The Wildthing - A Monk / Barbarian Hybrid Class


Homebrew and House Rules


Wildthing
Wildthings are sentient beings who live like animals, or rather, animals with the bodies and intellects of sentient beings. Beyond primitive or savage, a wildthing adopts the outlook and lifestyle of untamed beasts. While many are raised by the animals whom they emulate, others are drawn away from sentient societies to find tranquility and primal enlightenment by adopting animalistic ways. Because of their unusually strong ties to nature, wildthings attain a mystical cultivation of body and spirit that grant them martial prowess and transcendental hangs for avoiding danger.

Role: Wildthings tend to guard their wilderness homes, usually as a pack member of the dominant predators there. Because their intelligent minds thirst for more than what their animal brethren can offer, wildthing's adventure out of curiosity more than anything else. Exploring new lands instills concordance and wonder in their wild hearts. Encountering new creatures to hunt and fight give the wildthing a primal thrill that satisfies like nothing else. For many wildthings, a good fight is just another way of introduction.

Alignment: Any neutral.

Hit Die: d8

Alternate Classes: Barbarian and Monk

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The wildthing's class skills are Acrobatics (Dex), Climb (Str),Handle Animal(Cha) Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), and Swim (Str), Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

BAB:Medium

Saves: All Good

Class Features

All of the following are class features of the wildthing.

Weapon Proficiency: Wildthings are proficient with all simple weapons.

Armor and Shield Proficiency: Wildthings are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a wildthing loses his AC bonus, as well as his fast movement and wild fury abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the wildthing adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a wildthing gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four wildthing levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the wildthing is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Wild Fury (Ex)
A wildthing can call upon inner reserves of strength and ferocity, granting her additional combat prowess and awareness. Starting at 1st level, a wildthing can enter a wild fury for a number of rounds per day equal to 4 + her Wisdom modifier. At each level after 1st, she can fury for 2 additional rounds. Temporary increases to Wisdom, such as those gained from rage and spells like owl's wisdom, do not increase the total number of rounds that a wildthing can rage per day. A wildthing can enter fury as a free action. The total number of rounds of fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in fury, a wildthing gains a +4 morale bonus to her Strength and Wisdom, as well as a +2 morale bonus on fortitude saves. The increase to Wisdom grants the wildthing 2 points to her armor class until her fury ends. While in a wild fury the wildthing can make 1 additional attack per round at her lowest attack bonus -5. While in a wild fury, a wildthing cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A wildthing can end her wild fury as a free action and is fatigued and shaken after a fury for a number of rounds equal to the number of rounds spent in the fury. A wildthing cannot enter a new wild fury while fatigued or exhausted but can otherwise enter a wild fury multiple times during a single encounter or combat. If a wildthing falls unconscious, her fury immediately ends, placing her in peril of death.

Unarmed Strike
At 1st level, a wildthing gains Improved Unarmed Strike as a bonus feat. A wildthing's attacks may be with fist, elbows, knees, and feet. This means that a wildthing may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a wildthing striking unarmed. A wildthing may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a wildthing's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A wildthing's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a wildthing may select a bonus feat. These feats must be taken from the following list:
Boar Style, Crane Style, Panther Style, Mantis Style, Monkey Style, Snake Style, Snapping Turtle Style, Tiger Style, and Scorpion Style.

At 6th level, the following feats are added to the list:
Boar Ferocity, Crane Wing, Mantis Wisdom, Monkey Moves, Panther Claw, Snake Sidewind, Snapping Turtle Clutch, and Tiger Claws.

At 10th level, the following feats are added to the list:
Boar Shred, Crane Riposte, Mantis Torment, Monkey Shine, Panther Parry, Snake Fang, Snapping Turtle Shell, and Tiger Pounce.
A wildthing need not have any of the prerequisites normally required for these feats to select them.

Uncanny Dodge (Ex)
At 2nd level, a wildthing gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A wildthing with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a wildthing already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Bestial Stride (Ex)
At 2nd level, when holding nothing in either hand, the wildthing can run, walk, and stand on all fours, granting him a +2 to CMD versus Trip attempts. Even when standing upright he still gets this bonus.

Evasion (Ex)
At 2nd level or higher, a wildthing can avoid damage from many area-effect attacks. If a wildthing 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 a wildthing is wearing light armor or no armor. A helpless wildthing does not gain the benefit of evasion.

Ki Pool (Su)
At 4th level, a wildthing gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a wildthing's ki pool is equal to 1/2 his wildthing level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks gain the trip or grappling weapon special quality (player's choice).
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a wildthing can do one of the following:

Make one additional attack at his highest attack bonus when making a wild fury attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a wildthing can no longer be flanked. This defense denies a rogue the ability to sneak attack the wildthing by flanking her, unless the attacker has at least four more rogue levels than the target has wildthing levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex)
At 7th level, a wildthing gains damage reduction. Subtract 1 from the damage the wildthing takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three wildthing levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Fury (Ex)
At 11th level, when a wildthing enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Bestial Movement (Ex)
At 10th level, the wildthing gains a climb and swim speed equal to half his land speed. By using a ki point as a swift action, they can instead move their full speed for one round.

