The fastest path into this
advanced class is from a combination of Strong and Tough hero basic classes, though other paths are possible.
To qualify to become a Wildlord, a character must fulfill the following criteria.
Skills: Handle Animal 6 ranks, Survival 6 ranks.
Wildlords gain 1d8
hit points per level. The character's Constitution modifier applies.
Wildlords gain a number of
action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
The Wildlord's
class skills are as follows:
Climb (Str),
Concentration (Con),
Drive (Dex),
Diplomacy (Cha),
Handle Animal (Cha),
Hide (Dex), Knowledge (Behavioral sciences, earth and life sciences, physical sciences),
Move Silently (Dex),
Navigate (Int),
Pilot (Dex),
Profession (Wis),
Ride (Dex),
Spot (Wis),
Survival (Wis),
Swim (Str),
Treat Injury (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
At 1st level, the Wildlord gains the ability to use her Handle Animal
skill to improve the attitude of an animal or magical beast. The interaction is treated as a Diplomacy
skill check, with Handle Animal used instead of Diplomacy. The Wildlord needs to be within 30 feet of the creature to use this ability.
Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.)
The Wildlord may also seek to influence magical beasts (including those she has never encountered before) at a -4 penalty.
Animal empathy does not function on vermin.
At 2nd level, the Wildlord gains
Track as a
bonus feat, if she does not already have it.
At 2nd level, the Wildlord may spend an
action point to transform an encountered animal into an
animal companion. This requires a
full-round action. The animal must already be friendly in attitude toward the Wildlord. This animal accompanies the Wildlord on her adventures as is appropriate to its species. The Wildlord may have a single
animal companion at a time.
Choose an animal from the following list: Ape, bear,
big cat,
boar, crocodile, deinonychus, dog (medium),
donkey,
eagle,
elephant, herd animal (such as cow, camel, or bison), horse,
lizard, monkey,
octopus,
porpoise, snake (constrictor, viper),
squid, tiger, or wolf. The creature may be an animal of Shadow. The animal cannot have more Hit Dice than the Wildlord has character levels.
The animal chosen remains an animal, but may gain additional abilities according to the level of the Wildlord (see
Animal Companions, below). The player running a Wildlord should consider the fact that certain animals may create problems in urban areas.
The Wildlord may release the animal back to the wild, regaining the
action point initially spent in the process. The Wildlord does not regain the
action point if the creatures dies. In either case, the Wildlord must wait at least 24 hours before attempting to gain another
animal companion.
At 3rd, 6th, and 9th level, the Wildlord gets a
bonus feat. The
bonus feat must be selected from the following list, and the Wildlord must meet all of the prerequisites for the feat to select it.
At 3rd level, the Wildlord becomes an expert at climbing. A successful Climb check allows her to move her full
speed rather than at half
speed when climbing.
At 4th level, the Wildlord gains +4 resistance bonus on
saving throws against natural poisons.
At 4th level, the Wildlord gains the supernatural ability to call her
animal companion to her. The
animal companion must be in the area (within a mile of the Wildlord's location), and will arrive within 10d6 minutes. Situations which the Wildlord and
animal companion are clearly separated the animal will express consternation and distress but will not be able to respond.
At 5th level, the Wildlord designates one
skill from her Wildlord
class skill list. When making a check with this skill, the Wildlord may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so certain in the use of this skill that she can use it reliably even under adverse conditions.
At 7th level, the Wildlord is considered to be a master of nature lore, animals, and plants. The Wildlord gains a circumstance bonus equal to her
Reputation bonus when making
skill checks that are directly involved with her knowledge of the natural world. Such
skills would include applicable Knowledge
skills, as well as such social
skills as Intimidate and Bluff when animals are involved.
At 8th level, the Wildlord may spend an
action point to turn, command, or rebuke animals. This functions in the same manner as the ability to turn undead for the
Acolyte.
At 9th level, the Wildlord gains the supernatural ability to transform her
animal companion into a small, inert object, such as a charm, a totem, or a stuffed animal, that may be carried around. While in object form, the transformed companion has the properties of the item.
The Wildlord may, as a
move action or part of a
move action, cast the object to the ground and cause it to immediately take its original form. The transformed creature is considered a magical beast as long as it remains the Wildlord's companion.
Command/Rebuke Magical Beasts
At 10th level, the Wildlord may spend an
action point to turn, command, or rebuke magical beasts. This functions in the same manner as the ability to turn, command, or rebuke undead for the
Acolyte.
As the Wildlord grows in power and ability, so too does the power of her
animal companion.
Class Level
|
Bonus HD
|
Natural Armor
|
Str/DexAdj.
|
Special
|
2-3
|
+0
|
0
|
+0
|
Link, share spells
|
4-5
|
+2
|
2
|
+1
|
Evasion
|
6
|
+4
|
4
|
+2
|
Devotion
|
7
|
+6
|
6
|
+3
|
Multiattack
|
8
|
+8
|
8
|
+4
|
|
9
|
+10
|
10
|
+5
|
Improved evasion
|
10
|
+12
|
12
|
+6
|
|
Class Level: The level of the Wildlord.
Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the
animal companion's base attack and base save bonuses. An
animal companion's
base attack bonus is equal to a Wildlord whose level equals the animal's HD. An
animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). The
animal companion doesn't gain any extra
skill points or
feats for bonus HD.
Str/Dex Adj.: Add this figure to the
animal companion's Strength and Dexterity scores.
Devotion (Ex): The
animal companion's devotion to its master is so complete, it gains a +4 morale bonus on all Will saves against Enchantment spells and effects.
Multiattack (Ex): The
animal companion gains the Multiattack
feat, if it has 3 or more natural attacks. If it does not have the requisite 3 or more natural attacks, the
animal companion instead gains a second attack with its primary natural attack, albeit at a -5 to the
base attack bonus.
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