Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- http://dnd.arkalseif.info/classes/wild-soul/index.html
- Wild Soul
- 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.
- Requirements
- Alignment: Chaotic
- Race: Any non outsider
- Skills: Lore 8, Spellcraft 8
- Spells: Able to cast level 2 arcane spells or lesser invocations
- Hit dice: d4
- Skill points: 2+int
- Class Features:
- 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.
- Court: At the 1st level you select if you are unseelie or seelie. This also grants additional bonuses as you gain levels.
- Seelie: Friendly or neutral targets affected by your spells increase their spell-resistance to 10. Subsequent effects add an additional third of your Wild Soul levels. This effect cannot stack above 10 + the targets hitdice. The effect lasts for hours equal to your Wild Soul levels.
- Unseelie: Your spells decrease the spell resistance by a third of your wild soul levels on hostile targets. This effect stacks up to your Wild Soul levels and lasts for hours equal to your Wild Soul levels.
- Damage Reduction Cold Iron: You have damage reduction equal to half your wild soul levels, overcome by cold iron.
- Mind Immunity: Starting at level 10, you are immune to mind effecting spells.
- Infinite 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 gain spell-like abilities which you can cast endlessly, the casterlevel for these spells when determining numeric effects (damage, duration, etc) only takes wildsoul levels into account. The spells cannot be altered by metamagic, however depending on what court you picked can have different effects. Spells are specified on a table below and counts as feats and as such cannot be replaced once picked.
- The DC on Infinite spells = 10 + Wild Soul + Charisma Modifier + 1 for every fey heritage feat you got.
- Level BAB Fort Ref Will Special
- 1 +0 +0 +0 +2 Select Seelie/Unseelie, you gain the Fey Heritage feat , 1 Damage reduction.
- 2 +1 +0 +0 +3 +1 You gain immunity to sleep. Unlocks Spell level: 0-1.
- 3 +1 +1 +1 +3 +1 Infinite spell, Unlocks Spell level: 2-3,
- 4 +2 +1 +1 +4 +1 Infinite spell, Unlocks Spell level: 4, You gain Dash as the feat, 2 Damage reduction.
- 5 +2 +1 +1 +4 +1 Infinite spell, Unlocks Spell level: 5,
- 6 +3 +2 +2 +5 +1 Infinite spell, Unlocks Spell level: 6, 3 Damage reduction.
- 7 +3 +2 +2 +5 +1 Infinite spell, Unlocks Spell level: 7,
- 8 +4 +2 +2 +6 +1 Infinite spell, Unlocks Spell level: 8, 4 Damage reduction.
- 9 +4 +3 +3 +6 +1 Infinite spell, Unlocks Spell level: 9,
- 10 +5 +3 +3 +7 +2 Infinite spell, Unlocks Spell Level: 10, you gain immunity to mind spells, 5 Damage reduction.
- Level 0-1:
- * Lesser Orb of Acid, Cold, Electricity, Fire and Sound
- * Ray of Frost
- * Enlarge Person
- * Reduce Person
- * Camouflage
- * Nightshield
- * Shield
- * Blades of Fire
- * Mage Armor
- * Detect Undead
- * Camoflage
- * Lesser Vigor
- * Cure Light Wounds
- Level 2-3:
- * Protection From Arrows
- * Blind Sight
- * Bladeweave
- * Invisibility
- * Body of the Sun
- * Healing Sting
- * Bulls, Cats, Bears, Eagles, Owls, Foxes
- * Clairaudience and Clairvoyance
- * Cure Moderate Wounds
- * Vigor
- Level 4:
- * Fireball
- * Call Lightning
- * Mestil's Acid Breath
- * Hypothermia
- * Lightning Bolt
- Level 5:
- * Vigor
- * Blind Sight
- * Displacement
- * Cure Moderate Wounds (seelie)
- * Mass Curse of Impending Blades (unseelie)
- Level 6:
- * Orb of Acid, Cold, Electricity, Fire and Sound
- Level 7:
- * Shout
- * Greater Creeping Cold
- * Moon Bolt
- * Arc of Lightning
- * Flame Strike
- Level 8:
- * Freedom of Movement
- * Superior Resistance
- * Isaacs Lesser Missle Storm
- * Vigorous Cycle
- * Mass Cure Light Wounds
- * Cure Critical Wounds
- * Lesser Mind Blank
- * Vitrolic Sphere
- * Greater Dispel Magic
- * Rejuvenation Cocoon
- Level 9:
- * Spell Mantle, Least
- * Spell Breach, Lesser
- * Haste
- * Death Ward
- * Spell Resistance
- * Restoration
- * Slay Living
- * Extract Water Elemental
- * True Seeing
- * Stone Skin
- Level 10:
- * Isaacs Missile Storm (Max 5 instead of 10 missiles per target)
- * Lesser Disintegrate (Caps at 20d6 instead of 40d6)
- * Mass Cure Moderate Wounds
- * Inferno
- * Greater Heroism
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement