape into a plant
At 9th level, a Wildmaster gains all Extraordinary abilities and qualities of the form she takes.
At 10th level, a Wildmaster gains the ability to wildshape into an ooze and/or a Diminuitive creature
At 11th level, a Wildmaster gains the ability to wildshape into an elemental.
At 12th level, a Wildmaster gains the ability to wildshape into a dragon and/or a gargantuan creature
At 13th level, a Wildmaster gains the ability to wildshape into a magical beast
At 14th level, a Wildmaster gains the ability to wildshape into a Fine sized creature
At 15th level, a Wildmaster gains all Supernatural abilities and attacks of the form she is in. No Supernatural ability can, when cast by a wizard of appropriate level, require an XP component.
At 15th level, a Wildmaster gains the ability to wildshape into an outsider
At 16th level, a Wildmaster, gains the ability to wildshape as a swift actions, once per day
At 17th level, a Wildmaster’s wildshape becomes an Extraordinary ability
At 17th level, a Wildmaster gains the ability to wildshape into a Colossal sized creature
At 18th level, a Wildmaster gains the ability to wildshape into an undead (This includes Zombies and Skeletons, and any other templated undead the DM deems fit. This is an exception to the rule that wildshapes cannot be templated)
At 19th level, a Wildmaster gains the ability to wildshape into a creature with the swarm subtype
Woodland Stride (Ex)
At 3rd level, a Wildmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex)
At 4th level, a Wildmaster leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex)
At 7th level, a Wildmaster gains a +4 bonus on saving throws against the spell-like abilities of fey.
Disease Immunity (Ex)
At 9th level, a Wildmaster is immune to all mundane diseases
Transitionless Transformation (Su or Ex)
At 10th level, a Wildmaster may transform from one shape to another, without reverting to her original form
Venom Immunity (Ex)
At 12th level, a Wildmaster gains immunity to all poisons.
Magical Disease Immunity (Ex)
At 15th level, a Wildmaster becomes immune to all diseases, Magical or Mundane
Lycanthropy is the exception. When a Wildmaster is in danger of becoming a lycanthrope, she may choose to accept it. She is treated as a natural lycanthrope for the purpose of transformation, but is an afflicted lycanthrope for all other purposes
Evershifting Form (Ex)
A 16th level Wildmaster has exceeded the transformation abilities of all but the most powerful wizards. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.
In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a wildmaster still dies of old age when her time is up.
True Form (Ex)
At 20th level, a Wildmaster does not have a single distinct true form (as can be seen with the True Seeing spell and other true sight effects). Instead his or her currently chosen form is her true form, and True seeing and similar effects cannot distinguish her from the original species.
Additionally, any form the Wildmaster takes is permanent until reverted. However, reverting to the Wildmaster’s original form counts as a daily use of the Wildmaster’s wildshaping ability.
All abilities labeled (Su or Ex) begin as supernatural abilities, but become extraordinary at 17th level
Fixed Transitionless Transformation
Hopefully addressed the Universe breaking (Su) abilities
Made the language stating the (Ex) abilities gained included qualities (Changed the RAI to RAW)
There is a requirement on form familiarity. (Though just a band-aid
Addressed the Undead Wildshape problem
The (Su or Ex) abilities become Ex at level 17, when Wildshaping becomes an Extraordinary ability. The title for Wildshaping was changed to reflect this.
The "Why does the Wildmaster know Druidic?" problem was addressed (but only by implying that Wildmaster is a sect of Druidism... I may include fluff later to better explain this)
The weapon proficiencies were rather rushed. As I said, the DM can allow or disallow, based on the flavor of Druids (and by extension Wildmasters) in their game.
Disease Immunity already applied immunity to mundane disease. I did not feel the need to restate this.
Reworded the True Form ability.
Updated material is underlined, for your viewing pleasure.
Also, if you could help with tables, I would likely love you forever.
This variant druid is a combination of the vanilla Druid, the Master of Many Forms, and the Expanded Master of Many Forms by an unknown author (not that I could find), found here: http://webcache.googleusercontent.co...ound:momf_epic
Making a Wildmaster
The Wildmaster is a consumate master of shapechanging. She is just as comfortable being a bear as she is being a bugbear. Even gender is fluid for a true wildmaster, who trades skins as another might trade clothes. The lower level Wildmaster makes for a decent tank and physical damage dealer. At higher levels, she can keep up decently with casters, manifesting her current skin's spell like abilities. At all levels, a social wildmaster is excels at melding into any setting, behaving as the festive halfling, or the unnoticed horse.
