Master of the Wild"Text"
- Thurgoth the Druid, Human Master of the WildText
Making a Master of the WildText
Abilities: Physical stats are all that the Master of the Wild needs
Races: Master of the Wild appear amongst all races.
Alignment: Master of the Wild can be of any alignment, and there is no bias in any one direction.
Table 1: The Master of the WildLevel BAB Ref Fort Will Abilities
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1 +0 +0 +2 +2 Animal Companion, Intelligence, Plant Control
2 +1 +0 +3 +3 Wild Empathy, Speak with Master, Animal Bond
3 +2 +1 +3 +3 Empathic Link, Endure Elements, Animal Sense
4 +3 +1 +4 +4 Extra Animal Companion, Create Infusion, Sun Sustenance, Animal Speech
5 +3 +1 +4 +4 Blood Bond, Intelligence, Terrain Movement, Lesser Wild Shape
6 +4 +2 +5 +5 Animal Senses, Natural Armor, Attack Native Creatures
7 +5 +2 +5 +5 Command Creatures of Kind, Endure Elements, Expert Infusion
8 +6 +2 +6 +6 Extra Animal Companion, Terrain Camouflage, Dire Wild Shape
9 +6 +3 +6 +6 Animal Senses, Share Spells, Share Lesser Form
10 +7 +3 +7 +7 Natural Armor, Intelligence, Bonus Feat, First Totem, Animal Farspeech
11 +8 +3 +7 +7 Share Saving Throws, Endure Elements, Legendary Wild Shape
12 +9 +4 +8 +8 Extra Animal Companion, Detect Animals and Plants
13 +9 +4 +8 +8 Inspire Greatness, Bonus Feat, Second Totem
14 +10 +4 +9 +9 Natural Armor, Adaptation, Treant Wild Shape
15 +11 +5 +9 +9 Intelligence, Endure Elements, Animal Perception
16 +12 +5 +10 +10 Bonus Feat, Third Totem
17 +12 +5 +10 +10 Freedom of Movement
18 +13 +6 +11 +11 Natural Armor, Animate Tree
19 +14 +6 +11 +11 Bonus Feat, Share Greater Form
20 +15 +6 +12 +12 Intelligence, Gaea's Embrace
Table 2: Spells Per DayLevel 1st 2nd 3rd 4th 5th 6th
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1 2 — — — — —
2 2 — — — — —
3 3 — — — — —
4 4 2 — — — —
5 5 3 — — — —
6 5 4 — — — —
7 5 4 2 — — —
8 5 5 3 — — —
9 5 5 4 — — —
10 5 5 4 2 — —
11 5 5 5 3 — —
12 5 5 5 4 — —
13 6 6 5 4 2 —
14 6 6 6 5 3 —
15 6 6 6 6 4 2
16 7 6 6 6 4 3
17 7 7 6 6 5 4
18 7 7 7 6 6 5
19 7 7 7 7 6 6
20 7 7 7 7 7 7
Game Rule InformationMaster of the Wild have the following game statistics.
Alignment: Any
Hit Die: d8
Starting Gold: As Master of the Wild
Starting Age: As Master of the Wild
Class skillsConcentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Class FeaturesText
- Weapon and Armour Proficiency: Masters of the Wild are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Masters of the Wild 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 master of the wild 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). Masters of the Wild are proficient with shields (except tower shields) but must use only wooden ones. A master of the wild who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
- Spells: A Master of the Wild casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Master of the Wild must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Master of the Wild must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Master of the Wild’s spell is 10 + the spell level + the Master of the Wild’s Wisdom modifier. Like other spellcasters, a Master of the Wild can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Master of the Wild. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Master of the Wild prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Master of the Wild may prepare and cast any spell on the Master of the Wild spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
- Spontaneous Casting: A Master of the Wild can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
- Natural Habitat: At first level, a Master of the Wild chooses a particular terrain type from the list below. This is his native terrain. Likewise, he chooses a creature type from the list below. This creature must be native (or possibly so) to the terrain type he has chosen.
