Dual-progression PrC for Morphling/Domeskipper
WILDLINGPicture Credit: Google Image Search "Down, kitty."-famous last words
A wildling is a creature that lives outside the domes, becoming one with the beasts that share his domain.
BECOMING A WILDLING Entry into the wildling prestige class requires levels in both morphling and domeskipper.
ENTRY REQUIREMENTS Skills: Animal Affinity 8 ranks, Natural Lore 8 ranks.
Maneuvers: Two Tiger Claw maneuvers.
Special: Animal Companion class feature, Morph class feature.
Class Skills The Wildling's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Persuasion (Cha), Profession (Wis), and Stealth (Dex).
Skills Points at Each Level : 4 + Int
Table: The Wildling | HD: d10 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 |
| | | Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 |
| | |
Special | Animal companion, morph | Apply morph | Morphic combat | Share morph | Morphic recovery | Mirror | Disciplined morph | Morphic fusion | Improved morphic combat | Call of the wild |
| | | Maneuvers Known | +0 | +0 | +1 | +0 | +0 | +1 | +0 | +0 | +1 | +0 |
| | | Maneuvers Readied | +0 | +0 | +0 | +0 | +0 | +1 | +0 | +0 | +0 | +0 |
| | | Stances Known | +0 | +0 | +0 | +0 | +1 | +0 | +0 | +0 | +0 | +1 |
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Weapon and Armor Proficiencies: A wildling gains no new weapon or armor proficiencies.
Maneuvers: At 3rd, 6th, and 9th level, a wildling gains one new maneuver known from the Essence of Gaia, Tiger Claw, or White Raven disciplines. He must meet a maneuver's prerequisite to learn it. A wildling adds his full Wildling levels to his initiator level to determine his total initiator level and highest-level maneuvers known. At 6th level, a wildling gains an additional maneuver readied per day.
Stances: At 5th and 10th level, a wildling learns a new martial stance from the Essence of Gaia, Tiger Claw, or White Raven disciplines. He must meet a stance's prerequisite to learn it.
Animal companion (Ex): Wildling levels stack with domeskipper levels for the purposes of determining the abilities of the wildling's animal companion.
Morph (Ex): Wildling levels stack with morphling levels for the purposes of determining the number of morph points the wildling gains per encounter, as well as which morphs are available.
Apply morph (Ex): Beginning at 2nd level, a wildling can use his morph ability on his animal companion with a touch. The morph otherwise works normally.
Morphic combat (Ex): At 3rd level, whenever a wildling initiates a Tiger Claw strike with a natural weapon he gained from his morph ability, he does an extra 4d6 damage.
Share morph (Ex): Whenever a wildling of 4th level or higher uses his morph ability while his animal companion is within 10 feet, at his choice the companion gains the benefit of the morph as well. The companion loses the benefit of the morph (with no ill effects) if it moves more than 10 feet away.
Morphic recovery (Ex): Upon reaching 5th level, a wildling can expend a readied and granted maneuver as a swift action to gain a number of morph points equal to half the level of the maneuver, rounded down, minimum 1 point. For example, a 5th-level wildling could expend a 7th-level maneuver to gain 3 morph points.
Mirror (Ex): At 6th level, a wildling can transform himself into an exact copy of his animal companion. Doing so is a special use of the Morph ability that costs 5 morph points, and functions exactly like a morphling's Transformation class feature, except that the wildling can only transform into a duplicate of his animal companion.
Disciplined morph (Ex): Beginning at 7th level, whenever a wildling is in a Tiger Claw stance, the first 3 morph points he spends in an encounter cause him no penalty when the morph or transformation ends. If and when he spends more points, he suffers fatigue as normal (if he has the improved morphic reserves ability, it still applies).
Morphic fusion (Su): A wildling of 8th level or higher can fuse with his animal companion to become a single, more powerful creature. Doing so is a special use of the Morph ability that costs 7 morph points. The wildling controls the actions of the fused being, which has his current hit points plus the companion's current hit points. All feats, racial abilities, and class features are pooled, including maneuvers and stances. If both the wildling and his companion have the same ability, the fused being gains it only once.
For each of the six ability scores, the fused being’s score is the higher of the wildling's and the companion's, and the fused being also has the higher Hit Dice -- this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member. The wildling decides what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the effect ends.
Since both the wilding and his animal companion are part of the fused being, it is granted all of the wildling's readied maneuvers at all times, and recovers an expended maneuver automatically after 1 round.
When the effect ends, the fused being separates. The companion appears in an area adjacent to the wildling that he determines. If separation occurs in a cramped space, the companion is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.
Damage taken by the fused being is split evenly between the wildling and the companion when the power ends. Neither creature can leave the fusion with more hit points than they entered it with, unless they were damaged prior to the fusion and the fused being was subsequently healed. Ability damage and negative levels are also split between the wildling and his companion. (If an odd number of negative levels or ability score reductions must be split, the wildling decides whether he or the companion receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, both of which are also dead.
Improved morphic combat (Ex): At 9th level, the bonus damage granted by the morphic combat ability increases to +8d6.
Call of the wild (Su): Upon reaching 10th level, a wildling learns to call upon the forces of nature to aid him in battle. Once per day while in natural surroundings, he can summon a troop of animals chosen from the list below. Sending out the call requires a full-round action, after which the animals appear at the edge of combat and aid the wildling for 1 minute. All animals called this way have the magebred template.
- 2d6 dire apes or dire wolves
- 1d10 dire boars or dire wolverines
- 1d8 dire lions
- 1d6 dire bears or dire tigers
PLAYING A WILDLING Brief description on how to play the class you are designing.
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Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
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Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC WILDLING Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 10th