The Wildman, a new class


Homebrew and House Rules


The Wildman

The Wildman is a savage character born in the wilderness and learned everything they know from the animals around them. The Wildman copies the actions and talents of the wilds studying how different animals move and hunt and fight.

Alignment: Any Chaotic
Hit Dice: 1d8
Proficiencies: Light Armor, Simple Weapons, and The Throwing Ax, Hand Ax, Star Knife, Battle Ax
Skills: 6+ Int, Acrobatics, Climb, Escape Artist, Handle Animal, Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Sense Motive, Stealth, Survival, Swim

Lvl B.A.B. Fort. Ref. Will. Special.
1. 0 0 2 0 Wild Empathy, Skirmish (+1d6)
2. 1 0 3 0 Mimic, Wild Aspect, Fast Movement (+10)
3. 2 1 3 1 Woodland Stride
4. 3 1 4 1 Wild Aspect
5. 3 1 4 1 Resist Nature’s Lure, Skirmish (+2d6)
6. 4 2 5 2 Wild Aspect
7. 5 2 5 2 Evasion, Fast Movement (+10)
8. 6,1 2 6 2 Wild Aspect
9. 6,1 3 6 3 Skirmish (+3d6)
10. 7,2 3 7 3 Wild Aspect
11. 8,3 3 7 3
12. 9,4 4 8 4 Wild Aspect, Fast Movement (+10)
13. 9,4 4 8 4 Skirmish (+4d6)
14. 10,5 4 9 4 Wild Aspect
15. 11,6,1 5 9 5 Improved Evasion
16. 12.7.2 5 10 5 Wild Aspect
17. 12,7,2 5 10 5 Skirmish (+5d6), Fast Movement (+10)
18. 13,8,3 6 11 6 Wild Aspect
19. 14,9,4 6 11 6
20. 15,10,5 6 12 6 Deadly Skirmish, Wild Aspect

Wild Empathy: A Wildman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Wildman rolls 1d20 and adds her Wildman 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 druid 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 Wildman 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.

Skirmish: when ever the Wild man moves at least 10 feet he adds his skirmish bonus to damage, this damage is +1d6 at 1st level and improves by 1d6 every 4 levels after first. This movement may still provoke an attack of opportunity.

Mimic: The Wildman can mimic any sound he hears, the Wildman rolls a bluff check DC= to 10+the Cr of the creature he is trying to mimic. If the Wildman is attempting to mimic the sound of inanimate objects or gear such as the sound of a rock falling or the clashing of swords then the bluff check DC is 10.

Wild Aspect: At every even level the Wildman may choose an ability of the Wild Aspect list as long as he meets the requirements for taking the ability.

Fast Movement: The Wildman gains a class bonus to his base speed equal to +10 at 2ndlevel and an additional +10 every 5 levels after 2nd.

Woodland Stride: Starting at 3rd level, a Wildman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

Resist Natures Lure: Starting at 5th level, a Wildman gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as Blight, Entangle, Spike growth, and Warp wood.

Evasion: At 7th level and higher, a Wildman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Wildman is wearing light armor or no armor. A helpless Wildman does not gain the benefit of evasion.

Improved Evasion: At 15th level, a Wildman’s evasion improves. This ability works like evasion, except that while the Wildman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Wildman does not gain the benefit of improved evasion.

Deadly Skirmish: Upon reaching 20th level, a Wildman becomes incredibly deadly when dealing skirmish attack damage. Each time the Wildman deals skirmish attack damage, he can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the Wildman’s level + the Wildman’s Wisdom modifier. Once a creature has been the target of a Deadly Skirmish, regardless of whether or not the save is made, that creature is immune to that Wildman’s Deadly Skirmish for 24 hours.

I will be posting the Wild Aspect abilities once I start writing them up, figure that they will copy or mimic animal movements or attacks or senses.

I am also planning on giving them something at levels 11 and 19 but I am not sure what they will be yet.

Any comments or ideas would be appreciated.


sorry the level, base attack, and saves got a little wonky when i copied it over, 3/4th base attack, high reflex, low fortitude and will.


Wild Aspect

Climber: gain a base climb speed of 10 feet.

Natural Armor: gain a natural armor bonus equal to your con mod +1, the +1 improves by +1 every 4 levels in Wildman.

Scentless: the Wildman has no scent thus can’t be detected via the scent ability.

Animal Senses: The Wildman gains lowlight vision and scent.

Burrower: The Wildman gains a Burrowing Speed of 10 feet.

Animal Furry: gain a bite attack of +1d4 and a claw attack of +1d6.

Camouflage: The Wildman gains a +4 bonus to stealth.

I don’t have any idea of minimum levels for any of these but I will have more as soon as possible, I plan on many of these abilities actually altering the appearance of the Wildman slowly changing into an animal like being.

Any thoughts would be appreciated.


no thoughts?


northbrb wrote:
no thoughts?

I think it's late and most of the good contributors have gone to bed.


good point.


I like it. Sounds fun. Kind of like a savage rogue, except no Disable Device. A primitive cross between Barbarian and Rogue, with maybe a little Ranger or Scout.

On my initial read-through, I get the impression this class might be a little weaker than the others. At first glance, it seems like it gets lots of good powers. However, if you compare it to a Barbarian, a Druid or a Monk, I think it falls behind a little.

You might consider giving him the Druid's Wild-shape ability more explicitly and bumping his attack bonus and Hit Die. Make him into a more martial, non-spellcasting druid.

Liberty's Edge

what's the.....best way to....dismantle one of these things?


thats funny


well im thinking of giving them speak with animal as a spell like ability, im also working on more wild aspects.

Liberty's Edge

yih...I think David Morse is the next Harvey Keitel.


bump any thoughts on my class?


This class might not be overly unbalanced by giving it full base attack bonus. It has no spells, it needs to move to make use of Skirmish, meaning it won't get full attack actions... Full BAB and d10 hit die may not be out of the question with regards to balance.

Deadly Skirmish is a little puzzling. If you can slay an enemy outright, why bother paralyzing them or putting them to sleep? For those occasions that you need to bring them back alive, why both paralyze and sleep? I think perhaps the check should be harder to resist Sleep or Paralysis than it is to slay them, just so that they might be more attractive options. Either that or make the non-lethal options re-usable a few times on the same target (if they fail).

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