- Animal Companion (Ex): A Master of the Wild gains the service of a loyal animal companion, as per the druid class feature. As a Master of the Wild gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid's animal companion does. Use the Master of the Wild's class level to determine the animal companion's special abilities. If a Master of the Wild already has an animal companion from another class, her Master of the Wild class levels stack with class levels from all other classes that grant an animal companion. His animal companion(s) must be members of his chosen creature type native to his chosen terrain type.
- Intelligence: Through constant exposure to the Master of the Wild, his animal companions become more intelligent than the average for their species. When the Master of the Wild is 1st level, the Intelligence score of his animal companion rises to 4. This minimum Intelligence score rises by 2 points at each indicated level thereafter.
- Terrain Skill Bonuses: At 1st level, a Master of the Wild gains a +2 insight bonus on both Survival checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain.
- Plant Control: At 1st level, the Master of the Wild turns, rebukes, or commands plants as an cleric rebukes undead. To command a plant, she must be able to speak with it via a speak with plants effect, though she may issue her commands mentally if desired. The number of times per day that she can use this ability is equal to 3 + your Charisma modifier. Her class level is the level at which she rebuke plants.
- Wild Empathy (Ex): A Master of the Wild can improve the attitude of an animal. If a Master of the Wild has wild empathy from another class, her levels stack for determining the bonus.
- Speak with Master (Ex): At 2nd level, the Master of the Wild gains the ability to communicate verbally with his companion in a language of his own. Creatures other than his companions cannot understand this communication without magical aid.
- Animal Bond: Beginning at 2nd level, the Master of the Wild develops a bond with animals of her selected group (see Natural Habitat). Because of this bond, all animals of the appropriate kinds automatically have a friendly attitude toward the Master of the Wild.
- Empathic Link (Su): At 3rd level, the Master of the Wild gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Master of the Wild and the companion can understand one another as if a speak with animals effect were in force. Of course, intelligence is still a factor in the content of such conversations, and misunderstandings on that basis are still possible.
- Endure Elements (Ex): The Master of the Wild can ignore some damage from the element associated with his chosen terrain type (see Terrain Types, below). At 3rd level, the character ignores the first 5 points of damage from that element. This amount increases by an additional +5 at 7th, 11th, and 15th level.
- Animal Sense (Su): At 3rd level, an Master of the Wild can sense any animals of her selected group within a radius of miles equal to her Master of the Wild level. This ability does not allow the character to communicate with the animals she senses.
- Extra Animal Companion (Ex): At 4th level, a Master of the Wild gains a second animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 2 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels). At 8th level, a Master of the Wild gains a third animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 4 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels). At 12th level, a Master of the Wild gains a fourth animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 6 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels).
- Create Infusion: At 4th level, the Master of the Wild gains Create Infusion as a bonus feat.
- Sun Sustenance (Ex): Also at 4th level, the Master of the Wild gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive.
- Animal Speech (Ex): At 4th level, an Master of the Wild can converse at will with any animals of her selected group as though a speak with animals spell were in effect. The creatures’ responses, of course, are limited by their intelligence and perceptions.
- Blood Bond: At 5th level, each of the Master of the Wild's companions gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the Master of the Wild. This bonus lasts as long as the threat is immediate and apparent.
- Terrain Movement (Ex): At 5th level, if the chosen terrain is land-based, the Master of the Wild can move overland through it as if it were plains. A Master of the Wild who chose sea or marsh swims along the surface of water at one-half his or her land speed.
- Wild Shape (Sp): At 5th level, an Master of the Wild can use wild shape to take the form of any kind of natural animal in her selected group. This ability otherwise functions like the druid’s wild shape, except that the Master of the Wild can use it as often as desired. At 8th level, an Master of the Wild can use this ability to adopt the dire form of an animal in her selected group, and at 11th level, she can use it to adopt the legendary form of an animal in her selected group.
- Natural Armor: When the Master of the Wild reaches 6th level, each of his companions gains a +2 enhancement bonus to its natural armor. This bonus rises to +4 at 10th level, +6 at 14th level, and +8 at 18th level.
- Animal Senses (Su): At 6th level, the Master of the Wild can hear through any designated companion's ears or smell through its nose. At 9th level, he can see through a companion's eyes. The Master of the Wild can activate his animal senses as a standard action, and he does not lose the ability to sense events around him by doing so.
