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Lost Child of Mittri

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LOST CHILD OF Mittiri

During the Year of Ascension, the world was changed. Some of the changes were hardly noticed, while others were quite drastic. Among those drastic changes were the loss of Mittiri and the other gods of Nature. Among the followers of those deities a schism was created between those that accepted the change and those that didn't. Of those that didn't, many retreated into the deep wilds in an attempt to find Mittiri and the other nature patrons. Among these followers, certain individuals have made a different connection in their attempt to reach their god. These Lost Children believe they've reconnected to Mittiri in a small way by forming a deep bond with animals, deeper even than those of the common druid or ranger. The bond is so thorough that the two, person and animal, slowly become one.

Rangers and druids make natural Lost Children. Sorcerers and adepts, as well as rare nature-oriented wizards, occasionally become Lost Children. Rare feral dwarven ursine outriders make formidable lost children. Only those with a magical bond to a natural animal can take this prestige class; a paladin's mount and a witch's bound spirit are too divorced from nature to fit the ethos of the Lost Child.

Lost Children are rare to find, most still deep in the wild lands. However, with the reawakening of the Fae King, Ebryon, the nature of the Wold changed. Many Lost Children have felt this change and misinterpreted it as Mittiri's return. As such, more Lost Children are coming forward as never before. Their presence is beginning to be felt in areas that have never before seen one. The oldest and wisest among the Lost Children, the former Clerics and Druids of Mittiri and the other nature deities that refused to give up on them are the ones that still remain in seclusion, knowing full well that Ebryon's return was not Mittiri's return. Although these few have attempted to persuade others from revealing themselves, the younger Lost Children feel it's time to emerge from isolation and join the new, wilder, Wold.

Hit die:2d4. (Although two dice are rolled, count levels, not hit dice, to determine effects based on level. The two dice symbolize the joining of two creatures, Lost Child and Wild Sibling, each contributing a hit die to the pair.)

Requirements

To qualify to become a lost child, a character must fulfill the following criteria.

  • Skills: Handle Animal 2 ranks, Knowledge (Nature) 2 ranks, Survival 2 ranks
  • Feats: Animal Affinity and Self-Sufficient
  • Feats: Improved Unarmed Attack or natural weaponry
  • Alignment: Any non-lawful
  • Special: The character must have an animal companion or a familiar who is an animal. Other natural animals bound by magic to the candidate might qualify, such as the ursine outrider and her bear.

Class Skills

The Lost Child's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge: Nature (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Skill Points per level: 4 + Int modifier

Table: The Lost Child of Mittiri
Level Base
Attack
Bonus
Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Wild Sibling, Share Hit Points, Tooth & Claw
2nd +1 +1 +1 +1 Wild Empathy, Coordination, Enhanced Attacks +1
3rd +2 +2 +1 +2 Unification
4th +3 +2 +1 +2 Wild Heart, Enhanced Attacks +2
5th +3 +3 +2 +3 Unification
6th +4 +3 +2 +3 Wild Call, Enhanced Attacks +3
7th +5 +4 +2 +4 Unification
8th +6 +4 +3 +4 Wild Dedication, Enhanced Attacks +4
9th +6 +5 +3 +5 Unification
10th +7 +5 +3 +5 Wild Synthesis, Enhanced Attacks +5

Class Features

'Lost Child Ethos: The Lost Children remove themselves so completely from "civilized" society that they become aliens in that society, suffering a -2 penalty on Bluff, Diplomacy, and Sense Motive Checks, but gaining a +2 bonus on Intimidate checks when interacting with humanoids. Their devotion to their adopted species discourages them from harming or killing one intentionally. Should a Lost Child ever kill a member of its adopted species, they lose all supernatural abilities (except Shared Hit Points) of this prestige class until they have properly atoned.

Weapons and Armor Profiency: Lost Children are restricted in armor and shields worn as are Druids. They gain no armor or weapon proficiencies and suffer a -1 morale penalty per level on attacks when using any manufactured weapon. This penalty also applies to skill checks that require tools.

