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