- Attack Native Creatures (Ex): The Master of the Wild gains a competence bonus on attack rolls against any creature that has the character's chosen terrain listed in the Climate/Terrain section of its statistics. (In the case of the skies, this means any naturally flying creature who lives outdoors.) A creature with a listing of "Any land" does not trigger these bonuses. This bonus is +2, and it increases by +1 for every two Master of the Wild levels the character gains thereafter.
- Command Creatures of Kind (Sp): When the Master of the Wild reaches 7th level, his companions can use command as a spell-like ability at will against other creatures of their kind. This ability affects only creatures with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the Master of the Wild.
- Expert Infusion: At 7th level, the character can automatically identify the spell contained in an infusion and the caster level of that spell (see Infusions in Chapter 3). He also gains a bonus equal to his Master of the Wild level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs.
- Terrain Camouflage (Ex): At 8th level, Masters of the Wild may use the raw materials of their chosen terrains to conceal their presence from others. This full-round action grants a character a +10 competence bonus on Hide checks in the chosen terrain.
- Share Spells: At 9th level, the Master of the Wild may have any spell he casts on himself also affect one companion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if that companion again comes within 5 feet of the character before the spell's duration expires. Additionally, the Master of the Wild may cast a spell with a target of "You" on a companion (as if the spell had a range of touch) instead of on himself. The Master of the Wild and the companion can share even spells that do not normally affect creatures of the companion's type.
- Share Lesser Form (Sp): Beginning at 9th level, an Master of the Wild can share whichever animal form she is currently using with a number of willing individuals equal to her Master of the Wild level. This effect is identical to that of the polymorph other spell, except that its duration is 1 hour per Master of the Wild level.
- Bonus Feat: At 10th, 13th, 16th, and 19th levels, a Master of the Wild may choose a bonus feat from the list for his or her terrain type (see below). If she already has taken all the feats available, she may choose any other feat for which she meets the prerequisites.
- Animal Farspeech (Sp): At 10th level, an Master of the Wild can use her animal speech ability to converse telepathically with any animal of her selected group that she can sense (see animal sense, above).
- First Totem: At 10th level, the Master of the Wild gains a benefit related to her selected group from the list below.
- Share Saving Throws: When the Master of the Wild reaches 11th level, his companions can use either his base saves or their own, mixing and matching to gain the highest value for each.
- Detect Animals and Plants (Sp): At 12th level, the character can use detect animals or plants within the chosen terrain as a druid of his or her class level. This ability is usable once per hour.
- Inspire Greatness (Su): At 13th level, the Master of the Wild can grant extra fighting ability to all his companions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points) for every five class levels (rounded down), a +2 competence bonus on attacks, and a +1 competence bonus on saves. Apply the companion's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The Master of the Wild can inspire his companions once per class level, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.
- Second Totem: At 13th level, an Master of the Wild gains a benefit related to her selected group from the list below.
- Adaptation (Su): At 14th level, the character can function as if wearing a necklace of adaptation for a total of up to one hour per class level per day.
- Treant Wild Shape (Sp): Beginning at 14th level, the Master of the Wild can use wild shape to take the form of a treant and back again three times per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the Master of the Wild can cast spells normally while in treant wild shape.
- Animal Perception (Sp): At 15th level, an Master of the Wild can share the sensory input of any animal of her selected group that is within range of her animal sense.
- Freedom of Movement (Su): At 17th level, the Master of the Wild can function as if under the influence of a freedom of movement spell for up to one hour per class level per day.
- Third Totem: At 16th level, an Master of the Wild gains a benefit related to her selected group from the list below.
- Animate Tree (Sp): At 18th level, a Master of the Wild can animate a tree within 180 feet of him. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of Master of the Wild levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the Master of the Wild's commands. The character can return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the Master of the Wild who animated it is incapacitated or moves out of range. The Master of the Wild can only have one treant at any given time.
- Share Greater Form (Sp): At 19th level, an Master of the Wild can share her dire form with her allies. This ability is otherwise identical to share lesser form, above.
