Wildfist (3.5e Class)
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Half druid half monk. They are martial artists who view their advancement as an exultation of what is natural. 20 0 Moderate Good Good Poor Prepared Divine Spellcasting Full
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Wildfist[edit]
The all natural monk looks inward to see what nature has granted them, and has learned into it. If this is what nature has given, they will optimize it into the greatest product of evolution the world has seen. The wildfist is a cross of druid and monk, leaving behind concepts such as animal companions and shapechanging in favor of the innate power of the world combined with the innate power of the body.
Making a Wildfist[edit]
Abilities: Wisdom is the source of power for the wildfist, for both spellcasting and defense. However as a potentially melee class, Constitution, Dexterity, and Strength may all prove valuable.
Races: Any.
Alignment: Any.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: As rogue.
| Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | Unarmed Damage1 |
AC Bonus | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +2 | +2 | +0 | Masterwork Biology, Style, Wild Empathy | 3 | 1 | — | — | — | — | — | — | — | — | 1d6 | +0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +3 | +3 | +0 | Bonus Feat, Woodland Stride | 4 | 2 | — | — | — | — | — | — | — | — | 1d6 | +0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 3rd | +2 | +3 | +3 | +1 | Trackless Step | 4 | 2 | 1 | — | — | — | — | — | — | — | 1d6 | +0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 4th | +3 | +4 | +4 | +1 | Evasion | 5 | 3 | 2 | — | — | — | — | — | — | — | 1d8 | +1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 5th | +3 | +4 | +4 | +1 | Resist Nature's Lure | 5 | 3 | 2 | 1 | — | — | — | — | — | — | 1d8 | +1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 6th | +4 | +5 | +5 | +2 | Bonus Feat | 5 | 3 | 3 | 2 | — | — | — | — | — | — | 1d8 | +1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 7th | +5 | +5 | +5 | +2 | 6 | 4 | 3 | 2 | 1 | — | — | — | — | — | 1d8 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 8th | +6 | +6 | +6 | +2 | Spellstrike | 6 | 4 | 3 | 3 | 2 | — | — | — | — | — | 1d10 | +2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 9th | +6 | +6 | +6 | +3 | 6 | 4 | 4 | 3 | 2 | 1 | — | — | — | — | 1d10 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 10th | +7 | +7 | +7 | +3 | Bonus Feat | 6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | 1d10 | +3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 11th | +8 | +7 | +7 | +3 | Improved Evasion | 6 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | — | 1d10 | +3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 12th | +9 | +8 | +8 | +4 | Adaptation | 6 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — | 2d6 | +3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 13th | +9 | +8 | +8 | +4 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | 2d6 | +4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 14th | +10 | +9 | +9 | +4 | Bonus Feat | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | 2d6 | +4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 15th | +11 | +9 | +9 | +5 | Timeless Body | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | 2d6 | +4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 16th | +12 | +10 | +10 | +5 | Worldspeaker | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | 2d8 | +5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 17th | +12 | +10 | +10 | +5 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | 2d8 | +5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 18th | +13 | +11 | +11 | +6 | Bonus Feat | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 2d8 | +5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 19th | +14 | +11 | +11 | +6 | Nature’s Vigor | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2d8 | +6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 20th | +15 | +12 | +12 | +6 | World Bond | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 2d10 | +6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Class Skills (4 + Int modifier per level, ×4 at 1st level) Class Features[edit]All of the following are class features of the Wildfist. Wildfists focus on improving themselves and revering nature, and may become ex-wildfists if they ever grossly disrespect nature, become slothful on improving their body, or continue to violate their armor and shield restrictions. Weapon and Armor Proficiency: Wildfists are proficient with the following weapons: bolas, club, dagger, dart, falchion, gauntlet, greatclub, javelin, longspear, punching dagger, net, quarterstaff, sap, scimitar, shortspear, sickle, sling, spear, and spiked gauntlet. They are not proficient in any armor or shields. Like a druid, a wildfist is prohibited from using metal armor and shields. A wildfist who intentionally wears prohibited armor or wields a prohibited shield is unable to cast wildfist spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: Wildfists cast spells as a druid from the druid spell list. Like a druid, their spell DCs are 10 + spell level + the wildfist’s Wisdom modifier, and they gain bonus spells due to a high Wisdom modifier. Unlike druids they cannot spontaneously cast ‘’summon nature’s ally’’ spells. AC Bonus (Ex): When unarmored and unencumbered, the wildfist adds her Wisdom bonus (if any) to her AC. In addition, a wildfist gains a +1 natural armor bonus to AC at 4th level. This bonus increases by 1 for every three wildfist levels thereafter (+2 at 7th, +3 at 10th, etc). The Wisdom bonus to AC applies even against touch attacks or when the wildfist is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. Masterwork Biology (Ex): Your body is honed, and thus you treat your unarmed strikes as masterwork weapons. You may also enhance your