This class is still incomplete.
Hit Die: d8.
CLASS SKILLS
Wildcallers have the class skills of the standard druid.
Skill Points at Each Level: 6 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day | |||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +0 | +0 | +2 | Orisons, Track, Wild Allies Wild Empathy Wild Summons I | 1 | - | - | - | - | - |
2nd | +1 | +0 | +0 | +3 | Swift Tracker | 2 | - | - | - | - | - |
3rd | +2 | +1 | +1 | +3 | Wild Summons II | 3 | - | - | - | - | - |
4th | +3 | +1 | +1 | +4 | Bonus Feat | 3 | 1 | - | - | - | - |
5th | +3 | +1 | +1 | +4 | Wild Summons III | 4 | 2 | - | - | - | - |
6th | +4 | +2 | +2 | +5 | Natural Stride | 4 | 3 | - | - | - | - |
7th | +5 | +2 | +2 | +5 | Wild Summons IV | 4 | 3 | 1 | - | - | - |
8th | +6 | +2 | +2 | +6 | Bonus Feat | 4 | 4 | 2 | - | - | - |
9th | +6 | +3 | +3 | +6 | Wild Summons V | 5 | 4 | 3 | - | - | - |
10th | +7 | +3 | +3 | +7 | Camouflage | 5 | 4 | 3 | 1 | - | - |
11th | +8 | +3 | +3 | +7 | Wild Summons VI | 5 | 4 | 4 | 2 | - | - |
12th | +9 | +4 | +4 | +8 | Bonus Feat | 5 | 5 | 4 | 3 | - | - |
13th | +9 | +4 | +4 | +8 | Wild Summons VII | 5 | 5 | 4 | 3 | 1 | - |
14th | +10 | +4 | +4 | +9 | Merge Forms | 5 | 5 | 4 | 4 | 2 | - |
15th | +11 | +5 | +5 | +9 | Wild Summons VIII | 5 | 5 | 5 | 4 | 3 | - |
16th | +12 | +5 | +5 | +10 | Bonus Feat | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12 | +5 | +5 | +10 | Wild Summons IX | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13 | +6 | +6 | +11 | Hide in Plain Sight | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14 | +6 | +6 | +11 | Wild Rampage | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15 | +6 | +6 | +12 | Bonus Feat | 5 | 5 | 5 | 5 | 5 | 5 |
CLASS FEATURES
All of the following are features of the wildcaller class.
Weapon Group Proficiencies: A wildcaller is proficient with basic weapons, and any two other groups of weapons.
Armor and Shield Proficiencies: A wildcaller is proficient with light armor, but not with any shields.
Spells: A wildcaller gains the ability to cast divine spells, which are drawn from the druid and ranger spell lists. A wildcaller must choose and prepare his spells in advance (see below). To prepare or cast a spell, a wildcaller must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildcaller’s spell is 10 + the spell level + the wildcaller’s Wisdom modifier.
Like other spellcasters, a wildcaller can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A wildcaller may prepare and cast any spell on the druid or ranger spell list, provided that he can cast spells of that level. However, he must choose which spells to prepare during his daily meditation. A wildcaller's caster level equals his class level. A wildcaller prepares spells like a druid, except he is not limited to a particular time, and may prepare spells after he has undergone 8 hours of restful calm.
Whenever the effect of a spell cast from a wildcaller spell slot, directly deals hit point damage, ability damage, ability drain or negative levels to a creature, that portion of the effect is minimized. Such a spell always allows a saving throw to fully negate that portion of its effect. A wildcaller cannot prepare any spell with the death descriptor using a wildcaller spell slot. Negative levels inflicted by spells cast from wildcaller spell slots only last for 1 hour, and are never permanent.
Orisons (Sp): A wildcaller may cast any 0th level wildcaller spell as a spell-like ability, so long as the spell is incapable of causing any creature damage, ability damage, ability drain or negative levels. A wildcaller may use this ability a number of times per day, equal to 3 + 1/2 his class level, with a caster level equal to that of his wildcaller spells.
Wild Empathy (Ex): As per the Ranger ability.
Wild Allies (Sp): At 1st level, a wildcaller gains the ability to cast the following spells as spell-like abilities at will, with a caster level equal to that of his wildcaller spells, and with a spell level equal to the spell level of his Wild Summons spell-like ability. Any save DCs for these spells are wisdom-based.
