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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default The Wild Child (Base Class)

    The wild children are beings which have been separated from civilization since birth, often due to abandonment from their parents. The gods of the wild take some of these creatures and grant them supernatural abilities. The wild children zealously defend Mother Nature (ie the deity who rescued them), their surrogate mother/father, in any way they can.

    A wild child is fearsome in appearance, covering his body with savage looking tattoos in homage to his deity. His eyes slowly change to contain the images of lightning and fire.

    Wild Child


    Table:

    Level 1: Feral Child, Nature's Avatar, Windmaster
    Level 2: Pyro Rage
    Level 3: Stormbringer 1/day
    Level 4: Earthbrother
    Level 5: Vines of Wrath 1/day
    Level 6: Stormbringer 2/day
    Level 7: Pyro Rage II, Favored Child
    Level 8: Earthbrother II
    Level 9: Stormbringer 3/day
    Level 10: Earthbrother III, Vines of Wrath 2/day, Windmaster II
    Level 11: Pyro Rage III, Divine Vines
    Level 12: Earthbrother IV, Stormbringer 4/day
    Level 13: Pyro Rage IV, Divine Child
    Level 14: Worldkin, Torrent, Sunbeam
    Level 15: Vines of Wrath 3/day, Stormbringer 5/day
    Level 16: Pyro Rage V, Sunburst
    Level 17: Windmaster III
    Level 18: Worldkin II, Stormbringer 6/day
    Level 19: Pyro Rage VI
    Level 20: Perfect Storm, Vines of Wrath 4/day

    Alignment: Within one step of his deity's. Likely Chaotic.
    Hit Die: d10
    Skill Points at Each Additional Level: 4 + Int modifier.
    Base Attack Bonus: as fighter
    Base Saves: High Fort, Low Will, Low Reflex
    Class Skills: Handle Animal, Ride, Knowledge (Nature), Swim, Survival, Concentration, Craft, Jump, Climb, Intimidate


    Class Features

    Weapon and Armor Proficiency

    A wild child is proficient with all simple weapons, as well as his deity's favored weapon. Wild children are proficient with light and medium armor, but not with any shields. They will always use their deity's favored weapon if available, and will duel wield if it isn't 2-handed.


    Feral Child

    The wild child begins knowing no languages. He is also extremely unfamiliar with anything urban, if the situation happens to occur. He may spend 2 skill points to learn his first language, and 2 skill points to become literate. He also has a -4 to the Diplomacy Skill.

    Due to the unique circumstances under which one becomes a member of this class, it may not be taken if it was not taken at first level.

    Nature's Avatar (Su)

    The wild child gains a +1 bonus/2 levels in the following skills: Intimidate, Knowledge (Nature), Swim, and Climb. The bonus to Climb only works when climbing something natural.

    Pyro Rage (Sp)

    Starting at level 2, the wild child may cast Produce Flame as a druid of his level. He does not need a free hand, as the flame may be conjured onto his weapon. This does not cause it to function any differently, and his attacks cause no additional fire damage. He may hurl the flame as normal by making a flinging motion with his weapon, or use it as a melee touch attack. At the levels indicated by the table, the damage increases by 1d6 + 5. He may use this ability 3/day, and he may only use it when wielding his deity's favored weapon.

    Stormbringer (Su)

    Beginning at level 3, the wild child may deal 1 lightning damage per level in addition to his normal damage with one normal melee attack. This is usable once per day for every three class levels. If he misses his attack roll, an attempt is wasted. It may only be used when wielding his deity's favored weapon.

    Earthbrother (Sp)

    At level 4, the wild child may cast Summon Nature's Ally II as a druid of his level once per day. This may only be used to summon earth elementals.

    Windmaster (Sp)

    Also at level 4, the wild child may cast Gust of Wind as a druid of his level once per day.

    Vines of Wrath (Su)

    Starting at level 5, the wild child may entangle an opponent with one normal melee attack, in addition to dealing normal damage. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. The first round the creature remains entangled, it takes 1d4 piercing damage. Every round after that the creature remains entangled, he takes 1d4 acid damage. This may be used once per day per five class levels. On a missed attack roll, the attempt is wasted. This may only be used when the wild child is wielding his deity's favored weapon.

    Favored Child (Su)

    The wild child gains benefits with his deity's favored weapon at level 7. If it is a one-handed weapon, he gains either Two-Weapon Fighting, Improved Two-Weapon Fighting, or Greater Two-Weapon Fighting, whichever is the best one that he doesn't have. If the weapon is two-handed, he gains Power Attack, Cleave, or Great Cleave. These feats are only usable with the favored weapon. He gains them even if he does not meet the prerequisites.

    Earthbrother II (Sp)

    At 8th level, the wild child may cast Summon Nature's Ally IV as a druid of his level once per day. This may only be used to summon earth elementals.

    Thunder

    Beginning at level 9, the wild child's Stormbringer ability deals 1 sonic damage per level 2 rounds after the lightning damage is dealt.

    Earthbrother III (Sp)

    At 10th level, the wild child may cast Summon Nature's Ally V as a druid of his level once per day. This may only be used to summon earth elementals.

    Windmaster II (Sp)

    Also at 10th level, the wild child may cast Control Winds as a druid of his level once per day. In addition, creatures caught in his Gust of Wind spell are treated as one size catagory smaller for determining what can be done to them. Once per day, the wild child may also gain a fly speed of 60 ft with good maneuverability for 1 round per level, being carried by the wind.

