Wild Wanderer (Ranger/Bard)
It is for reasons of faith, love of a nature spirit, or guardianship of the land that most rangers serve in their capacity as custodians of the wilderness. However, there are those who enjoy the simple pleasures of life, seek knowledge in all its forms, and hearken to the mystical call of the eternal song of the word itself. A wild wanderer is the keeper of outlandish lore and trusted custodian of the long forgotten woodsongs and spellchimes of ages past. It is these songs, fey rituals, and ancient lore that reflect the wild wanderer’s breadth of mystical and mundane talents. To the wild wanderer, the hoot of an owl, the sound of a fawn passing quietly through the undergrowth, or the deep and mystical places of the wild that serves as his greatest inspirations as he strives to become one with song of the world. (Orignal Concept by Raiderrpg)
Primary Class: Ranger.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The wild wanderer selects three bard skills to add to his class skills in addition to the normal ranger class skills, one of which must be Perform. The wild wanderer gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The wild wanderer is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Spellcasting: The wild wanderer casts divine spells drawn from the ranger’s spell list. A wild wanderer otherwise learns, prepares, and casts spells as a ranger equal to his wild wanderer level. A wild wanderer receives bonus spells per day if he has a high Wisdom score.
Bardic Knowledge (Ex): At 1st level, a wild wanderer gains the bard’s bardic knowledge ability. This ability replaces 1st favored enemy.
Bardic Performance: Beginning at 2nd level, a wild wanderer gains the bard’s bardic performance ability and receives a number of rounds of bardic performance equal to 2 + the wild wanderer’s Wisdom modifier. At each level after 2nd a wild wanderer can use bardic performance for 2 additional rounds per day. Each round, the wild wanderer can produce any one of the types of bardic performances that he has mastered, as indicated by his level. Each of the wild wanderer’s performances requires a specific number of uninterrupted rounds to perform (with the exception of Song of the Wild), and take effect immediately upon the performance’s completion. If a wild wanderer’s performance is interrupted, the rounds of performance are wasted.
Mystic Knot (Sp): At 2nd level, a wild wanderer may select a 1st–level bard spell and cast it as a spell-like ability. This song requires 1 round of bardic performance to cast. At 6th level, a wild wanderer may select a 2nd–level bard spell. This song requires 2 rounds of bardic performance to cast. At 10th level, a wild wanderer may select a 3rd–level bard spell. This song requires 3 rounds of bardic performance to cast. At 14th level, a wild wanderer may select a 4th–level bard spell. This song requires 4 rounds of bardic performance to cast. At 18th level, a wild wanderer may select a 5th–level bard spell. This song requires 5 rounds of bardic performance to cast. The wild wander uses his level as his caster level when using mystic knot. This ability replaces combat style feats.
Song of the Wild (Ex): At 11th level, a wild wanderer learns to attune himself to the song of the wild. As long as the song of the wild is maintained, the wild wanderer gains a +2 morale bonus to attack rolls, skill checks, and saving throws. The wild wanderer may also grant this same bonus to all allies within 30 feet and that can hear him speak. The song of the wild uses 1 round of bardic performance for every round it is maintained. This ability replaces quarry.
To Hear the Call (Su): At 19th level, a wild wanderer can use his performance to entrance any creature within 30 feet that can hear his as the dominate monster spell. However, the duration of this effect is dependant upon the type of creature affected. If the wild wanderer targets a creature of the animal or magical beast types, they remain entranced for 1 minute per wild wanderer level. If the wild wanderer targets any other creature, they remain entranced for 1 round per wild wanderer level. Any target affected by this ability gains can make a Will save (DC 10 + 1/2 the wild wanderers level + the wild wanderer’s Wisdom modifier). To hear the call requires 6 rounds to perform. This ability replaces improved quarry.
Versatile Performance (Ex): At 3rd level, a wild wanderer gains the bard’s versatile performance. At 8th level and every five levels thereafter, a wild wanderer can select an additional versatile performance. This ability replaces favored terrain.
Well-Versed (Ex): At 3rd level, a wild wanderer gains the bard’s well-versed ability. This ability replaces Endurance.
Wild Walk (Su): At 20th level, a wild wanderer becomes so deeply attuned to the song of nature that he can become one with it. For every round that this ability is maintained, the wild wanderer gains the combined effects of a barkskin and tree stride spell, as well as fast healing 4. The wild wanderer can activate this ability as a free action and maintain it for up to 20 rounds per day. These rounds do not need to be consecutive, but must be spent in 5–round increments. This ability replaces master hunter.
Table: Wild Wander