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Wildling Class v1.3

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Wildling Class
Writing, Design, and Layout by
Jeff C. Bugbee (https://magevs.monster)
Art by
Ink Potion Studios: Carlos Castilho: pgs. 2, 3, 6, 8, 9. Geraldo Marinho: pg. 7
Yuri Perkowski Domingos: pg. 14
Daniel F. Walthall: pgs. 1, 3, 14, 15.
www.patreon.com/inkpotionstudios
This work features art by Daniel F. Walthall, found at:
drivethrurpg.com/product/181517, available under a CC BY 4.0 license:
creativecommons.org/licenses/by/4.0/
Mage
vs.
Monster
Wildling Class is an independent product published under the Shadowdark
RPG Third-Party License and is not a liated with The Arcane Library, LLC.
Shadowdark RPG © 2023 The Arcane Library, LLC.
ffi
1
BONDED BUDDIES
As connected companions, these warriors embody
raw supernatural power fueled by the wilds of nature.
Wildlings are erce protectors of their clans and lands.
Feral at Heart
Wild beasts are dangerous even after training with experts. A
Wildling is no exception. A Wildling may come from a
settlement or a city. Once drawn into the wilds, they lose their
domestication gaining ferocity from their companion.
Companion Advancement
Like their wildling friend, companions also level up. Talent
rolls are shared based on results or by choice. Use the
Shadowdark rules for Level Advancement.
Companions roll their own hit point advancements based on
the Wildling’s hit dice.
Grok and “Legs”
“Quiet now little Legs…we won’t eat tonight if you make a
peeps-see. You’s such a good little spiderling…ssss.
- Grok Grumbum, Wildling
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WILDLING CLASS
Lethal hunters protecting the
wilds and their pack. Friend
to all creatures and a force of
supernatural power.
Companion. You have a beast
friend that you are bonded to.
This beast companion will fight
with and protect you.
Weapons: Dagger, longbow,
greataxe, Hud’s axe (new),
spear
Untamed. You and your beast
may lose control. When
outnumbered by enemies 3 to 1
party size, you and your
companion gain Feral attacks.
Armor: leather armor,
carapace armor (new), scale
armor (new), shields
Hit Points: 1d8 per level
Beast Linguist. You are able to
speak simple concepts to any
willing beast or monster.
Ex: See dragon? Where lake?
Naturist: You have advantage
on checks associated with:
• Animals & Beasts
• Navigation
• Stealth
• Tracking
WILDLING TALENTS
2d6
2
E ect
Add 1d4 to Feral damage rolls
3-6
Add +1 point to two different stats (PC or companion)
7-9
+2 to Strength or Dexterity stat for you or companion
10-11 Gain your companions Talent or add +1 to Feral attack
12
Choose a talent or +2 points to distribute to stats
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4
WILDLING TITLES
Level
Lawful
Chaotic
Neutral
1-2
Beastmate
Beaster*
Nomad
3-4
Vet
Beast Raider
Beastkin
5-6
Overseer
Rampager
Speaker for the Beast
7-8
Watchers
Beastmaster
Alpha
9-10
Chief
Monster Lord
Fabled
* Beaster is a derogatory term hated by most wildlings. NPCs will
find themselves in trouble with Good or Neutral wildlings.
NEW ARMOR
Armor
Value
Gear Slots
Base AC
Properties
Carapace
30 gp
1
11 + DEX
None
Scale
100 gp
2
13
Disadv stealth
Wildlings must quest for these armors. See downtime pg 12.
NEW WEAPON
Weapon
Cost
Type
Range
Damage
Properties
Hud’s Axe 15 gp
M/R
C/N
1d6
F, Th
Finese (F). Use STR or DEX
when attacking.
Thrown (Th). Use STR for a
ranged attack.
5
COMPANIONS
‒GIANT BATLING‒
Leathery, condor-sized
mammal that craves beast
meat.
AC 12 | HP 6 | MV near (fly)
AL N | LV 1
ATK 1 bite +2 (1d6)
S-1|D+2|C+)|I-3|W+1|Ch-3
Rend. On DEX contest win,
a flying bite deals +2
damage.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
6
COMPANIONS
‒GIANT DUNG-BEETLE‒
A trundling, barrel-sized
beetle with a T-shaped horn.
