Tinkerer (3.5e Class)

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Companion Of The Wild[edit]

The Companion Of The Wild is at one with the animals who roam the world. Finding solace in spending time with animals as companions and seeing them more as allies than pets. Companion Of The Wild is a class about having multiple companions who will serve as actual fighters rather than pets.

Making a Companion Of The Wild[edit]

Companion Of The Wild is a class best with small parties, excelling in single focused targets such as bosses but struggling to keep up with large amounts of enemies with his severe lack of aoe options. This class is made to be balanced for actual play rather than power gaming.

Abilities: Charisma and Constitution are your two main focus's for ability scores. Most of this class consists of two of its abilities which you will receive at level 3. The first of which is Nature's Link. Having a deeper connection than just physical with his companions, the Companion Of The Wild can give up his power to make his companions stronger as well as keeping them safe from harm. The Second being Tame the Untamed where the Companion Of The Wild can connect with multiple animals collecting multiple companions.

Races: The Companion Of The Wild works best with races that focus on nature or give bonus's to CHA or CON.

Alignment: Must be some sort of neutral.

Starting Gold: DM's choice gp.

Starting Age: Complex as Druid.

Table: The Companion Of the Wild

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Communicate With Nature, Animal Companion, Serenity
2nd +1 +2 +2 +0 Command Animal
3rd +2 +2 +2 +1 Nature's Link, Tame the Untamed
4th +3 +3 +3 +2 Uncanny Dodge, Bonus Feat
5th +3 +3 +3 +2 Wild Hide
6th +4 +4 +4 +2 Medium Wild Shape (2/Day)
7th +5 +4 +4 +2 Animal Tracking, Bonus Feat
8th +6/+1 +5 +5 +3 Improved Tame the Untamed +1 Animal Companion, Improved Nature's Link +2 AC and +1d6, Wild Shape (Small)(3/day)
9th +6/+1 +5 +5 +3 Evasion, Bonus Feat
10th +7/+2 +6 +6 +3 Make Dire, Wild Shape (Large)(4/day)
11th +8/+3 +6 +6 +4 Improved Wild Hide
12th +9/+4 +7 +7 +4 Command Magical Animal
13th +9/+4 +7 +7 +4 Greater Tame the Untamed +1 Animal Companion, Greater Nature's Link +2 to AC and +2d6 damage,
14th +10/+5 +8 +8 +5 Wild Shape (5/day), Bonus Feat
15th +11/+6/+1 +8 +8 +5 Make Celestial
16th +12/+7/+2 +9 +9 +5 Summon Mount
17th +12/+7/+2 +10 +10 +5 Make Fiendish
18th +13/+8/+3 +11 +11 +6 Perfected Tame the Untamed +1 Animal Companion, Perfected Nature's Link +6AC +2d10, Huge Wild Shape (at will)
19th +14/+19/+4 +11 +11 +6 Brothers By Fate//One For All, Respect of the Pack
20th +15/+10/+5 +12 +12 +6 Alpha and Beta//Shepard of the Pack, Inciting Power

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Companion of the Wild's class skills (and the key ability for each skill) are concentration (Con), craft (Int), diplomacy (Cha), handle animal (Cha), heal (Wis), knowledge (nature) (Int), listen (Wis), profession (Wis), ride (Dex), spellcraft (Int), spot (Wis), survival (Wis), swim (Str), bluff (Cha), and intimidate (Cha)

Class Features[edit]

All of the following are class features of the Companion of the Wild.

Communicate With Nature: At first level a Companion Of The Wild may speak to and communicate with any animal with an intelligence score of 3 or less. At 5th Level this ability allows communication with animals with intelligence scores of 7 or less and 10th level to all animals including magical and non-magical fluently.

Animal Companion: Act's Exactly the same as a Druid's Animal Companion but if the animal that is obtained by this method is slain or dismissed by the Companion Of The Wild no affects apply. Whenever the Companion Of The Wild would receive a feat (Natural or bonus) his animal companions also receive a feat.

Serenity: Once per day as a full round action, a Companion Of The Wild may attempt to completely pacify any hostile animal. The Companion Of The Wild must make a handle animal check, then the animal gets to make a will save. If the animal fails its will save then it will cease all hostile actions and behave passively. If the animal passes its will save it gets an attack of opportunity against the Companion Of The Wild. This attack of opportunity is treated as a surprise attack.

