Soul of the Wild [Updated Repost] [Archive] - Wizards Community

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NightScreamer20

08-13-07, 03:50 AM
Soul of the Wild

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The Druid, he who worships the life and elements around him. Honoring and harnessing the power of nature in its purest form. The Totemist, he who worship the spirits and prowess of magical beasts. Using their latent soul energy to become powerful beings in their own right. When combined these two paths entwine themselves naturally. The power of the wild beasts and pure soul energy form an amazingly powerful connection with each other. A wondrous sight to behold.

Soul of the Wild Hit Die: d6
BAB Fort Ref Will Special
1. +0 +2 +0 +2 Beast Empathy
Nature's Bind
2. +1 +3 +0 +3 Chakra Binds
Soulbound Companion
3. +2 +3 +1 +3 Totemic Shape (1/day)
4. +3 +4 +1 +4 Totem Chakra Bind
(+1 Meldshaper Level)
5. +3 +4 +1 +4 Totemic Shape (2/day; Large)
6. +4 +5 +2 +5 Chakra Binds
(Arms, Brow, Shoulders)
7. +5 +5 +2 +5 Totemic Shape (3/day)
8. +6 +6 +2 +6 Totem Chakra Bind
(Double Bind)
9. +6 +6 +3 +6 Totemic Shape (4/day; Huge)
10.+7 +7 +3 +7 Soul of the Beast
Chakra Binds
(Throat, Waist)

Requirements
To qualify to become an Soul of the Wild, a character must fulfill the following requirements.
Alignment: Any Neutral
Base Attack Bonus: +4
Knowledge (Nature): 9 Ranks
Knowledge (the Planes): 4 Ranks
Feats: Share Soulmeld
Meldshaping: Ability to shape Soulmelds; Must have a Totem Chakra
Spells: Able to cast 2nd level Divine spells
Special: Must have an Animal Companion and the Wild Empathy class feature.

Class Skills
The Soul of the Wild has the following class skills: Concentration, Handle Animal, Knowledge (Nature), Knowledge (the Planes), Listen, Ride, Spellcraft, Spot, Survival, and Swim.
Skill Points: 4 + Int mod

Class Features
The following are class features of the Soul of the Wild prestige class.
Weapon and Armor Proficiency: The Soul of the Wild gains no Weapon or Armor Proficiencies.

Spellcasting and Meldshaping: At 1st level and every level thereafter the Soul of the Wild gains +1 Level to an Existing Meldshaping Class. At 2nd, 4th, 6th, 8th, and 10th levels the Soul of the Wild gains +1 Level to an Existing Divine Spellcasting Class.

Beast Empathy (Ex): The Soul of the Wild has a greater attachment to the Beasts of his world as well as the animals. His Wild Empathy ability improves, adding his Class level to his Druid and Totemist levels to determine the effectiveness of his Wild Empathy ability. Furthermore he takes no penalty to his Wild Empathy check when dealing with Magical Beasts.

Soulbound Companion (Ex): The Soul of the Wild completes his connection to Magical Beasts as well as he has with animals. This allows him to call upon special companions unlike the normal Animals he can call. For this ability he adds his Druid levels to Class level to determine his new Companion's Bonus HD, Natural Armor Adjustment, Strength/Dexterity Adjustment, Bonus Tricks (if applies), Special abilities, (all described on page 36 of the Player's Handbook), as well as what Soulbound Companion he can call. This ability doesn't replace the Soul of the Wild's old Animal Companion ability, but augments it. He adds a number of Magical Beasts to the list of Animal Companions he can have, as described below.

*Dragonspawn: Although rare, there are those of Draconic heritage that both dedicate themselves to this path. Among the more evil of these worshippers, are able to obtain the help of a Spawn of Tiamat. These creature, although of very strong draconic heritage are still considered Magical Beasts and therefore have some attachment to the Soul of the Wild already, sharing Dragonblood only enhances this pact.