unarmed strike as a manufactured weapon, and your body as masterwork light armor or robes. Style: The wildfist can choose to base their attacks and damage on either Strength or Dexterity. If you choose Strength you may choose to treat your unarmed strikes as a two-handed weapon when beneficial, and you may use Strength for your attack rolls on thrown weapons and on slings. If you choose Dexterity you may use your dexterity for attack and damage on your unarmed strike and finesse weapons. Unarmed Strike: The wildfist has Improved Unarmed Strike as a bonus feat, and the damage scales as shown on the table above. This functions as a monk, and you count as a monk of your level for pre-requisites. The wildfist's weapon proficiencies are considered as their monk special weapons for the purposes of feats. Wild Empathy (Ex): A wildfist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildfist rolls 1d20 and adds her wildfist level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the wildfist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A wildfist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Bonus Feat: At 2nd level and every four levels beyond (6th, 10th, etc), the wildfist gains a bonus feat. They must qualify as normal, but count as a monk of their level and may ignore the requirements for Stunning Fist. You may select from any Monk Bonus Feat, Diehard, Endurance, Great Fortitude, Improved Natural Armor, Improved Natural Attack, Iron Will, Lightning Reflexes, Power Attack, or Run. Woodland Stride (Ex): Starting at 2nd level, a wildfist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her. Trackless Step (Ex): Starting at 3rd level, a wildfist leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Evasion (Ex): At 2nd level or higher if a wildfist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless wildfist does not gain the benefit of evasion. Resist Nature's Lure (Ex): Starting at 5th level, a wildfist gains a +4 bonus on saving throws against the spell-like abilities of fey. Spellstrike: At 8th level, the wildfist may attack and cast in the same motion so long. They make a full attack action, attacking once at their highest attack bonus and casting a spell of a standard action. Casting in this way does not provoke attacks of opportunity. Improved Evasion (Ex): At 11th level, a wildfist’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless wildfist does not gain the benefit of improved evasion. Adaptation (Su): From 12th level onward, the wildfist is constantly under the effect of endure elements. However if they fall under the effects of the endure elements spell, they instead may benefit from adapt body's effect for the duration of endure elements. Timeless Body (Ex): Upon attaining 15th level, a wildfist no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the wildfist still dies of old age when her time is up. Worldspeaker (Ex): At 16th level, the wildfist may speak to and understand any animal (as per speak with animals), as well as any elemental, fey, or plant creature (but not non-creature plants) as if they shared a language. Nature's Vigor (Ex): Whenever the 19th level or beyond wildfist is in a natural setting, they benefit from fast healing 5, and cannot be turned undead as long as their body remains in nature, even after death. So long as the wildfist rests 8 hours in a natural setting, they recover all ability damage and up to 5 points of ability drain each time. World Bond: At 20th level, a wildfist becomes a magical creature. She is forevermore treated as an outsider (native) rather than as a humanoid (or whatever the wildfist's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/cold iron. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type. If the wildfist perishes and their body remains within a natural setting, they are subject to reincarnate after 1d10 days. They can choose the form they reincarnate as, either by this effect or by the spell. Indeed, the only way to ensure they remain dead is to keep the wildfist's body out of nature for 10 days or longer, or utterly destroying the body. Ex-Wildfist[edit]A wildfist who grossly violates the code of conduct required by her code loses all spells and supernatural class features. She cannot thereafter gain levels as a wildfist until she atones (see the atonement spell description). Elf Wildfist Starting Package[edit]Weapons: Club. Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Weapon Focus (Unarmed Strike). Gear: None. Gold: 125 gp. Campaign Information[edit]Playing a Wildfist[edit]Religion: Wildfists revere nature, and sometimes they worship gods of nature. It is no requirement however, as many view it as a form of self-focus and improvement. Other Classes: You’re a spellcaster. You’re a monk. You’re a spellcaster monk. It’s possible to focus on either or both aspects. Combat: You can switch between melee and spellcasting as needed, or boost yourself with any number of useful druid buffs. Advancement: Both monk and druid PrCs are open to you. Wildfist Lore[edit]Characters with ranks in Knowledge Nature can research wildfists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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| Article Balance | Very High + |
| Author | Eiji-kun + |
| Base Attack Bonus Progression | Moderate + |
| Class Ability | Prepared Divine Spellcasting + |
| Class Ability Progression | Full + |
| Fortitude Save Progression | Good + |
| Identifier | 3.5e Class + |
| Length | 20 + |
| Minimum Level | 0 + |
| Rating | Undiscussed + |
| Reflex Save Progression | Good + |
| Skill | Balance +, Climb +, Concentration +, Escape Artist +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Rope + |
| Skill Points | 4 + |
| Summary | Half druid half monk. They are martial artists who view their advancement as an exultation of what is natural. + |
| Title | Wildfist + |
| Will Save Progression | Poor + |