Command Animal: Any animal that is not hostile towards the Companion Of The Wild may be the target of Command Animal. The Companion Of The Wild must make a handle animal check. If it passes vs that animal's will save they will preform one action that the Champion of the Wild gives them. The animal and the Companion Of The Wild must be within the line of sight for this to work and must be aware of each others presence. This cannot be used on the same animal more than once a day. Cannot affect animals with intelligence scores of 4 or greater.

Nature's Link: As a full round action a Companion Of The Wild may choose to forego their actions on their turns. If they do then all animals directly controlled by the Companion Of The Wild get +2 to ac, +X to base attack where x is the Companion Of The Wild's Base Attack Bonus, +1d6 damage and half of the damage any animal would take is directed to the Companion Of The Wild. This effect is controlled by a concentration check DC 10. Whenever the Companion Of The Wild takes damage (even through this ability) he must pass a concentration check equivalent to the damage taken, if he fails the check this ability is ended. At 8th level add +2 AC and +1d6 damage. At 13th Level add +2 to AC and +2d6 damage. At 18th Level Add +6 to AC and +2d10 to damage and damage is no longer dealt to the Companion Of The Wild but the animal still takes half damage.

Tame the Untamed: If a non-animal that is neutral or friendly with the Companion Of The Wild has been with him for 7 days and the Companion Of The Wild has passed a handle animal check all 7 days thereof with a DC 15 then that animal becomes a companion and is treated as that of the animal companion of the Companion Of The Wild. Only works with Non-magical animals with intelligent Scores of 20 or less. As long as an animal is willing you may ignore this process, if you do you still must make the attempt for 7 strait days but ignore a roll. A Companion Of The Wild may only have 2 Animal Companions with him this way. At 8th Level he may have 3 with him. At 13th level he may have 4 animal companions but must keep one at his home or an area where it is able to survive comfortably until the Companion Of The Wild returns. At 18th level he may have 5 animal companions but must keep two at his home or an area where they are able to survive comfortably until the Companion Of The Wild returns. If a Companion Of The Wild wishes to adopt another Animal companion but his slots are filled he must dismiss one of his current animal companions. Dismissing an animal companion causes no negative effects to his experience or constitution but that animal is now considered neutral to the Companion Of The Wild and cannot be an animal companion to any player again. All Companions Act exactly the same as a Druid's Animal Companion but if the animal that is obtained by this method is slain or dismissed by the Companion Of The Wild no affects apply. This includes all leveling bonus's for Druid for each level of Animal Companion.

Uncanny Dodge: The Companion of the Wild gains the Uncanny Dodge feat at level 4

Bonus Feat: At level's 4, 7, 9 and 14 the Companion of the Wild Receives an extra feat.

Wild Shape: At 6th level, an Companion Of The Wild gains the ability to turn himself into any Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Companion Of The Wild level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Any gear worn or carried by the Companion Of The Wild melds into the new form and becomes nonfunctional. When the Companion Of The Wild reverts to his true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Companion Of The Wild's feet. The form chosen must be that of an animal the Companion Of The Wild is familiar with. An Champion of the Wild loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Companion Of The Wild can, however, maintain an empathic or telepathic communication with an Animal Companion or a Familiar. A Companion Of The Wild can use this ability more times per day at 8th, 10th, 14th. At 18th level, the Companion Of The Wild masters the technique and can use it any number of times per day. In addition, he gains the ability to take the shape of a Small animal at 8th level, a Large animal at 10th level, and a Huge animal at 18th level.

Animal Tracking: At 7th level, when a Companion Of The Wild comes across tracks, they get a +5 on their Survival check if they can identify them as tracks left by an animal(s).

Evasion: At 9th level, gain the Evasion feat.

Make Dire: A Companion Of The Wild may spend 24 uninterrupted hours praying to nature. If he does so and with DM's Approval, a Companion Of The Wild may add the Dire template to any of his non-dire companions. Only 1 companion may be affected this way. That companion cannot become Celestial nor Fiendish (Creature's size increases by one category. Double the creature's effective HD to a maximum of 8 extra HD. Base creature's natural armor increases by 3. +8 Strength, +4 Dexterity, +4 Charisma.)