Wild Sibling (Ex): The familiar or animal companion linked to the Lost Child becomes his Wild Sibling, deepening the connection between them. This blending of Child and Sibling gives the Lost Child "Alertness," as a bonus feat, and allows the Lost Child to take Monster Feats for which he meets the prerequisites. If the Lost Child takes the shape of his adopted species (through Wildshape, Polymorph, etc), then Lost Child levels stack with caster levels for variable effects such as duration. See below for the effect on the sibling.

Depending on the DM's preference for handling animal companions and familiars, another player in the game may play the Lost Child's Sibling, allowing each to develop a distinct personality. In such a case, the original player tracks the Shared Hit Point pool (see below). In all other regards, it should usually be possible to play them as completely separate beings. Note: If the Lost Child has both an animal companion and a familiar, one of them becomes the Wild Sibling and the other is dismissed at no penalty or cost.

Share Hit Points (Ex): When the Lost Child forms the bond with his Wild Sibling, the two become irrevocably connected, body and soul. They share a single life force in the form of a common hit point pool. The pool totals all the hit points rolled by the Lost Child over all levels; plus hit points granted by feats, such as Toughness; plus the Child's Con bonus times his character level; plus the Sibling's Con bonus times the Child's character level. Note that character level is the sum of all class levels. For example, Sarigar (16 Con) is a 9th level ranger with a wolf companion, Black Paws (16 Con). Sarigar becomes a Lost Child at character level 10. He has rolled 48 hit points on dice alone through 9 levels of ranger, and adds 2d4 (6) to that at level 10 (total 54 rolled). Then he adds 30 hp from his own Con bonus and 40 from Black Paws, whose Con rises to 18 when Sarigar becomes a 1st level Lost Child (see below). That's 124 hp total.

Against mind affecting, level/ability draining or instant death spells and effects (Disintegrate, Finger of Death, etc.), both the Lost Child and Sibling roll to save (when applicable). If either saves, both resist the attack. Against all other types of spells, the Lost Child and Sibling save as if separate beings and take damage normally as separate beings. A non-magical form of death, such as suffocation, dehydration, etc. kills both if one dies.

Like all other characters, if the Shared Hit Point pool is reduced to negative numbers, the Child and Sibling are disabled, unless one or both of them has a feat to prevent this (such as Die Hard) and then only the one with such a feat may act as indicated by the feat. Once the pool is reduced to a negative amount equal to their largest Constitution score or lower, both the Child and Sibling die. Raising either the Child or Sibling from death will raise them both regardless of distance or dimensional separation), with the standard penalties for being raised from the dead.

This connection of souls is not without its limits. If the Child and Sibling are separated beyond the range of their Empathic Link (see below), they begin to slowly deteriorate, losing 1 hit point per hour they remain separated. Loss of hit points due to separation cannot be healed by anything less than a Wish or Miracle. Once back within range, they can be healed normally.

Tooth & Claw (Ex): The Lost Child gains two claws and a bite as natural attacks. A Child who already has natural attacks gains no new ones, except for a bite if he does not already have one. The claws are the primary attack, doing 1d6 damage plus full Str bonus (1d4 for small Children; 1d8 for large Children). The bite is a secondary attack, suffering a -5 on attack rolls, gaining only half Str damage bonus, and inflicting 1d8 damage (1d6 if small, 2d6 if large).

Wild Empathy (Ex): The Lost Child gains Wild Empathy, just as a druid or ranger does, stacking with levels in other classes that grant this ability.

Coordination (Ex): The Lost Child and his Wild Sibling can move and attack as one. With a full round attack or a charge, they can attack in unison, rolling one melee attack. Use the better attack modifier of the two, and add an extra +2 to hit (an Aid Another bonus). If the attack succeeds, damage is the total of all primary attacks of both. For example, Sarigar's primary attacks are two claws for 1d6+3 each. Black Paws' primary attack is a bite for 1d6+1. A successful Coordination Attack inflicts 3d6+7.