- Gaea's Embrace: At 20th level, the Master of the Wild permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the Master of the Wild still dies of old age when his time is up.
Terrain TypesTerrain Type: Desert.
Terrain Element: Fire.
Terrain Skill: Spot.
Bonus Feats: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness.
Terrain Type: Forest.
Terrain Element: Fire.
Terrain Skill: Climb.
Bonus Feats: Alertness, Brachiation, Point Blank Shot, Run, Skill Focus (Climb).
Terrain Type: Hills.
Terrain Element: Cold.
Terrain Skill: Climb.
Bonus Feats: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness.
Terrain Type: Marsh.
Terrain Element: Acid.
Terrain Skill: Swim.
Bonus Feats: Alertness, Blind-Fight, Great Fortitude, Skill Focus (Swim), Toughness.
Terrain Type: Mountains.
Terrain Element: Cold.
Terrain Skill: Climb.
Bonus Feats: Alertness, Great Fortitude, Jump. Skill Focus (Climb), Toughness.
Terrain Type: Plains.
Terrain Element: Electricity.
Terrain Skill: Move Silently.
Bonus Feats: Alertness, Far Shot, Point-Blank Shot, Run, Skill Focus (Move Silently).
Terrain Type: Aquatic.
Terrain Element: Cold.
Terrain Skill: Swim.
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (net), Silent Spell, Skill Focus (Swim).
Terrain Type: Air.
Terrain Element: Electricity.
Terrain Skill: Balance.
Bonus Feats: Flyby Attack, Hover, Skill Focus (Balance), Snatch, Wingover.
Terrain Type: Underground.
Terrain Element: Sonic.
Terrain Skill: Escape Artist.
Bonus Feats: Alertness, Blind-Fight, Extra Turning, Great Fortitude, Toughness.
Totem AnimalsApe
First Totem: The Master of the Wild gains Brachiation as a bonus feat.
Second Totem: The Master of the Wild gains a +2 inherent bonus to Intelligence.
Third Totem: The Master of the Wild gains the spell-like ability to scare by howling, hooting, and beating her chest. The Will save DC against this ability is 10 + the Master of the Wild’s class level + her Charisma modifier. In all other ways, this effect is identical to the scare spell.
Bear
First Totem: The Master of the Wild gains a +2 inherent bonus to Strength.
Second Totem: The Master of the Wild gains Great Fortitude as a bonus feat.
Third Totem: The Master of the Wild gains damage reduction 2/–. It she already has damage reduction, this stacks with it.
Bird
First Totem: The Master of the Wild gains a +2 inherent bonus to Dexterity.
Second Totem: The Master of the Wild gains a +8 conditional bonus on Spot checks made in daylight.
Third Totem: The Master of the Wild gains Improved Critical (claw) as a bonus feat.
Cat
First Totem: The catlord gains Skill Focus (Move Silently) as a bonus feat.
Second Totem: Once per hour, the catlord can use the sprint extraordinary ability to move at ten times her normal speed as a charge action.
Third Totem: The catlord gains a +2 inherent bonus to Dexterity.
Horse
First Totem: The Master of the Wild gains a bonus to her speed of +10 feet.
Second Totem: The Master of the Wild gains a +2 inherent bonus to Constitution.
Third Totem: The Master of the Wild gains Trample as a bonus feat.
Shark
First Totem: The Master of the Wild gains the extraordinary ability to breathe water in her normal form. (She cannot, however, breathe air while in a form that can breathe only water.)
Second Totem: The Master of the Wild gains Improved Swimming as a bonus feat.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Wisdom.
Snake
First Totem: The Master of the Wild gains Resist Poison as a bonus feat.
Second Totem: The Master of the Wild gains the extraordinary ability to produce poison once per day (Fortitude save DC 10 + class level; initial and secondary damage 2d6 temporary Constitution). She can produce only one dose of poison per day. The Master of the Wild is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Charisma.
Wolf
First Totem: The Master of the Wild gains Scent as a bonus feat.
Second Totem: The Master of the Wild gains a +4 circumstance bonus on Survival checks made for tracking. This bonus stacks with any modifier provided by Scent.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Constitution.