Wild Summons (Sp): At 1st level, a wildcaller gains the ability to cast summon nature's ally I as a spell-like ability, using a standard action, with a caster level equal to that of his wildcaller spells. He may do so a number of times per day, equal to 3 + his Wisdom modifier. At 3rd level, and every 2 class levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). Creatures summoned using this ability remain for 1 minute/level instead of 1 round/level, and remain only as long as the wildcaller doesn't have a wild ally currently serving him.
Natural Stride (Ex): Starting at 6th level, a wildcaller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. In addition, the wildcaller can ignore the movement penalties for moving through a shallow bog, and may treat a deep bog as a shallow bog. He may also move through snow and operate in wind, as if he were one size larger than he actually is.
Merge Forms (Sp): At 14th level, as a standard action, a wildcaller may touch his wild ally and the two merge forms:
If the wild ally is the same size as wildcaller or smaller, this ability works like the effect of the fusion power, except that it doesn't have an exp cost, works regardless of creature type, the wildcaller cannot give up control, and the wild ally temporarily loses all the supernatural and spell-like abilities it gains from being a wild ally. The fused being's type and overall shape remains that of the wildcaller. Spells and effects with durations are shared and continue to function, remaining with the corresponding creature after they split. If affected by new spells or effects with a duration while merged, the wildcaller chooses which party retains each effect after they split.
Alternatively, if the wild ally is the same size as wildcaller or larger, the wildcaller may merge inside of it as the wild ally retains its form. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the wild ally (although durations continue to expire). The wildcaller can cast spells while inside the wild ally by taking control of it for this ability's duration. Any material components used for these spells are taken from the wildcaller’s gear, even though they are otherwise inaccessible. The wildcaller can direct all of the wild ally’s actions while merged, can perceive through its senses, and can speak normally through its mouth.
The wildcaller can use this ability for a number of rounds per day equal to twice his wildcaller level. He can end this effect at any time as a swift action. The wildcaller emerges in a square adjacent to the wild ally if able. If the wild ally is returned to its home plane while the wildcaller is merged with it, the wildcaller is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
Wild Rampage (Sp): At 19th level, the creatures a wildcaller summons using his wild summons ability, arrive with 2 additional hit points per HD, as well as a +2 bonus to attack rolls, natural armor, saving throws, skill checks, ability checks and caster level checks. In addition, such creatures may remain summoned even while the wildcaller has a wild ally currently serving him.
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Weapon Group Proficiencies: A wildcaller is proficient with basic weapons, and any two other groups of weapons.
Armor and Shield Proficiencies: A wildcaller is proficient with light armor, but not with any shields.
Spells: A wildcaller gains the ability to cast divine spells, which are drawn from the druid and ranger spell lists. A wildcaller must choose and prepare his spells in advance (see below). To prepare or cast a spell, a wildcaller must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildcaller’s spell is 10 + the spell level + the wildcaller’s Wisdom modifier.
Like other spellcasters, a wildcaller can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A wildcaller may prepare and cast any spell on the druid or ranger spell list, provided that he can cast spells of that level. However, he must choose which spells to prepare during his daily meditation. A wildcaller's caster level equals his class level. A wildcaller prepares spells like a druid, except he is not limited to a particular time, and may prepare spells after he has undergone 8 hours of restful calm.
Whenever the effect of a spell cast from a wildcaller spell slot, directly deals hit point damage, ability damage, ability drain or negative levels to a creature, that portion of the effect is minimized. Such a spell always allows a saving throw to fully negate that portion of its effect. A wildcaller cannot prepare any spell with the death descriptor using a wildcaller spell slot. Negative levels inflicted by spells cast from wildcaller spell slots only last for 1 hour, and are never permanent.
Orisons (Sp): A wildcaller may cast any 0th level wildcaller spell as a spell-like ability, so long as the spell is incapable of causing any creature damage, ability damage, ability drain or negative levels. A wildcaller may use this ability a number of times per day, equal to 3 + 1/2 his class level, with a caster level equal to that of his wildcaller spells.
Wild Empathy (Ex): As per the Ranger ability.
Wild Allies (Sp): At 1st level, a wildcaller gains the ability to cast the following spells as spell-like abilities at will, with a caster level equal to that of his wildcaller spells, and with a spell level equal to the spell level of his Wild Summons spell-like ability. Any save DCs for these spells are wisdom-based.
detect animals and plants naturewatch | tame beast (below) wild ally (below) |
Wild Summons (Sp): At 1st level, a wildcaller gains the ability to cast summon nature's ally I as a spell-like ability, using a standard action, with a caster level equal to that of his wildcaller spells. He may do so a number of times per day, equal to 3 + his Wisdom modifier. At 3rd level, and every 2 class levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). Creatures summoned using this ability remain for 1 minute/level instead of 1 round/level, and remain only as long as the wildcaller doesn't have a wild ally currently serving him.