Enhanced Attacks (Su): The Lost Child and his Wild Sibling gain enhancement bonuses on all natural attacks. The size of the bonus starts at +1 at level 2 and maxes out at +5 at level 10.

Unification (Ex): At 3rd, 5th, 7th and 9th levels, the Lost Child and Sibling each gain one of the other's special abilities or feats. The Sibling may choose any racial ability (other than size and ability score adjustments) or any feat that the Lost Child possesses. The Lost Child selects from any ability listed as a Special Quality, Special Attack, or Feat in the Wild Sibling's Monster Manual entry, or a +3 insight bonus to any skill listed. For example, a Lost Child with a common bat as a Wild Sibling could select from the following choices: Blindsense 20 ft., low-light vision, Weapon Finesse, or a +3 insight bonus to Fly or Perception.

Wild Heart (Su): At 4th level, the Lost Child gains an Empathic Link (see below) with all members of his adopted species within one mile. Moreover, the Lost Child can Speak With Animals, as the spell, at will, but only with creatures of his adopted species. The Lost Child also gains a bonus equal to his Lost Child levels -3 when making any Wisdom and Charisma-based check (such as Wild Empathy, Spot, or Bluff) with his adopted species. The DM may also allow Wild Heart to work with other related species. For example, a Lost Child with a wolf as a Wild Sibling can speak with wolves freely, and the DM may allow some communication with other canines.

Wild Call (Su): At 6th level, the Lost Child can call creatures of his adopted species to aid him. When in the species' terrain, the Lost Child can attract 2 hit dice per Lost Child level of members of his adopted species to aid him. Classes that have the Wild Empathy ability stack with Lost Child levels for this purpose. At the DM's option, these can be standard, enhanced/elite, dire, and perhaps even awakened animals, provided the total Hit Dice is within the Lost Child's limit. They arrive within a day, but the DM determines the exact time of arrival. These animals stay and help the Lost Child in any way they can, without entering unnatural areas such as towns, buildings or dungeons. They will serve until killed or dismissed, or until the Lost Child leaves their terrain.

Animals called with this ability can in turn call upon the Lost Child at any future time via the Empathic Link. The Lost Child can resist the call, but suffers a cumulative -1 morale penalty on attacks, saves, ability, and skill checks for each day he resists. However, resisting the call while somehow impeded or impaired beyond the ability to lend aid does not cause these consequences.

Wild Dedication (Su): At 8th level, members of the Lost Child's adopted species always treat him and his allies as friendly. Animals answering the Call of the Wild will enter unnatural places for up to one hour per Lost Child level before fleeing. The Lost Child also gains Telepathy and Shared Senses (see below) with all members of his adopted species within one mile.

Wild Synthesis (Su): Once per day, for up to ten minutes per Lost Child level, the Lost Child and his Sibling can physically merge into one composite being. If the Child has the wildshape ability, then classes that add to wildshape also stack with this in setting duration. Merging (and ending a Synthesis) is a full round action which draws attacks of opportunity. In order to merge, the Child and Sibling must be touching.

The Synthesis retains all the feats and abilities of both Child and Sibling. In merged form, the Synthesis gains a +10 bonus on Intimidate checks. Use the higher of the pair's movement rates. For ability scores, use the higher of the two scores, with a bonus of the other score -10, or +2, whichever is larger. For example, For example, a Child has Str 18, Int 12, Wis 16, Dex 10, Con 14, and Chr 12. His Sibling has Str 23, Int 8, Wis 14, Dex 16, Con 18, and Chr 6. In synthesis, the merged form would have Str 31, Int 14, Wis 20, Dex 18, Con 22, and Chr 14.

The only physical attack allowed in Synthesis is the Coordination attack. but damage from BOTH primary and secondary attacks is added together, not just primary attacks. In Synthesis, the merged form can use special attacks such as poison and trip. Any form of unconsciousness causes the Child and Sibling to split back into their separate forms.

