This girl's a Bard/Ranger/Druid hybrid. Think a forest spirit, almost. Although the first person to say Tom Bombadil gets a Dire Tiger up the nose.
Wildspeaker"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human WildspeakerText
Making a WildspeakerText
Abilities: The Wildspeaker does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Wildspeaker uses to give him extra spells.
Races: Wildspeakers appear amongst all races, but are highly concentrated among those who live in and among nature.
Alignment: Wildspeaker can be of any alignment, and there is no bias in any one direction.
Table 1: The WildspeakerLevel BAB Ref Fort Will Abilities 1st 2nd 3rd 4th
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1 +1 +0 +2 +2 Bardic Music, Bardic Knowledge, Track — — — —
2 +2 +1 +3 +3 Wild Empathy, Trackless Step — — — —
3 +3 +1 +3 +3 Endurance — — — —
4 +4 +2 +4 +4 Animal Companion 0 — — —
5 +5 +2 +4 +4 Resist Nature's Lure 0 — — —
6 +6 +3 +5 +5 1 — — —
7 +7 +3 +5 +5 Woodland Stride 1 — — —
8 +8 +2 +6 +6 Swift Tracker 1 0 — —
9 +9 +3 +6 +6 Evasion 1 0 — —
10 +10 +3 +7 +7 Venom Immunity 1 3 — —
11 +11 +3 +7 +7 Wild shape 1/day 1 3 0 —
12 +12 +4 +8 +8 Wild shape 2/day 1 3 1 —
13 +13 +4 +8 +8 Wild shape 3/day, Camouflage 1 3 1 —
14 +14 +4 +9 +9 Wild shape (Large) 2 3 1 0
15 +15 +5 +9 +9 Timeless Body 2 3 1 1
16 +16 +5 +10 +10 Wild shape 4/day, Wild Shape (Tiny) 2 2 1 1
17 +17 +5 +10 +10 Hide in Plain Sight 2 2 2 1
18 +18 +6 +11 +11 Wild shape (Huge) 3 2 2 1
19 +19 +6 +11 +11 Wild shape 5/day 3 3 3 2
20 +20 +6 +12 +12 Wild shape (Plant) 3 3 3 3
Game Rule InformationWildspeaker have the following game statistics.
Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)
Class skillsare Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Class FeaturesText
- Weapon and Armour Proficiency: Wildspeaker are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
- Spells: Beginning at 4th level, a Wildspeaker gains the ability to cast a small number of divine spells, which are drawn from the Wildspeaker spell list. A Wildspeaker must choose and prepare his spells in advance. To prepare or cast a spell, a Wildspeaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wildspeaker’s spell is 10 + the spell level + the Wildspeaker’s Wisdom modifier. Like other spellcasters, a Wildspeaker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wildspeaker. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Wildspeaker indicates that the Wildspeaker gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Wildspeaker does not have access to any domain spells or granted powers, as a cleric does. A Wildspeaker prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Wildspeaker may prepare and cast any spell on the Wildspeaker spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Wildspeaker has no caster level. At 4th level and higher, his caster level is his Wildspeaker level.
- Bardic Knowledge: A Wildspeaker may make a special bardic knowledge check with a bonus equal to his Wildspeaker level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Wildspeaker has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Wildspeaker may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
- DC Type of Knowledge
- 10 Common, known by at least a substantial minority drinking; common legends of the local population.
- 20 Uncommon but available, known by only a few people legends.
- 25 Obscure, known by few, hard to come by.
- 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
- Bardic Music: Once per day per Wildspeaker level, a Wildspeaker can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Wildspeakeric music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Wildspeaker level and a minimum number of ranks in the Perform skill to qualify; if a Wildspeaker does not have the required number of ranks in at least one Perform skill, he does not gain the Wildspeakeric music ability until he acquires the needed ranks. Starting a Wildspeakeric music effect is a standard action. Some Wildspeakeric music abilities require concentration, which means the Wildspeaker must take a standard action each round to maintain the ability. Even while using Wildspeakeric music that doesn’t require concentration, a Wildspeaker cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Wildspeaker has a 20% chance to fail when attempting to use Wildspeakeric music. If he fails, the attempt still counts against his daily limit.