Natural Stride (Ex): Starting at 6th level, a wildcaller may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. In addition, the wildcaller can ignore the movement penalties for moving through a shallow bog, and may treat a deep bog as a shallow bog. He may also move through snow and operate in wind, as if he were one size larger than he actually is.
Merge Forms (Sp): At 14th level, as a standard action, a wildcaller may touch his wild ally and the two merge forms:
If the wild ally is the same size as wildcaller or smaller, this ability works like the effect of the fusion power, except that it doesn't have an exp cost, works regardless of creature type, the wildcaller cannot give up control, and the wild ally temporarily loses all the supernatural and spell-like abilities it gains from being a wild ally. The fused being's type and overall shape remains that of the wildcaller. Spells and effects with durations are shared and continue to function, remaining with the corresponding creature after they split. If affected by new spells or effects with a duration while merged, the wildcaller chooses which party retains each effect after they split.
Alternatively, if the wild ally is the same size as wildcaller or larger, the wildcaller may merge inside of it as the wild ally retains its form. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the wild ally (although durations continue to expire). The wildcaller can cast spells while inside the wild ally by taking control of it for this ability's duration. Any material components used for these spells are taken from the wildcaller’s gear, even though they are otherwise inaccessible. The wildcaller can direct all of the wild ally’s actions while merged, can perceive through its senses, and can speak normally through its mouth.
The wildcaller can use this ability for a number of rounds per day equal to twice his wildcaller level. He can end this effect at any time as a swift action. The wildcaller emerges in a square adjacent to the wild ally if able. If the wild ally is returned to its home plane while the wildcaller is merged with it, the wildcaller is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.
Wild Rampage (Sp): At 19th level, the creatures a wildcaller summons using his wild summons ability, arrive with 2 additional hit points per HD, as well as a +2 bonus to attack rolls, natural armor, saving throws, skill checks, ability checks and caster level checks. In addition, such creatures may remain summoned even while the wildcaller has a wild ally currently serving him.
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TAME BEAST
Transmutation/Enchantment (Charm) [Mind-Affecting]
Level: Wildcaller 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One animal or magical beast with an intelligence less than 3
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
As part of casting this spell, you may attempt a Wild Empathy check to improve the target's attitude towards you. Any target of this spell gains a bonus to their saving throw against this spell, depending on their attitude towards you when you finish casting it.
Hostile: +16. Unfriendly: +8. Indifferent: +4. Friendly: +2. Helpful: +0.
Any target with more HD than you or your caster level, automatically succeeds on its saving throw against this spell. Magical beasts may roll their saving throw against this spell twice, and keep the better result. A target that resists or saves against this spell, has its attitude towards you made worse by one category, and subsequent Wild Empathy checks against it suffer a -10 penalty for 24 hours.
If the target fails its save, it gains the following ability:
You can maintain a number of wild bonds using this spell, equal to the level of the highest level spell slot you have access to as a wildcaller (minimum 1). Whenever you exceed this amount after casting this spell, you must immediately choose which wild bond to break as a free action. If you die without being raised or resurrected for twenty days, all bonds you have formed using this spell are broken.
WILD ALLY
You may call from anywhere, any creature of your choice with whom you already share a "wild bond" (as per the spell tame beast). This creature may only be called into a space or environment that supports it. The called creature appears within range, in whatever its current state may be, acting immediately after your turn. It serves faithfully as your "wild ally" to the best of its ability, until dismissed or your bond with it is broken.
You may not cast this spell while you have a creature currently serving as your wild ally, dead or alive, and you must dismiss any current wild ally (a standard action) before you may call another. If you die or break your wild bond with your wild ally (a free action), it is immediately dismissed. How ever your wild ally is dismissed, it immediately disappears whence it came.
Death alone does not dismiss or release a creature from serving as your wild ally, nor can you dismiss your wild ally while it is dead. Its corpse (if any) remains until you choose to break your wild bond with it as a free action, or you raise or resurrect it. If you break the wild bond with your wild ally while it is dead, you may not cast this spell for 5 minutes. If you raise or resurrect a deceased wild ally by any means, it suffers no level loss or constitution loss as a result.
As part of casting this spell, you may attempt a Wild Empathy check to improve the target's attitude towards you. Any target of this spell gains a bonus to their saving throw against this spell, depending on their attitude towards you when you finish casting it.