Nature's Bind: The laws of nature and of his Druidic heritage still apply to the Soul of the Wild. If he breaks any of his Druid Oaths (such as wearing metal armor or carrying a metal shield) he loses all Spellcasting, Supernatural, and Meldshaping abilities for 24 hours.

Totemic Shape (Su): Unlike true Druids, the Soul of the Wild focuses on the power of Magical Beasts rather than Animals. He gains an ability exactly like that of the Druid's Wild Shape, however he can only take the form of Magical Beasts. Add Druid Levels to your Soul of the Wild levels to determine the duration of this ability. If he later gains a Wild Shape or had already have such an ability, he may subsitute one use of that ability for an extra use of his Totemic Shape. Totemic Shape is treated as Wild Shape for meeting the requirements or prerequisites of Feats and Prestige Classes (Ex. A 3rd level Soul of the Wild can take the Extra Wild Shape Feat to gain 2 additional uses of her Totemic Shape feat per day.

Initially he may use this ability 1/day and take the form of Small and Medium Magical Beasts. At 5th level he can use this ability an additional time per day and can take the shape of Large Magical Beasts. Upon reaching 7th level he may use this ability up to 3/day, and finally at 9th level he can use this ability 4/day and take the shape of Huge Magical Beasts.

Azure Beast: As well as being able to channel his Soulmelds throughout his Totemic Shape, he may invoke upon it the power of Incarnum into these beasts. As long as he has certain Soulmelds shaped to certain Chakras. In addition your Totemic Shape increases even more in power as long as you have Soulmelds bound to specific Chakras as listed below.
Chakra: While Soulmeld is Shaped; When Soulmeld is Bound to this Chakra.
Crown: +2 Wild Empathy checks; Gain Darkvision 60 ft. or improve existing Darkvision by 30 ft.
Feet: +4 to resist Bull Rush and Trip attempts; Base land speed increases by +20 ft.
Hands: +2 bonus on Grapple checks; +4 bonus on Attack and Damage rolls whilst in a Grapple
Arms: +1 Damage rolls with Natural Weapons; Natural Weapons treated as one size category larger for determining damage
Brow: +4 Survival checks; +4 bonus to confirm Critical Hits with Natural Weapons
Shoulders: +4 insight bonus to AC against rolls made to confirm critical hits; Base Fly speed increases by +20 ft.
Throat: +2 bonus on Fortitude saving throws against Poison; +4 bonus to Natural Armor
Waist: +1 hp per HD; Gain Damage Reduction 5/magic
Heart: Gain all Extraordinary Special Quailities of your Totemic Shape; Gain all Supernatural Special Qualities of your Totemic Shape
Soul: +2 bonus on saving throws against spells and spell-like abilities; Gain Spell Resistance equal to 11 + HD
Totem: None; Gain all Supernatural Special Attacks of your Totemic Shape

Soul of the Beast: Infusing himself with such power of both Nature and Incarnum the Soul of the Wild becomes the true blending of these two otherwise seperate powers. The Soul of the Wild's type changes to Magical Beast, he retains any subtypes he had before entering this class and gains the Augmented subtype of the creature type he was.

Soulbound Companion List
Starting Companions
Darkmantle Krenshar

4th Level or Higher (Level -3)
Blink Dog Shocker Lizard
Bloodsilk Spider Worg
Hippogriff
*Greenspawn Leaper

7th Level or Higher (Level -6)
Ankheg Griffon
Cockatrice Phoera
Displacer Beast Owlbear
*Bluespawn Ambusher

10th Level or Higher (Level -9)
Basilisk Phase Spider
Girallon Winter Wolf
Manticore Zezir
*Bluespawn Stormlizard
*Redspawn Firebelcher
*Whitespawn Iceskidder

13th Level or Higher (Level -12)
Bearhound Behir
Bulette Gorgon
Chimera Gray Render
*Greenspawn Razorfiend

16th Level or Higher (Level -15)
Ironclad Mauler
*Blackspawn Stalker
*Bluespawn Burrower