Abilities
A Wildmaster benefits from a high wisdom score, with wisdom determining the time she spends in her borrowed skin. At low levels, with a low amount of time for wildshaping, and no spells, high physical scores are important. Having a high Constitution score is, as with all classes, important as it determines your hit points.
Races
The Druidic tradition rarely has a foothold in the city, making Wildmasters rare among "civilized" races. However, the rare urbam Wildmaster is a force to be reckoned with, as he can be any creature there.
Because Wildmasters are druids, "savage" races have the largest concentration. Of note, the Killoren and the Shifters produce the most Wildmasters, closely followed by Changelings in barbarian tribes.
Alignment
As Druids, Wildmasters are the embodiment of nature, and as such, must have one neutral component to their alignment.
Okay. As a rule, I HAAAAAATE alignment restrictions. That being said, where they make sense, I try to enforce them to some extent (i.e. Paladins MUST be of extreme alignment, or true neutral in the balance sense), and for Druids, I understand it.
The Wildmaster
LevelBABFortRefWillClass Features
1st0202Animal Companion, Nature Sense, Wild Empathy
2nd1303Wildshaping (1/day; Standard Action; Supernatural ability; Animal; Small, Medium Large)
3rd2313Wildshaping (Humanoid), Woodland Stride
4th3414Wildshaping (2/day; Giant), Trackless Step
5th3414Wildshaping (Move Action; Monstrous Humanoid)
6th4525Wildshaping (3/day; Fey; Tiny; Wild Speech)
7th5525Wildshaping (Vermin) Resist Nature’s Lure
8th6/1626Wildshaping (4/day; Aberration; Huge)
9th6/1636Wildshaping (Plant; Extraordinary abilities), Disease Immunity
10th7/2737Wildshaping (5/day; Ooze; Diminuitive), Transitionless Transformation
11th8/3737Wildshaping (Elemental)
12th9/4848Wildshaping (6/day; Dragon; Gargantuan), Venom Immunity
13th9/4848Wildshaping (Magical Beast)
14th10/5949Wildshaping (7/day; Fine)
15th11/6/1959Wildshaping (Outsider; Supernatural Abilities), Magical Disease Immunity
16th12/7/210510Wildshaping (8/day; Swift action 1/day), Evershifting Form
17th12/7/210510Wildshaping (Extraordinary Ability; Colossal)
18th13/8/311611Wildshaping (Undead)
19th14/9/411611Wildshaping (Swarm)
20th15/10/512612True Form
Alignment
Lawful Neutral, Chaotic Neutral, True Neutral, Neutral Good, Neutral Evil
Hit Die
d8.
Class Skills
The Wildmaster's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride(Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Weapon and Armor Proficiencies
A Wildmaster is proficient with the following weapons: Dagger, Sickle, Club, Quarterstaff, Spear, Throwing Axe, Scimitar, Trident, Maquahuitl (MM4), Greatclub, Scythe, Battle scythe(http://www.dandwiki.com/wiki/Battle_Scythe_(3.5e_Equipment)), Handaxe, Japute (DR352), Nekode (Und), Ice Axe (Frost), Iuak (Frost), Tigerskull Club (Frost), Whip, Goad (Frost), Longstaff, Dart, Javelin, Sling, Atlatl, Blowgun, Greater Blowgun, Repeating Blowgun, Bola, Barbed Bola, Bonebow, Boomerang, Hunting Boomerang, Lasso, Net, and War Sling. This is an expanded list. The game’s DM may choose to expand upon this, or disallow certain items.
Wildmasters are proficient with Light and Medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Wildmaster may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wildmasters are proficient with shields (except tower shields) but must use only wooden ones.
A Wildmaster who wears prohibited armor or carries a prohibited shield is unable use her Wildshape class ability while doing so and for 24 hours thereafter.
Bonus Languages
A Wildmaster’s 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 her race.
A Wildmaster also knows Druidic, a secret language known only to Druids (and their various sects), which she learns upon becoming a 1st-level Wildmaster. Druidic is a free language for a Wildmaster; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Wildmasters are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Wildshaping (Su or Ex)
At 2nd level, a Wildmaster gains the ability to turn herself into any Small, Medium or Large animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for a number of hours equal to 1/2 her Wildmaster level, plus her Wisdom modifier, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wildshape, you regain lost hit points as if you had rested for a night. When Wildshaped, a Wildmaster uses her own Hitpoint total, not the chosen form's. For all other intents and purposes, her Constitution score is the form's. A Wildmaster may not Wildshape from one form to another without returning to her base form.
Any gear worn or carried by the Wildmaster melds into the new form and becomes nonfunctional. When the
Wildmaster reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Wildmaster's feet.
The form chosen must be that of an animal the Wildmaster is familiar with.
