26.01.2021 Views

[Pathfinder] beastisrfrt

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

650976

2223984

2223984

650976

650976

2223984

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Core Races 1

Eidolon: The eidolon of a wild caller tends to take more

natural and more savage forms than other summoners’

eidolons. A wild caller gains 1/4 his class level as bonus

evolution points in his eidolon’s evolution pool, but his

eidolon cannot take the following evolutions:

Advanced Player’s Guide—1-point evolutions: magic attacks,

skilled (while the eidolon can select this evolution, it can

only do so with the following skills: Acrobatics, Climb,

Escape Artist, Fly, Intimidate, Perception, Survival,

and Swim); 2-point evolutions: energy attacks, immunity,

weapon training; 3-point evolutions: damage reduction,

frightful presence; 4-point evolutions: breath weapon, spell

resistance.

Ultimate Magic—1-point evolutions: basic magic, unnatural

aura; 2-point evolutions: channel resistance, head, minor

magic, undead appearance; 3-point evolutions: major magic;

4-point evolutions: dimension door, incorporeal form,

lifesense, no breath, ultimate magic.

This ability alters the normal summoner’s eidolon

class feature, but is otherwise identical to that

class feature.

Summon Nature’s Ally I (Sp): Starting

at 1st level, a wild caller can cast summon

nature’s ally a number of times per day

equal to 3 + his Charisma modifier. At 3rd

level and every 2 levels thereafter, the power of

this ability increases by one spell level, allowing him

to summon more powerful creatures (to a maximum of

summon nature’s ally IX at 17th level). Furthermore, at

19th level, the wild caller cannot use gate as a spell-like

ability, but can use either summon elder worm or summon

froghemoth (Ultimate Magic 240) instead. This ability

otherwise functions like the standard summoner’s

summon monster I ability and replaces that ability.

Favored Terrain (Ex): At 3rd level, when a wild shadow

chooses a favored terrain, he cannot choose urban as the

terrain type. Furthermore, at 8th level and every five

levels thereafter, when he chooses a new favorite terrain

type, he cannot choose the urban terrain type. This

ability alters the favored terrain class feature.

Woodland Stride (Ex): This ability functions as the 7thlevel

ranger class feature of the same name, but the wild

shadow gains it at 4th level instead. This ability replaces

the hunter’s bond class feature.

Unfettered Step (Ex): At 7th level, a wild shadow’s

woodland stride class feature functions in any difficult

terrain within any of his favored terrains, even in areas

that are enchanted or magically manipulated to impede

Wild Shadow (Ranger)

The isolation that some half-elves feel leads them to

live a life of isolation amid the wild places of the world.

Such rangers stalk the wild like shadows, creating

close bonds with the wild itself instead of seeking the

solace and aid of companions. While ill at ease within

cities and other urban areas, they are adept at using

the terrain to tactical advantage; they dart through

brambles and rough terrain with uncommon grace and

use the land itself to lock down enemies. A wild shadow

has the following class features.

Wild at Heart (Ex): At 1st level, a wild shadow adds only

1/2 his class level when making wild empathy checks while

in urban areas, and adds only 1/4 his class level to follow

or identify tracks in such areas. In non-urban settings,

he is considered two levels higher when determining the

bonuses for such checks. This ability alters the track and

wild empathy class features.

45

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!