The appearance of the merged form is chosen by the Child. The Synthesis may have one or two heads, and all or just some of the total limbs. A human Lost Child with a large Wolf Sibling might have a form somewhat like a huge-size, two-headed Wolftaur. Or it might more closely resemble a Werewolf. In Synthesis, the Child may be taken for a monster or abomination, leading to prejudice or worse. The size of the Synthesis is chosen by the Lost Child, in a range from the size of the smaller of the pair up to that of the larger of the pair.

In Synthesis, all carried or worn gear melds into the new form and becomes nonfunctional (except for armor and shields with the "Wild" ability). When the Synthesis ends, any objects previously melded into the Synthesis form reappear in the same location that they previously occupied and are once again functional. Any new items worn in the Synthesis form fall off and land at the Child's feet.

Wild Sibling Abilities

Use the basic statistics for a creature of the familiar's kind, stripping away added benefits of being a familiar or animal companion. Then make the following changes:

  • Actions and Intelligence: The Wild Sibling's Intelligence becomes a 4, and it can act as a character would. It will not avoid supernatural creatures, unnatural environments, conjured creatures, etc. It can perform any trick or action that a character can, subject to the limitations of its physical form and intelligence. It remains an animal, but does not have the same limitations that other animals do.
  • Hit Dice: For the purpose of effects related to number of Hit Dice, use the Lost Child's character level.
  • Attacks: Use the Child's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind. As the Lost Child gains experience, the Enhanced Attacks ability (see above) adds an enhancement bonus to the Sibling's natural attacks.
  • Saving Throws: For each saving throw, use the Child's saving throws (as calculated from all his classes). The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
  • Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers and class skills bonuses. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use.
Table: The Wild Sibling
Level Body Mind Size AC Special
1-2 +2 - - +1 Share Spells, Empathic Link
3-4 - +2 - +2 Evasion
5-6 +2 - - +3 Uncanny Dodge
7-8 - +2 +1 +4 Telepathy
9-10 +2 - - +5 Devotion
11-12 - +2 - +6 Shared Senses
13-14 +2 - +1 +7 Improved Evasion
15-16 - +2 - +8 Improved Uncanny Dodge
17-18 +2 - - +9 Speak with Kin
19-20 - +2 - +10 Scry Link

Table Notes: Level: The sum of all levels that grant an animal companion or familiar, including Lost Child levels.

  • Body: This grants a bonus to Strength, Dexterity, or Constitution. The Sibling cannot add to the same stat twice in a row.
  • Mind: This is a bonus to Intelligence, Wisdom, or Charisma. The Sibling cannot add to the same stat twice in a row.
  • Size: The Sibling can grow or shrink by one size category, with results as detailed in the Monster Manual. The Sibling cannot grow more than one size category larger than the Lost Child.
  • AC: The number noted here is an improvement to the familiar's existing natural armor bonus.
  • Share Spells: The Child may cast a spell with a target of "You" on his Sibling (as a touch range spell) instead of on himself.
  • Empathic Link: The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
  • Evasion: If subjected to an attack that normally allows a Reflex saving throw for half damage, the Sibling takes no damage if it makes a successful saving throw.
  • Uncanny Dodge: A Sibling can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
  • Telepathy: The Sibling can communicate with his Lost Child through thought alone, to a distance of up to 1 mile.
  • Devotion: A Sibling gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Shared Senses: Up to a distance of 1 mile, a Sibling can see and hear what the Child does.
  • Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a Sibling takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Improved Uncanny Dodge: The Sibling can no longer be flanked, except possibly by a high level rogue.
  • Speak with Kin: The Sibling can speak with any related creature.
  • Scry Link: The Sibling can scry on his Child as a full round action once a day, lasting one hour. This also tells the Sibling, as per the Find the Path spell, how to get to the Child.

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This prestige class was created by Philip K and approved by Cayzle on 5 Nov. 2006.