The Maximum HD of a form the Wildmaster can Wildshape is equal to her Wildmaster class level.
At 3rd level, a Wildmaster gains the ability to wildshape into a Humanoid.
At 4th level, a Wildmaster gains the ability to wildshape into a Giant.
At 5th level, a Wildmaster may use her wildshaping ability as a move actions, rather than a standard action
At 5th level, a Wildmaster gains the ability to wildshape into a Monstrous Humanoid
At 6th level, a Wildmaster gains the ability to wildshape into a Fey, and/or a Tiny creature
Wildspeech (Su or Ex)
At 6th level a Wildmaster maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
At 7th level, a Wildmaster gains the ability to wildshape into a vermin
At 8th level, a Wildmaster gains the ability to wildshape into an aberration and/or a Huge creature
At 9th level, a Wildmaster gains the ability to wildshape into a plant
At 9th level, a Wildmaster gains all Extraordinary abilities and qualities of the form she takes.
At 10th level, a Wildmaster gains the ability to wildshape into an ooze and/or a Diminuitive creature
At 11th level, a Wildmaster gains the ability to wildshape into an elemental.
At 12th level, a Wildmaster gains the ability to wildshape into a dragon and/or a gargantuan creature
At 13th level, a Wildmaster gains the ability to wildshape into a magical beast
At 14th level, a Wildmaster gains the ability to wildshape into a Fine sized creature
At 15th level, a Wildmaster gains all Supernatural abilities and attacks of the form she is in. No Supernatural ability can, when cast by a wizard of appropriate level, require an XP component.
At 15th level, a Wildmaster gains the ability to wildshape into an outsider
At 16th level, a Wildmaster, gains the ability to wildshape as a swift actions, once per day
At 17th level, a Wildmaster’s wildshape becomes an Extraordinary ability
At 17th level, a Wildmaster gains the ability to wildshape into a Colossal sized creature
At 18th level, a Wildmaster gains the ability to wildshape into an undead (This includes Zombies and Skeletons, and any other templated undead the DM deems fit. This is an exception to the rule that wildshapes cannot be templated)
At 19th level, a Wildmaster gains the ability to wildshape into a creature with the swarm subtype
Woodland Stride (Ex)
At 3rd level, a Wildmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex)
At 4th level, a Wildmaster leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex)
At 7th level, a Wildmaster gains a +4 bonus on saving throws against the spell-like abilities of fey.
Disease Immunity (Ex)
At 9th level, a Wildmaster is immune to all mundane diseases
Transitionless Transformation (Su or Ex)
At 10th level, a Wildmaster may transform from one shape to another, without reverting to her original form
Venom Immunity (Ex)
At 12th level, a Wildmaster gains immunity to all poisons.
Magical Disease Immunity (Ex)
At 15th level, a Wildmaster becomes immune to all diseases, Magical or Mundane
Lycanthropy is the exception. When a Wildmaster is in danger of becoming a lycanthrope, she may choose to accept it. She is treated as a natural lycanthrope for the purpose of transformation, but is an afflicted lycanthrope for all other purposes
Evershifting Form (Ex)
A 16th level Wildmaster has exceeded the transformation abilities of all but the most powerful wizards. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.
In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a wildmaster still dies of old age when her time is up.
True Form (Ex)
At 20th level, a Wildmaster does not have a single distinct true form (as can be seen with the True Seeing spell and other true sight effects). Instead his or her currently chosen form is her true form, and True seeing and similar effects cannot distinguish her from the original species.
Additionally, any form the Wildmaster takes is permanent until reverted. However, reverting to the Wildmaster’s original form counts as a daily use of the Wildmaster’s wildshaping ability.
All abilities labeled (Su or Ex) begin as supernatural abilities, but become extraordinary at 17th level
Fixed Transitionless Transformation
Hopefully addressed the Universe breaking (Su) abilities
Made the language stating the (Ex) abilities gained included qualities (Changed the RAI to RAW)
There is a requirement on form familiarity. (Though just a band-aid
Addressed the Undead Wildshape problem
The (Su or Ex) abilities become Ex at level 17, when Wildshaping becomes an Extraordinary ability. The title for Wildshaping was changed to reflect this.
The "Why does the Wildmaster know Druidic?" problem was addressed (but only by implying that Wildmaster is a sect of Druidism... I may include fluff later to better explain this)
The weapon proficiencies were rather rushed. As I said, the DM can allow or disallow, based on the flavor of Druids (and by extension Wildmasters) in their game.
Disease Immunity already applied immunity to mundane disease. I did not feel the need to restate this.
Reworded the True Form ability.
Updated material is underlined, for your viewing pleasure.
Also, if you could help with tables, I would likely love you forever.