Wildshaper
Tier: 1
Dwarf, Wildshaper, Gladiator, Cloistered
Bennies
Deflect Soak Temp
HP
Curr.
HP
Max
HP
2 2     8
Body React Mind
2 Edge 2 2
Strength Dexterity Aptitude
1 0 -1
Fortitude Wits Will
1 2 3
Skills:
Proficiency: +1
Athletics, Craft, Focus, Knowledge, Primal Enigmas, Weapons
Expertises:
+2
Cloistered, Gladiator, Glaive
Stabilization
Success     Failure
Current Burn
Base Burn 6
Actions:
  • Javelin +2 vs. Deflect (D6+1 Damage), Basic, Piercing, Thrown 12 spaces,
  • Bonfire +4 vs. React, 6 space Range, 1 space Sphere, Deal D6 damage to creatures within or move through.
  • Conjure Flame Self, A torch sized flame appears in the casters hand that can be used it to light fires.
  • Entangle +4 vs. Body, 24 space Range, 3 space Circle, Makes area Difficult Terrain and targets in area Restrained.
Maneuvers:
  • Stride Move 6 spaces.
  • Wildshape +4 vs. Burn Wildshape into Flicker Hound, Hunting Hawk
  • Blur Touch, Gain an Edge on Deflect rolls.
  • Bonfire Move the bonfire 6 spaces.
  • Conjure Flame Flinging the flame does not end the spell.
Responses:
  • Movement Response Make a melee attack when a target leaves a threatened square.
Rituals:
  • Blur Touch, Gain an Edge on Deflect rolls.
  • Cure Wounds Touch, Heal the 1d8+Spellcasting Bonus worth of HP.
  • Entangle +4 vs. Body 24 space Range, 3 space Circle, Makes area Difficult Terrain and targets in area Restrained.
Perks:
  • Piercing Bypass target's Soak.
  • Bonfire Burning condition.
Features:
  • Stout Physique Dwarves have Edge on Body Rolls.
  • Primal Channel Spellcasting Bonus: +4
    Prepare: 3 Max Tier: 1 To Prepare: Downtime
  • Wildshape Wildshape into Flicker Hound, Hunting Hawk
Equipment:
  • Bedroll
  • Clothing, Travel
  • Glaive
  • Javelin
  • Leather Armor
  • Primal Foci
  • Rope, 50ft
  • Tent, 2 person
  • Tinderbox
  • Torch x5
Treasure:
  • Coin 20

Compendium

Piercing

Bypass target's Soak.

Stout Physique

Dwarves have Edge on Body Rolls.

Primal Channel

Spells are revealed to Wildshapers through their connection with the primal forces of nature. Their Spellcasting Bonus is Will+Knowledge and use a Wildshaper Foci or Apothecary Pouch as a Foci. They know as many Tier 1 spells as their Wits+Knowledge and two Cantrips. During a Long Rest they can commune with nature and change the spells they know. They have a starting Burn of 6 that resets after a Long Rest.

Wildshape

As a Maneuver a Wildshaper can roll against their Burn to polymorph into one of two Beasts of Challenge 2 or lower that the Wildeshaper knows. Communing with nature as a Downtime action they can change what beasts they can polymorph into. They gain the beast's HP inTemporary HP along with its Strength, Fortitude, and Dexterity bonuses. Their Defenses, Deflect and Soak are derived from these new bonuses. When the Wild Shaped Wildshaper's Temporary HP is reduced to 0 they revert to their natural form and take any additional damage left over from the attack. Wildshaping increases their Burn by 2. The Wildshaper has two shapes they can wildshape into.

Spells

Cantrips

Bonfire

  • Tier Cantrip
  • Casting Time Action
  • Target 6 space Range, 1 space Sphere, React

Creatures within the bonfire or that move through it that fail their React take 1d6 damage. As a Perk they gain the Burning condition. As a Maneuver the caster can move the bonfire 6 spaces. Increase the die for every Tier the caster is beyond 1st.

Conjure Flame

  • Tier Cantrip
  • Casting Time Action
  • Target Self
  • Duration 1 minute, Concentration

A torch sized flame appears in the casters hand that can be used it to light fires. As a Maneuver the caster can fling a flame up to 6 spaces by rolling Spellcasting Roll against the target's Deflect that deals 1d6 damage. As a Perk the target gains the Burning condition. Flinging the flame does not end the spell. Increase the die for every Tier the caster is beyond 1st.

Tier 1

Blur

  • Tier 1
  • Casting Time Maneuver , Ritual
  • Target Touch
  • Duration 1 minute

Gain an Edge on Deflect rolls. When cast at a higher Tier, add an additional target for every Tier beyond 1st.

Cure Wounds

  • Tier 1
  • Casting Time 1 minute , Ritual
  • Target Touch

Heal the 1d8+Spellcasting Bonus worth of HP. When cast at a higher Tier, add an additional 1d8 for every Tier beyond 1st.

Entangle

  • Tier 1
  • Casting Time Action , Ritual
  • Target 24 space Range, 3 space Circle, Body

On a success the target is Restrained until the spells end. Each round the caster re-rolls the attack against targets' Body. Even if a creature frees themselves or moves into the target area it is Difficult Terrain. If cast as a Ritual the Duration becomes 1 day and doesn't require Concentration.