- Countersong (Su): A Wildspeaker with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Wildspeaker (including the Wildspeaker himself) that is affected by a sonic or language-dependent magical attack may use the Wildspeaker’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Wildspeaker’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Wildspeaker may keep up the countersong for 10 rounds.
- Fascinate (Sp): A Wildspeaker with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Wildspeaker, and able to pay attention to him. The Wildspeaker must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Wildspeaker attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Wildspeaker makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Wildspeaker cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Wildspeaker continues to play and concentrate (up to a maximum of 1 round per Wildspeaker level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Wildspeaker to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
- Inspire Courage (Su): A Wildspeaker with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Wildspeaker sing. The effect lasts for as long as the ally hears the Wildspeaker sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Wildspeaker levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
- Inspire Competence (Su): A Wildspeaker of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Wildspeaker. The Wildspeaker must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Wildspeaker’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Wildspeaker concentrates, up to a maximum of 2 minutes. A Wildspeaker can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
- Suggestion (Sp): A Wildspeaker of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Wildspeaker’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Wildspeaker’s daily limit on Wildspeakeric music performances. A Will saving throw (DC 10 + 1/2 Wildspeaker’s level + Wildspeaker’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
- Inspire Greatness (Su): A Wildspeaker of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Wildspeaker attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Wildspeaker must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Wildspeaker sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
- Song of Freedom (Sp): A Wildspeaker of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Wildspeaker level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Wildspeaker can’t use song of freedom on himself.
- Inspire Heroics (Su): A Wildspeaker of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Wildspeaker levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Wildspeaker must sing and an ally must hear the Wildspeaker sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Wildspeaker sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
- Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Wildspeaker of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
- Track: A Wildspeaker gains Track as a bonus feat.
- Wild Empathy (Ex): A Wildspeaker can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Wildspeaker rolls 1d20 and adds his Wildspeaker level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Wildspeaker and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Wildspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
- Endurance: A Wildspeaker gains Endurance as a bonus feat.
- Trackless Step (Ex): A Wildspeaker leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
- Animal Companion (Ex):At 4th level, a Wildspeaker gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Wildspeaker’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Wildspeaker on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Wildspeaker's effective druid level equal to his class level.
- Resist Nature's Lure (Ex): A Wildspeaker gains a +4 bonus on saving throws against the spell-like abilities of fey.
- Woodland Stride (Ex): Starting at 7th level, a Wildspeaker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
- Swift Tracker (Ex): Beginning at 8th level, a Wildspeaker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
- Evasion (Ex): At 9th level, a Wildspeaker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Wildspeaker is wearing light armor or no armor. A helpless Wildspeaker does not gain the benefit of evasion.
- Venom Immunity (Ex): A Wildspeaker gains immunity to all poisons.
- Wild Shape (Su): At 11th level, a Wildspeaker gains the ability to turn herself into any Small or Medium 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 1 hour per Wildspeaker level, 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 wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Wildspeaker melds into the new form and becomes nonfunctional. When the Wildspeaker 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 Wildspeaker's feet. The form chosen must be that of an animal the Wildspeaker is familiar with. A Wildspeaker loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Wildspeaker can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Wildspeaker. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Wildspeaker level. At 20th level, a Wildspeaker becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Wildspeaker can’t use this ability to take the form of a plant that isn’t a creature.)
- Camouflage (Ex): A Wildspeaker of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
- Timeless Body (Ex):After attaining 15th level, a Wildspeaker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Wildspeaker still dies of old age when her time is up.
- Hide in Plain Sight (Ex): While in any sort of natural terrain, a Wildspeaker of 17th level or higher can use the Hide skill even while being observed.