Wild Soul

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Requirements

Alignment: Any nonlawful.

Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 4 ranks.

Special: Must be able to cast 2nd-level arcane spells, must make peaceful contact with a fey creature and peacefully spend at least a day among fey.

Summary



For all that magic appears to be an unnatural force to those who misunderstand it, it is a fundamental part of the world, a current that flows naturally through all places and all creatures. Like the waters of a stream, its flow never ceases, but it does congregate in reservoirs of natural magic. These "pools" of magic are the fey, certain magical beasts, and other creatures of both innate magic and strong natural bonds.

So-called wild souls are arcanists who have tapped into this natural flow of energy. As druids are divine casters who share a link with the animals of nature, wild souls develop a similar link to the world's fey. And like the fey themselves, wild souls swear allegiance—or at least an alliance—with one of the two great courts. The Seelie Court are fey of grace, beauty, and natural purity, while the Unseelie are vicious, impure, and often ugly. Both courts are intrinsically linked to the world of nature and the flow of magic. Titania and Oberon rule the Seelie Court; the Queen of Air and Darkness rules the Unseelie Court. The seelie tend toward neutrality, though many are good or evil; the unseelie tend toward evil, and while neutrality is found among them, good never is. The vast majority of these fey are chaotic, and none are lawful.

Wild souls—also called primal mages or, in the more poetic language of the Seelie Court, mystic mavens—are mortal, and thus not truly a part of these fey courts. They are, however, respected ambassadors of the mortal world, honored above other mortals due to the strong connection to the arcane magic that fey feel flowing through their veins. Other mortals fear them, sensing on an instinctive level the touch of the otherworld upon them.

Sorcerers feel the pull of the wild soul most frequently, since their innate ability to cast spells mirrors the natural magic of the fey. Certain wizards and wu jen, however, also feel the pull of this primal magic, and in fact might—due to their higher average intelligence—be better able to meet its requirements. A significant minority of wild souls began as multiclass arcane casters/druids.

Role: Spell Utility

Characteristics: Fey-aligned wizards with access to fey magic and allies

Source: Complete Mage

Game Rule Information

The Wild Soul has the following game statistics.

Abilities: Whatever your casting stat is, other standard caster stats like Constitution and Dexterity to improve ability to cast spells and stay alive

Alignment: Any Nonlawful

Hit Die: d4

Starting Gold: N/A

Class Skills

The Wild Soul's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Wild Soul.

Weapon and Armor Proficiency: A Wild Soul is proficient with whatever they were already proficient with prior to taking levels in this class.

Spellcasting: At every wild soul level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wild soul, you must decide to which class to add each level for the purpose of determining spells per day.

Seelie CourtierEx: At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can't choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.


In addition, you gain a bonus equal to your wild soul level on Bluff, Diplomacy, and Intimidate checks made in to influence fey and magical beasts.

Spontaneous Spells: A wild soul can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level as shown on Table 1-1: Wild Soul Progression. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.

For example, a 5th-level wizard/4th-level wild soul who chose the seelie path could lose a prepared Ice Storm to cast break enchantment or a lower-level option (Invisibility Sphere, Tasha's Hideous Laughter, or Remove Fear). A 6th-level sorcerer/1st-level wild soul who chose the unseelie path can spontaneously cast Lesser Confusion, Detect Thoughts, or Poison.

These spells are not considered to be part of your class spell list, so this feature doesn't grant you the ability to activate spell trigger or spell completion items using these spells.

Seelie BondSu: When you cast summon seelie ally or a summon monster spell to bring forth a creature from the summon seelie ally list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.

At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.

At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf's or half-elf's +2 racial bonus against enchantment spells and effects.

At 6th level, your base land speed increases by 10 feet.

At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.

At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast

Summon Seelie AllySp: Starting at 2nd level, a wild soul can summon a seelie ally three times per day. This ability functions like summon monster I except that you choose a creature from a list of options, as detailed on the tables below, based on your wild soul level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.

In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.

Table 1-1: Wild Soul Progression
Level Base Attack Bonus Fort

Save

Ref

Save

Will

Save

Special Spellcasting
1st +0 +0 +0 +2 Seelie courtier, spontaneous spells (1st-3rd)
2nd +1 +0 +0 +3 Seelie bond (immune to sleep), summon seelie ally +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Spontaneous spells (4th) +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Seelie bond (+2 against enchantments), summon seelie ally +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Spontaneous spells (5th) +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Seelie bond (speed +10 feet), summon seelie ally +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Spontaneous spells (6th) +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Seelie bond (+1 to illusion DCs), summon seelie ally +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Spontaneous spells (7th) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Seelie bond (+1 to enchantment DCs), spontaneous spells (8th and 9th), summon seelie ally +1 level of existing arcane spellcasting class
Table 1-2: Spontaneous Spells
Spell

Level

Seelie Unseelie
1st Remove Fear Lesser Confusion
2nd Tasha's Hideous Laughter Detect Thoughts
3rd Invisible Sphere Poison
4th Break Enchantment Bestow Curse
5th Baleful Polymorph Endless Slumber
6th True Seeing Mass Suggestion
7th Prismatic Spray Waves of Exhaustion
8th Sympathy Horrid Wilting
9th Time Stop Wail of the Banshee

Summon Seelie Ally Tables

2nd (Summon Monster IV)

Seelie Unseelie
Blink dog Aranea
Pegasus Howler
Senmurv Redcap, young
Unicorn Shadar-kai

4th (Summon Monster V)

Seelie Unseelie
Nixie Joy stealer
Satyr (with pipes) Shadow mastiff

6th (Summon Monster VI)

Seelie Unseelie
Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows) Displacer beast
Shimmerling swarm Winter wolf

8th (Summon Monster VII)

Seelie Unseelie
Lillend Annis
Leskylor Will-o'-wisp

10th (Summon Monster VIII)

Seelie Unseelie
Bearhound Redcap, elder
Leskylor, three-headed Rejkar