Wild Hide: A Companion Of The Wild becomes closer with the animals and nature around him learning on how they survive. He receives a +2 Natural Armor at both levels 5 and 11 for a max of +4.

Command Magical Animal: Once per day as standard action Command any Magical Animal. This is a handle Animal Check against their will save. This ability is not a control ability. Commanding a magical animal to attack a target gives a -2 penalty, attacking a friendly target is a -6 penalty. Attacking unprovoked is a -10 penalty. Commanding to harm themselves, voluntary on involuntary is -12. Cannot be used on creatures with intelligence scores of 12 or greater. Other penalties for this ability are decided by the DM.

Make Celestial: A Companion Of The Wild may spend 24 uninterrupted hours praying to the divines. If he does so and with DM's Approval, a Companion Of The Wild may add the celestial template to any of his non-celestial, non-fiendish companions. Only 1 companion may be affected this way. That companion cannot become Fiendish. (Gains Smite Evil ability. Darkvision out to 60 feet. Damage reduction (see the Monster Manual table). Resistance to acid, cold, and electricity (see the Monster Manual table). Spell resistance equal to HD + 5 (maximum 25) That Animal is now of Good alignment.)

Summon Mount: The Companion Of The Wild may pray to his God once per day. The DM may choose whether or not their god has deemed them worthy or may make the player roll percentiles, with 5 or less being successful. If successful the Companion Of The Wild may choose one Companion of theirs. This Companions size changes to one size larger than the Companion Of The Wild's. This Companion is Dismissed as an Animal Companion. That animal now exists on an ethereal plane, becoming only tangible to the Companion Of The Wild. As a free action the Companion Of The Wild may call out a phrase given by his God and his mount will be summoned to his position this way. This mount cannot participate in combat and cannot be damaged. If for any reason the Companion Of The Wild is disabled, is more than 30 ft away from his mount or 5 minutes of not being mounted, it will return to its new plane until it is called again. All ride checks with that mount pass with the exception of natural 1's. Attacks made at the Companion of the Wild will go through the mount and still hit the companion of the wild. That mount is now translucent with a constellation slightly able to be seen within his body.

Make Fiendish: A Companion Of The Wild may spend 24 uninterrupted hours praying to Fiends of the lower planes. If he does so and with DM's Approval, a Companion Of The Wild may add the fiendish template to any of his non-celestial, non-fiendish companions. Only 1 companion may be affected this way. That companion cannot become Celestial. (Gains Smite Good ability. Darkvision out to 60 feet. Damage reduction (see the Monster Manual table). Resistance to cold, and fire (see the Monster Manual table). Spell resistance equal to HD + 5 (maximum 25) That Animal is now of Evil alignment.)

Brothers By Fate//One For All: Nature's Link no longer requires your full turn to use, Instead its a full round action to cast and lasts for 5 minutes 3/day. At level 19 a Companion Of The Wild must choose either to be Brothers by Fate with an Animal Companion, or to be One for All with his Companions. If the Companion Of The Wild chooses to be Brothers By Fate, then Nature's Link requires no concentration and you may add your CHA modifier to all attacks and damage made by the companion you are linked with. If the Companion Of The Wild chooses to be One For All, then Natures link also provides the same bonus's to the Companion Of The Wild so long as he is in wild shape.

Respect of the Pack: Having developed a reputation for your tight family of a pack others are jealous and eager to join your worthy cause. Any non-humanoid creature is able to become a Companion via Tame the Untamed. Tame the Untamed now can affect Intelligent and magical animals. Does not work on Humanoid creatures. Dm's discretion as to what is an animal for the purpose of magical and intelligent animals.

Alpha and Beta//Shepard of the Pack: At 20th level a Companion Of The Wild must choose either Alpha and Beta Or a Shepard of the Pack. Alpha and Beta has only one animal companion at any given time, that companion gains the Paragon Template and may change size at will from small to huge. While in wild shape with Alpha and Beta all bonus's you receive and feats used (example: Endure elements) are also applied to your animal companion and when you cast wild shape you may also have it wild shape your animal companion as well. Shepard of the Pack gives you +2 insight bonus to AC for each Companion you have within 100 ft of you, also you get +2 to hit for each other flanking companion you have within 100 ft. As a Shepard of the Pack you may cast Mass change size making all companions any size from small to huge 2/day and Companionship. Companionship heals 1D8/caster level +4/caster level to all allied Animal Companions 1/day. As long as your above half your hit points with Shepard of the Pack, all your animal companions have DR10/magic.