AC 13 | HP 5 | MV near | AL N |
LV 1
ATK 1 horn +1 (1d4 + knock)
S+1|D-1|C+1|I-3|W+0|Ch-3
Knock. DC 9 STR or pushed
a close distance and
fall down.
Feral. Outnumbered 3
to 1, close companions
add +1 damage to
attacks won.
7
COMPANIONS
‒PANTHER CUB‒
‒OWLBEAR CUB‒
Supple large cats with blueblack fur. Stealthy hunters.
Cantankerous bears with owl
eyes, beaks, and feathers.
AC 12 | HP 5 | MV near (climb)
AL N | LV 1
AC 13 | HP 7 | MV near (climb)
AL N | LV 1
ATK 1 bite +2 (1d6)
ATK 1 claw +1 (1d6)
S+1|D+1|C+1|I-2|W+1|Ch+0
S+1|D-1|C+1|I-3|W+0|Ch-3
Stalk. Deals +1 damage if
successful on stealth attack.
Pin Peck. Deals 1d6 damage
if wins STR contest with
target.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
8
COMPANIONS
‒GIANT SPIDERLING‒
Eight, thick legs attached to a
plump abdomen. A protective
tree or cave dweller great at
trapping prey.
AC 13 | HP 5 | MV near (climb)
AL N | LV 1
ATK 1 bite +2 (1d4 + poison)
S+1|D+2|C+0|I-2|W+1|Ch-2
Poison. DC 12 CON or
enemy is paralyzed 1d4
rounds.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
9
COMPANIONS
‒BIG STINGBAT‒
Darting, burnt orange
insect-bat with four wings
and needlelike beak and
clawed feet.
AC 13 | HP 5 | MV near (fly)
AL N | LV 1
ATK 1 bite +2 (1d4 + drain)
S-1|D+1|C+0|I-2|W+1|Ch-2
Drain. Attach to bitten
target; auto-hit the next
round. DC 12 STR on turn to
remove.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
10
fi
COMPANIONS
‒WOLVERINE KIT‒
‒WOLF CUB‒
Dark furred, fanged, and
ercely clawed predators
resembling small bears with
a powerful bite.
A wild canine with young
gray fur, yellow eyes, and
savage teeth matched with a
strong jaw.
AC 13 | HP 5 | MV double near
AL N | LV 1
AC 12 | HP 5 | MV double near
AL N | LV 1
ATK 1 bite +1 or 1 claw +1 (1d6)
ATK 1 bite +2 (1d6)
S+1|D+1|C+1|I-2|W+1|Ch-2
S+1|D+1|C+1|I-2|W+1|Ch+0
Rage. 1/day, immune to
morale checks, +1d4 damage
(3 rounds).
Pack Hunter. Deals +1
damage while an ally is
close.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
Feral. Outnumbered 3 to 1,
close companions add +1
damage to attacks won.
11
DOWNTIME
As with other downtime
rules, you may only select one
activity.
Armored and Allied
Armorer. You and your
companion head out into
the wilds to nd materials
for carapace or scale armor.
Roll on the Armor tables to
discover what you nd.
Ally Search. To randomize
your companion selection or
to help a Lost wildling, roll on
the Companion tables.
When a companion dies in
combat, a wildling becomes
Lost. A companion picks
their new wildling ally.
Telling Tales
GMs should take full
advantage of the chance to
embellish and role-play
these outcomes.
ARMOR QUEST
Gold
Quest
Bonus
10 gp
Delve nearby dungeon and use local armorer
+0
50 gp
Forage nearby environs using tribal armorer
+1
150 gp Travel 3 days into environs then use local
+2
300 gp Remote environs, storied wildling armorer
+3
armorer’s “vouched for” armorer friend
Raid legendary environs utilizing a fabled
wildling armorer famed for spectacular armor
1000
gp
+4
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ARMOR REWARD
D6 Result
XP
A snake-infested cultist tomb yields giant snake skin.
+2
You don Snake Leather Armor AC 11 + DEX.
The dungeon was overrun with mad giant dung-beetles.