Hostile: +16. Unfriendly: +8. Indifferent: +4. Friendly: +2. Helpful: +0.
Any target with more HD than you or your caster level, automatically succeeds on its saving throw against this spell. Magical beasts may roll their saving throw against this spell twice, and keep the better result. A target that resists or saves against this spell, has its attitude towards you made worse by one category, and subsequent Wild Empathy checks against it suffer a -10 penalty for 24 hours.
If the target fails its save, it gains the following ability:
- Wild Bond (Su): You and this spell's subject share an empathic link that operates over any distance, even between planes. Only basic emotions that can be described using one word are conveyed across this link. When on the same plane as one another, both you and the subject can sense the approximate distance (within 10%) and direction to were the other can be found. This ability does not account for obstacles. You gain a +10 circumstance bonus on Wild Empathy checks involving this spell's subject.
You can maintain a number of wild bonds using this spell, equal to the level of the highest level spell slot you have access to as a wildcaller (minimum 1). Whenever you exceed this amount after casting this spell, you must immediately choose which wild bond to break as a free action. If you die without being raised or resurrected for twenty days, all bonds you have formed using this spell are broken.
WILD ALLY
Conjuration (Calling)
Level: Wildcaller 1
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature with whom you share a wild bond
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: NoYou may call from anywhere, any creature of your choice with whom you already share a "wild bond" (as per the spell tame beast). This creature may only be called into a space or environment that supports it. The called creature appears within range, in whatever its current state may be, acting immediately after your turn. It serves faithfully as your "wild ally" to the best of its ability, until dismissed or your bond with it is broken.
You may not cast this spell while you have a creature currently serving as your wild ally, dead or alive, and you must dismiss any current wild ally (a standard action) before you may call another. If you die or break your wild bond with your wild ally (a free action), it is immediately dismissed. How ever your wild ally is dismissed, it immediately disappears whence it came.
Death alone does not dismiss or release a creature from serving as your wild ally, nor can you dismiss your wild ally while it is dead. Its corpse (if any) remains until you choose to break your wild bond with it as a free action, or you raise or resurrect it. If you break the wild bond with your wild ally while it is dead, you may not cast this spell for 5 minutes. If you raise or resurrect a deceased wild ally by any means, it suffers no level loss or constitution loss as a result.
Any creature gains the following abilities while serving as your wild ally, even while dead:
- Your wild ally has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
- For the purpose of effects and abilities related to number of Hit Dice, your wild ally has an effective Hit Dice total equal to your own.
- Your wild ally's base attack bonus equals its effective Hit Dice.
- Each of your wild ally's base saves equal 2 + 1/2 its effective Hit Dice (rounded down).
- For each skill, your wild ally may use its own ranks or your own ranks, whichever are greater. In either case, the wild ally uses its own ability modifiers.
- Your wild ally's natural armor equals 1/2 your caster level, unless its own natural armor is greater.
- Your wild ally gains a +2 circumstance bonus to its Strength or its Dexterity score, for every 5 caster levels. These bonuses are assigned at the time this spell is cast.
- Your wild ally's intelligence score increases to 3.
- At the time you call a creature using this spell, you may change the feats it already has, with a number of feats that reflects its effective Hit Dice (to a maximum effective Hit Dice equal to your caster level). You may choose each of these feats, but the creature must qualify for each of them normally.
- Evasion (Ex): as per the Rogue ability.
- Reign of the Wild (Ex): Enemies treat the area threatened by your wild ally as difficult terrain.
- Wildspeak (Su): You may speak with your wild ally as if under the effect of a speak with animals spell.
- Sustenance (Su): Your wild ally need not breathe, drink, eat or sleep.
- Wild Healing (Su): You may spontaneously cast any harmless spell with the healing descriptor from any class list as a divine spell, but only upon your wild ally. To do so you must convert a prepared wildcaller spell of an equal or greater level. A spell cast in this manner, doesn't require a focus or material components, and always overcomes any spell resistance your wild ally might have.
- Spell Link (Su): Whenever you cast a spell from a wildcaller spell slot with a range of touch, you may unerringly target only your wild ally and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
- Passive Mode (Sp): Whenever your wild ally is within 150 ft. of you, it may use extended sanctuary on itself as a spell-like ability, usable at will, with a save DC equal to 10 + 1/2 its effective HD + its wisdom modifier, and with a caster level equal to your your own. This effect ends prematurely if the distance between you and your wild ally ever exceeds 150 ft.