Indomitable Will (Ex)
While in Wild Fury, a wildthing of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells.

Prey (Ex)
Starting at 15th level, the wildthing can kill a target with preditory efficiency. He can use this prey attack once per day, and he must announce his intent before he makes his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the wildthing strikes successfully and the target takes damage from the blow, the target must make a Fortitude saving throw (DC 10 + ½ the wildthing's level + the wildthing's wisdom modifier) or die. If the attack happened while the target was flat-footed, then the DC increases by 2.

Tireless Fury (Ex)
Starting at 17th level, a wildthing no longer becomes fatigued or shaken at the end of her wild fury.

Shapechange (Su)
At 19th level, the wildthing gains the ability to take on an animal's shape for 10 minutes as though using the spell shapechange. Using this ability is a move action that consumes 3 ki points. This ability only effects the wildthing and cannot be used to other creatures change shape. The wildthing must select the shape of an animal.

Mighty Fury (Ex)
At 20th level, when a wildthing enters a wild fury, the morale bonus to her Strength and Wisdom increases to +8 and the morale bonus on her Fortitude saves increases to +4.

Ex-Wildthings
A wildthing who ceases to remain a neutral alignment loses the wild fury ability and cannot gain more levels as a wildthing. She retains all other benefits of the class.


Bump :)


Well i am going to provide more feedback when i get off my phone, but good work here.


Is it required to have a bard following you around playing the Troggs?


Te'Shen wrote:
Is it required to have a bard following you around playing the Troggs?

I considered "wild man", but I wanted to keep it one word and non-gender specific. Examples of Wildthings in this context could include Tarzan and Mowgli (from The Jungle Book). These characters were not primitives, but truly wild :)


any thought to limited access to rage powers as a bonus feat options?


I considered adding in rage powers somehow, but it would take much sifting to see which ones match the class in a flavor context. Plus, I figured that enough was borrowed from the barbarian already. However, your idea might be good for a wildthing archetype.


Arcanemuses wrote:
I considered "wild man", but I wanted to keep it one word and non-gender specific. Examples of Wildthings in this context could include Tarzan and Mowgli (from The Jungle Book). These characters were not primitives, but truly wild :)

Very cool... possibly Wildling, then?

I haven't given it a good looking over, for which I apologize, but level 2 seems pretty heavy while level 3 seems pretty light... It is, however, very intriguing.


Te'Shen wrote:
Arcanemuses wrote:
I considered "wild man", but I wanted to keep it one word and non-gender specific. Examples of Wildthings in this context could include Tarzan and Mowgli (from The Jungle Book). These characters were not primitives, but truly wild :)

Very cool... possibly Wildling, then?

I haven't given it a good looking over, for which I apologize, but level 2 seems pretty heavy while level 3 seems pretty light... It is, however, very intriguing.

Thank you, Te'Shen, I forgot to add his 3rd level class ability.

Fast Movement At 3rd level, the wildthing gains a 10ft bonus to her land speed. At 8th, 12, and 16th level bonus increases by another 10ft.


Interesting. I just made an announcement on the upcoming release of the SAVAGE which is essentially a mashup of the barbarian and monk…

@Arcanemuses: PM me if you are interested in receiving the latest draft PDF… Christos, you should already have yours...


Oceanshieldwolf wrote:

Interesting. I just made an announcement on the upcoming release of the SAVAGE which is essentially a mashup of the barbarian and monk…

@Arcanemuses: PM me if you are interested in receiving the latest draft PDF… Christos, you should already have yours...

i do, its great.

Scarab Sages

You didn't yoink this out of one of my posts, did you?


I'm Hiding In Your Closet wrote:
You didn't yoink this out of one of my posts, did you?

I promise that I had never before seen your post, but it seems we both interdependently had the same idea, Hiding. Great minds think alike, it seems. I hope this class is to your liking.

Scarab Sages

Arcanemuses wrote:
I promise that I had never before seen your post, but it seems we both independently had the same idea, Hiding. Great minds think alike, it seems. I hope this class is to your liking.

In that case, it would seem that you, in an earlier post, forgot to invoke the original "wildman" character (and the basis for the potentially gender-biased name): Enkidu from the Epic of Gilgamesh!

Speaking for myself, my idea for the class came at the same time and in the same context as the Rabbi and Scribe I mentioned: It was back in the 3.0/very early 3.5 years, I'd recently gotten 3.0's Oriental Adventures, had also found 2nd Edition's Al-QADIM: Arabian Adventures, and (having not yet been made aware of Green Ronin's excellent Testament "Biblical Adventures" sourcebook), was contemplating a "Land Between the Rivers/Cradle of Civilization/Middle Eastern Adventures" setting.

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