    Divine Vines

    At 11th level, the wild child's Vines of Wrath ability is improved. The damage increases to 2d4 per round and the DC to escape increases to 25.

    Earthbrother IV (Sp)

    At 12th level, the wild child may cast Summon Nature's Ally VI as a druid of his level once per day. This may only be used to summon earth elementals.

    Divine Child (Su)

    At 13th level the wild child gains an additional feat from the Favored Child list, as well as Weapon Focus or Greater Weapon Focus, whichever is the best that he doesn't have. These only function when he is wielding his deity's favored weapon.

    Worldkin (Sp)

    At 14th level, the wild child may cast Summon Nature's Ally VII as a druid of his level once per day. This may only be used to summon earth or water elementals.

    Torrent (Su)

    Also at 14th level, the wild child may call forth torrential rains as a standard action, covering a radius of 180 ft centered on the wild child. They gradually appear over the course of 5 rounds, and last for 1 round/level (not counting the 5). Any creature caught in the rains must make a Constitution check DC 10 or become slowed, as the slow spell. The DC increases by +2 every round they make it. The wild child and his allies are immune to this effect.

    He may optionally cause a torrent of hail, dealing 1 lethal damage per round to every creature except himself and his allies in a 180 ft radius, and they must make a Fortitude save DC 15 every round or take 1d6 nonlethal damage from extreme cold. This DC increases by +2 every round the save is made. This effect lasts 1 round/2 levels.

    Any earth or water elemental existing under the rain effect is treated as being underwater for the purpose of its abilities. The wild child may call a torrent three times per day. Multiple torrents may be called at once, but overlapping torrents will not stack damage or require extra saves.

    Sunbeam (Sp)

    At 14th level, the wild child may cast Sunbeam as a druid of his level once per day.

    Sunburst (Sp)

    At 16th level, the wild child may cast Sunburst as a druid of his level once per day.

    Windmaster III

    Starting at level 17, the wild child counts as 6 caster levels higher for determining what he can do with the Control Winds spell. His Gust of Wind spell may function as a Greater Dispel Magic spell for dispelling area of effect spells.

    Worldkin II (Sp)

    At 18th level, the wild child may cast Summon Nature's Ally IX as a druid of his level once per day. This may only be used to summon earth or water elementals. He may optionally cast Shambler as a druid of his level, using up the usage per day.

    Perfect Storm (Sp)

    At level 20 the wild child may cast either Storm of Vengeance or Earthquake as a druid of his level 1/day. In addition, the sonic damage effect of his Stormbringer ability damages all creatures in a 20 ft radius of the creature struck. The radius of Torrent increases to 360 ft.


    Ex-Wild Children

    A wild child who grossly violates the code of conduct required by his god loses all class features, except for armor and weapon proficiencies. He cannot thereafter gain levels as a wild child until he atones (see the atonement spell description).

  2. - Top - End - #2
    Ogre in the Playground
     
    Tengu's Avatar

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    Default Re: The Wild Child (Base Class)

    This class needs an ability to learn and then use the attacks of different monsters it encounters.

    Birdman of the Church of Link's Hat

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: The Wild Child (Base Class)

    Like Gau? hehe... Yeah, more animal(best?) related powers would be cool.
    The way it is now, it looks like he gains several elemental-based combat skills.

    Member of the Hinjo fan club. Go Hinjo!
    "In Soviet Russia, the Darkness attacks you."
    "Rogues not only have a lot more skill points, but sneak attack is so good it hurts..."

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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Re: The Wild Child (Base Class)

    perhaps i should have called him the "natural disaster". that was the idea anyhow. i'm not quite sure that animal abilities would it into it. he is an animal himself, after all :)

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    Firbolg in the Playground
     
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    Default Re: The Wild Child (Base Class)

    Quote Originally Posted by flyingpoo22 View Post
    Torrent (Sp)

    Also at 14th level, the wild child may call forth torrential rains as a standard action, covering a radius of 180 ft centered on the wild child. They gradually appear over the course of 5 rounds, and last for 1 round/level (not counting the 5). Any creature caught in the rains must make a Constitution check DC 10 or begin "drowning". The DC increases by +2 every round they make it. Instead of the typical drowning sequence, the creature instead may only take one move or standard action per round until the spell ends. The wild child and his allies are immune to this effect.
    Isn't it easier to just say that they get slowed? Also, shouldn't this be (Su)? Lastly, the class needs something to ensure that they remain children: As it is written, the Wild Child starts as an adult and grows older with time like any other class.
    Quote Originally Posted by Winterwind View Post
    Mewtarthio, you have scared my brain into hiding, a trembling, broken shadow of a thing, cowering somewhere in the soothing darkness and singing nursery rhymes in the hope of obscuring the Lovecraftian facts you so boldly brought into daylight.

  6. - Top - End - #6
    Barbarian in the Playground
     
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    Default Re: The Wild Child (Base Class)

    heh never really thought of it like that. wild child was just a rhyming name to me that fit in with the way you become one. having them stay as actual children is weird and cool and therefore i will add it in.

    edit: hmm just realized that if he were to remain a child it wouldn't make sense as far as the normal timeless body feature goes. i'd have to make him immortal, and that's a tad too much. ah well....

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