+2
2 You get Horned Helm Carapace and gain the Knock
talent. AC 11 + DEX
You slew a tortucan turtlefolk torturer. Your armorer
+3
3
makes a Camo Carapace AC 12 + DEX +1 to Hide
1
4
You hunt down a rogue crocodile. Your armorer tans and
+3
assembles Croc Scale Armor AC 13 + DEX
5
A wildling tribe asks for help removing an ankheg. They
fashion Ankheg Carapace AC 13 + DEX, with advantage +4
on acid saves
The desert yields a dead giant scorpion. A caravan’s
6 armorer crafts Scorpion Carapace AC 13 + DEX + with
advantage on poison saves
+4
A coastal village found a dead megalodon shark. The
7 armorer makes Tooth Scale AC 13 + DEX+ Tooth
Pauldrons. Impale. Charge near on hit 1d6 damage
+5
8
Giant land crab? Lakeside villagers celebrate your
victory with Crab Carapace AC 14 + up to 9 crab rations
You help a desert clan defeat a Purple Worm. The clan
9 armorer creates Purple Carapace AC 15 + Arrows of
Purple poison (10) 1d10 for 2 rounds
+5
+6
You strike a deal with a Fire Dragon, securing scales in
barter for a dragon’s favor to be called in at any time. The
+6
10
renowned wildling armorer crafts Dragon Scale Armor
AC 17 and granting fire immunity
13
COMPANION RUMORS
Gold
Quest
0 gp
You explore nearby a woods, jungle, or caverns.
+0
10 gp
You pay the local reeve to find good hunting spots.
+1
Bonus
50 gp The Beast Guild offers passage to a remote location
in the wild that is creature-infested.
100 gp You help a trusted ranger who guides you to a
perilous wilderness in need of care.
300 gp You were robbed and become entangled. You learn
there is a very dangerous beast involved.
+2
+3
+4
COMPANION SEARCH
D4 Result
1
XP
A cavern overrun with insane giant dung-beetles leaves
+2
behind a tame youngster. It bowls you over with love.
2 You encounter a giant batling caught in an ettercap web. +2
A big stingbat adopts you, flying circles around your
head when you chase off a dretch demon.
In a dark holt, you rescue a wolf cub that was trapped by
4
an imp devil. Is your soul still safe?
You fall into a deep pit. Your calls for help lure a giant
5
spiderling to your aid.
As you explore the jungle, you feel watched. A panther
6
pounces on you and starts licking your face.
3
+2
+3
+3
+3
7
A cornered wolverine kit threatens to shred you. A
shared meal of jerky makes you a new friend.
+4
8
You find a dead adult owlbear, attacked by undead. As
you wander, an owlbear cub adopts you as its mother.
+4
14
OPTIONAL RULES
As GM, allowing players to have a companion,
a 2nd character, drastically changes the game. If you run a
large group, you may want to limit companions capabilities
with the following options.
Squishy Companions. Your companion does not level with
you. If a companion dies, use Ally Search downtime rules to
find a new friend. Hey GMs, please offer storied options!
Feral Attacks. Limit Feral attack opportunities to companion
only or remove it entirely.
No Companions.
Remove companions
as an option. Offer
players the ability to
call in beast help.
Create roleplaying
scenarios where your
player can influence a
creature to aid in a
battle or perform a feat
of assistance.
Companions can be
NPCs. Lean into the
role-play and have a
blast.
15
Mage vs.
Monster
Huge thanks to MCDM and the Beastheart class
for inspiring this Wildling class. If you’re not
familiar with Matt Colville and MCDM you must
be living in a dark dungeon!
—Jeff Bugbee, MageVs.Monster
Check out https://www.mcdmproductions.com
Fonts
Blackwood Castle font © Mediengestaltung, 2000 Dieter
Steffmann. Texturina font © 2020 The Texturina Project
Authors (https://github.com/Omnibus-Type/Texturina), X
Typewriter © 2021 GGBot, JSL Ancient and JSL Blackletter
© 2023 Jeffrey S Lee.
Texturina and X Typewriter:
This Font Software is licensed under the SIL Open Font License, Version
1.1. This license is available with a FAQ at: https://scripts.sil.org/OFL
Wildling Class is an independent product published under the Shadowdark RPG Third-Party License and is
not a liated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.
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