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Wildrunner

Wildrunners give themselves almost wholly to nature, seeking to return to their untamed roots and eventually become fey creatures. Though seemingly barbaric, wildrunners retain their civilized learning and judgement while tapping into the primal forces within themselves and within the land. Some wildrunners choose to live after the fashion of untamed animals, unfettered and beholden to nothing but their own desires and their fundamental needs. Most, however, become guardians of the land and of the communities that gave them birth.

Requirements

Alignment: Any good or chaotic. Feats: Toughness. Skills: Hide 5, Lore 5, Move Silently 5, Survival 8.

Class Features

HD: d10 BAB: High High Saves: Fort, Ref Weapon and Armor proficiency: None

Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Hide, Intimidate, Listen, Lore, Move Silently, Spot, Search, and Survival. Skill points: 4 + Int modifier

Class Abilities

Level 1: Dash, Trackless Step Level 2: Primal Scream, Blind-Fight Level 3: Endure Elements Level 4: Primal Scream (Enemies Shaken) Level 5: Hide in Plain Sight Level 6: Spring Attack Level 7: Level 8: Primal Scream (Enemies Cower) Level 9: Feyheart Level 10: Primal Scream (Fast Healing)

Primal Scream: At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. 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).

In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative. This bonus stacks with all other bonuses up to the +12 attribute cap.

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 + Class level + your Cha mod). 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.

Spring Attack: At 6th level, you gain the spring attack feat.

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. Creatures with less than half of your Hit Dice in the area must make Will saves (DC 10 + Class level + your Cha mod). On a failed save, a creature cowers for a number of rounds equal to your class level.

Fast Healing: At 10th level, when you activate your primal scream you gain fast healing 5 for the duration of your feral frenzy.

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

Feyheart: At 9th level, your mystic bond with nature changes your very being. You gain damage reduction 2/cold iron. [/spoiler]