Inciting Power: A Companion Of The Wild may choose to have himself or any one of his Animal Companions be the Alpha. When someone is the alpha they receive DR/10 vs Magic, Improved Uncanny dodge, Improved Evasion, and negate bonus's of flanking against them. The alpha strikes fear into all around them, making a DC10 fear save within a 15 ft radius and incites a challenge making all enemies around the alpha make a DC 20 Will save for all enemies within 10ft. If anyone fails the challenge Will save they will immediately stop targeting other's and focus on attacking the alpha. If the alpha is disabled or slain at any point during combat, all who were fighting the alpha gain a +10 morale bonus at attacks and saves as well as DR5/Magic. The Alpha can see everything that all other Companions and Companion Of The Wild can see.

Weapon and Armor Proficiency: Companion's Of The Wild are proficient in the following: Simple Weapons, All Bows, Net, Great Axe, Halberd, Battleaxe, Morning star, Maul, and Trident. Medium Armor

Spells: All Spells are cast exactly like that of a Druids.

Ex-Companion of the Wild[edit]

If the Companion of the Wild intentionally Harms the environment, innocent animals, or abuses any animal unprovoked then all of his powers will be revoked until he has amended the damage he has done. If he refused to amend the issue or turns his back on his Animal Companions then after 180 days his Animal Companion will leave him causing him to lose 200 Exp for each Level in Companion of the Wild as well as 100 exp for each level of all of his Companions.

Campaign Information[edit]

Playing a Companion of the Wild[edit]

Religion: This class doesn't focus on religion, choosing to live in the moment and mend around him. Though religion is VERY important as his god will be making a large amount of decisions with and for him. Selecting a God who enjoys nature and animals would be your best option speaking as that is mostly what you will be focusing on.

Other Classes: The Companion of the Wild Gets along well with most other classes with the exception of classes that require animal sacrifices or anyone who likes to intentionally harm animals.

Combat: In combat with early levels you want to sit in the back line and support allies and your animal companions. Your animal companion which you will spend most of your time controlling as your "combat avatar" will want to be the role of your tank. Make sure to not let your animal companions get too low as recovering a new animal companion requires a large amount of work. When late game comes around and later levels from 19-20 your role dramatically shifts from back line support to front line tank or back line mage, depending on your choices.

Advancement: This class is a focused form of the druid. Any classes that work well with summonings, or animal companions work very well with this one. You suffer no penalties for multi-classing.

Companion of the Wild in the World[edit]

I never would have payed him any mind if I didn't just witness his Dire Worg devour a peasant for throwing a rock at a bird
—Malturan, Master wizard

A Companion Of The Wild can be found selling wood, mending injured animals for some coin, town watch members, hermits, and of course adventurers. Spending more time in small towns and the woods they are mostly good people so long as life is preserved peacefully. Sometimes given a bad rap for extremists each one is their own individual.

Daily Life: Daily life is mostly spent with their animal companion. Both will do chores together, have fun, both will actively help other animals and both will defend natural wildlife.

Organizations: Most tend to be traders and work alone. Not many large groups of Companions Of The Wild.

NPC Reactions: NPC's tend to enjoy players of this class, mostly approaching to ask questions about their animals health, but not too bothered. In larger cities where it is common to hear other news people are less excited about Companion's Of The Wild due to the gossip of extremists.

Companion Of The Wild in the Game[edit]

Champion's of the wild fit in best with groups that are non-magic, non-tank based. This being that your Animal companion will provide a strong tank and you will provide the magic, working best with rangers due to the shared passion for the forests and achieving all 3 archetypes of damage (Magic, Ranged, Tank).

Sample Encounter: If your pet or Animal Companion is hurt and needs mending, or if you are fighting NPC's who are defending land or along side you are best to encounter them there as well.

Class Designed by Chains Addiction. Any questions E-mail me at vamp.gaara@yahoo.com


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