Wildrunner

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Wildrunner is an interesting type of barbarian esque class, where they're all about moving fast and getting to this primal state and using extraordinary abilities in order to dish out punishment on the field. Instead of rage they scream to induce a variety of effects on the field including augmenting your own powers or debuffing others.

Role: DPS

Characteristics: a fast-running DPS that lets out a wide variety of primal screams.

Source: Races of the Wild

Game Rule Information

The Wildrunner has the following game statistics.

Abilities: Charisma for abilities, Strength, Dexterity, and Cpnstitution for dealing damage, surviving, and remaining conscious and alive.

Alignment: Any Good or Chaotic

Hit Die: d10

Starting Gold: N/A

Class Skills

The Wildrunner's class skills are Balance (Dex), Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Wildrunner.

Weapon and Armor Proficiency: A Wildrunner is proficient with whatever they were already proficient with.

Fast Movement Ex: Your land speed is faster than the norm for your race by 10 feet while wearing light, medium, or no armor. This increase stacks with similar increases, such as that from the barbarian class. See the barbarian class feature.

Trackless Step Ex: You cannot be tracked in natural surroundings. See the druid class feature.

Primal Scream Su: At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal scream ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak.

In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a —5 attack penalty (or —2 with the Multiattack feat).

In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative.

Enemies Shaken: Starting at 4th level, your primal scream makes enemies within 30 feet shaken when you activate the ability. This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.

Pounce: At 6th level, you gain the ability to pounce on an opponent in the round in which you activate your primal scream. If you charge a foe in the same round that you scream, you may make a full attack, instead of the normal single attack allowed after a charge.

Enemies Cower: Beginning at 8th level, your primal scream can immobilize enemies with fear when you activate the ability. This is a sonic, mind-affecting fear effect. It functions like the enemies shaken ability described above, except that any enemy with less than half your Hit Dice that fails its Will save is cowering instead of shaken.

Fast Healing: At 10th level, when you activate your primal scream you gain fast healing 5 for the duration of your feral frenzy, as long as you have at least 1 hit point.

If you also have the rage class feature, you can rage and use your primal scream at the same time, gaining the benefits of both abilities.

Scent Ex: At 2nd level, you learn to rely on senses that most other people never even suspect. You gain the scent special ability. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, it drops to 15 feet. You do not detect the exact location of the source—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source's location.

Endure Elements Sp: Starting at 3rd level, you can use endure elements on yourself at will. Your caster level is equal to your wildrunner class level.

Hide in Plain Sight Ex: Beginning at 5th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature.

Unfettered Stride Ex: At 7th level, you gain the ability to move through or across a variety of terrain features without it affecting your movement or skill checks. This ability applies to bogs, rubble, undergrowth, ice sheets, and natural stone floors.

Feyheart: At 9th level, your mystic bond with nature changes your very being. Your type becomes fey (augmented humanoid), and you gain damage reduction 2/cold iron.