Wylder

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Wylder

Hit Die: d8

Class Abilities: Primary Spellcaster Ability (Either INT, WIS, or CHA)

Untrained and undisciplined, the wylders are the wild mages of Atheles.

Starting Spells known at level 1
0 Mana Spells 3
1 Mana Spells 1

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

Mana Pool Table 2: Mana Bonus (Based on Spellcasting Ability Score vs. Spellcaster Level)

Spellcasting Base Ability Score Level of Spellcaster  
1-2 3-4 5-6 7-8
12-13 1 1 1 1
14-15 1 4 4 4
16-17 1 4 9 9
18-19 1 4 9 16
20-21 2 5 10 17
22-23 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +0 +2 +0 +2 Spell Memory, Spell Sight, Wild Magic 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +1 +3 +0 +3 Bonus Hit Point, +1 Skill Point
3rd +2 +3 +1 +3 1 Talent Point, Chaos Wave All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +3 +4 +1 +4 +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +4 +1 +4 1 Talent Point +1 Deflection Bonus to AC, +1 Skill Point
6th +4 +5 +2 +5 Discordian Shield All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +5 +5 +2 +5 Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +6 +2 +6 Focused Wild Magic +1 Ability Point, +1 Skill Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Spell Memory: Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability score.  A wylder may have committed to memory a number of spells equal to their Spell Memory Allotment for a given spell level plus their primary ability score modifier.

Spell Memory Allotment

Spellcaster Level Allowed Spells in Memory
1 6
2 7
3 8
4 9
5 12
6 14
7 17
8 19

Spell Sight: A wylder can use Spell Sight to memorize a spell that he witnesses being cast. This ability is detailed further in the chapter on Magic.

Wild Magic: A burst of energy explodes from the wylder’s hands toward a target. You must succeed at a ranged touch attack +2. It causes 1d4+1 points of damage, gaining 1d4 in power every 2 levels. It is a force effect. Range 60’.

Chaos Wave: A wave of chaotic energy bursts from the wylder in all directions, doing 1d6+1 damage to all in a 10’ radius. A wylder may do this 2 times per day.

Discordian Shield: A swirling vortex of chaos energy gives the wylder a +2 shield bonus to his or her AC. It lasts 1d6+1 rounds. A wylder may do this 2 times per day.

Focused Wild Magic: At level 8, a wylder has learned to control the wild magics that flow through them. Their wild magic ability allows them to cast a burst of wild force doing 4d4+4 points of damage. Now that they can focus this energy, they can change the energy type to any they choose – acid, fire, force, ice, water, or wind. Range 120’.