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Call of the Wild

Yet another of my creations languishing in the virtual darkness for years, I present to you the Wildlord prestige class for your gaming goodness. In addition, there are two NPCs for instant implementation. Enjoy!

Wildlord
Wildlords are carefully selected by the forces of nature for their superior intelligence and benevolent countenance. A wildlord is able to separate the necessities of survival from the duties of guardianship; thus, even a predator may serve as a champion for its prey. Many wildlords are animals or plants that were awakened by druids, or those who have evolved beyond their origins in some way.

A wildlord serves as a champion, speaking and acting on behalf of other plants and animals. Never losing sight of its humble beginnings or those of its forbearers, a wildlord strives to protect the natural world from wanton destruction and callous neglect. Burdened with a greater purpose than mere survival, a wildlord is reserved and cautious, considering every action and its impact on the environment and its denizens.

Wildlords are prevalent in areas where nature and civilization are prone to clash, such as where kingdoms border unspoiled wilderness or where natural resources are being depleted at a rapid rate. They are allies to druids and rangers, moderators between the denizens of the wilderness, and the stuff of nightmares for those with no regard for the sanctity of nature. They are found on the edges of civilization, either working to stem its tide or helping to integrate civilization into the rhythm of the natural world.

Hit Die: d8.

Requirements
To qualify to become a wildlord, a character must fulfill all the following criteria.

  • Intelligence: 11 or higher.
  • Alignment: Any nonevil.
  • Special: A wildlord must have had the animal or plant creature type before the application of any spells, templates, or other effects or game mechanics.
Class Skills
The wildlord’s class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+2+2+2Exemplar, speak with animals or plants
2nd+2+3+3+3Command brethren 3/day
3rd+3+3+3+3Increased damage
4th+4+4+4+4Charm denizen 1/day, speak with animals or plants
5th+5+4+4+4Increased threat range
Class Features
All of the following are class features of the wildlord prestige class.

  • Weapon and Armor Proficiency: Wildlords gain no proficiency with any weapon or armor.
  • Exemplar (Ex): As a specimen to which others of its race aspire, a wildlord has maximum hit points for all its Hit Dice.
  • Speak with Animals or Plants (Sp): If the wildlord used to be an animal, it gains the ability to speak with animals at will as the spell. If the wildlord used to be a plant, it gains the ability to speak with plants at will as the spell. At 4th level, the wildlord gains both abilities.
  • Command Brethren (Su): Three times per day, the wildlord can command animals or plants of approximately the same kind as itself. This ability functions just like an evil cleric’s command undead ability, and it uses the wildlord’s total character level.
  • Increased Damage (Ex): The damage caused by all of the wildlord’s natural attacks is increased by one step. If the wildlord has no natural attacks, it gains a slam attack that deals 1d3 points of damage plus 1.5 times the wildlord’s Strength bonus.
  • Charm Denizen (Sp): Once per day, the wildlord can charm another creature. This functions just like the charm monster spell, and the wildlord’s caster level is equal to his total character level. The saving throw DC is Charisma-based.
  • Increased Threat Range (Ex): The threat range for all of the wildlord’s natural attacks increases by 1.

Gnarlyroots CR 13
Male treant wildlord 5
NG Huge Plant
Init -1; Senses Listen +8, Spot +8; low-light vision
Languages Common, Sylvan, Treant; speak with animals; speak with plants
AC 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20

hp 156 (12 HD); DR 10/slashing
Immune critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep effects, stunning
Fort +14, Ref +5, Will +11
Weakness vulnerability to fire
Spd 30 ft

Melee 2 slams +17 (2d8+9/19-20)
Space 15 ft; Reach 15 ft
Base Atk +10; Grp +27
Atk Options charm denizen 1/day, Cleave, command brethren 3/day, Improved Sunder, Power Attack, trample 2d6+13
SA animate trees, double damage against objects
Abilities Str 29, Dex 9, Con 21, Int 13, Wis 16, Cha 13

SQ exemplar, increased damage, increased threat range
Feats Cleave, Combat Expertise, Improved Sunder, Iron Will, Power Attack
Skills Diplomacy +10, Handle Animal +6, Hide –9 (+7 forests), Intimidate +6, Knowledge (geography) +6, Knowledge (nature) +13, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Animate Trees (Sp): Gnarlyroots can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Gnarlyroots is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that Gnarlyroots has.

Charm Denizen (Sp): Once per day, Gnarlyroots can charm another creature (DC 15 Will negates). This functions just like the charm monster spell, and his caster level is 12th. The save DC is Charisma-based.
Command Brethren (Su): Three times per day, Gnarlyroots can command other treants or treelike creatures. This ability functions just like an evil cleric’s command undead ability and uses Gnarlyroots’ character level.
Double Damage against Objects (Ex): When Gnarlyroots makes a full attack against an object or structure, he deals double damage.
Increased Damage (Ex): The damage caused by Gnarlyroots’ slam attack increases by one step.
Increased Threat Range (Ex): The threat range of Gnarlyroots’ slam attack increases by 1.
Trample (Ex): Reflex DC 25 half. The save DC is Strength-based.

Awakened Wolf CR 7
Wildlord 5
N Medium Magical Beast (augmented animal)
Init +6; Senses Listen +3, Spot +3; low-light vision; scent
Languages Common, Sylvan; speak with animals, speak with plants
AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

hp 98 (9 HD)
Fort +6, Ref +6, Will +5
Spd 50 ft

Melee bite +11/+6 (1d8+1/19-20)
Base Atk +9; Grp +10
Atk Options charm denizen 1/day, command brethren 3/day, trip
Abilities Str 13, Dex 15, Con 15, Int 13, Wis 13, Cha 10

SQ exemplar, increased damage, increased threat range
Feats Combat Reflexes, Improved Initiative, TrackB, Weapon Focus (bite)
Skills Diplomacy +5, Handle Animal +5, Hide +2, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +3, Spot +4, Survival +9*
Charm Denizen (Sp): Once per day, the wildlord can charm another creature. This functions just like the charm monster spell (DC 14 Will negates), and the wildlord’s caster level is equal to his character level. The saving throw DC is Charisma-based.

Command Brethren (Su): Three times per day, the wildlord can command normal animals or plants of approximately the same kind as itself. For a wolf, this includes all canines. This ability functions just like an evil cleric’s command undead ability and uses the wildlord’s character level.
Exemplar (Ex): As a specimen to which others of its race aspire, a wildlord has maximum hit points for all its Hit Dice.
Increased Damage (Ex): The damage caused by all of the wildlord’s natural attacks increases by one step.
Increased Threat Range (Ex): The threat range of all of the wildlord’s natural attacks increases by 1.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills: This wolf has a +2 synergy bonus on Survival checks in aboveground natural settings, and a +4 racial bonus on Survival checks when tracking by scent. These two bonuses stack if it is tracking by scent in an aboveground natural setting, giving it a +15 bonus.
 

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