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Wildborn Mystic (Druid/Sorcerer)

Wildborn mystics are nature’s children, often realizing their true calling once they have become one with the natural world, and accidentally awakened their arcane heritage. A wildborn mystic will typically begin a solitary life as a druid, only to have her eldritch wellspring manifest itself during moments of great stress, anxiety, or a life or death struggle. Once her true nature is recognized, a wildborn mystic labors with unyielding passion to fuse her natural affinity to the wild and her blood-born sorcery into a coherent and potent source of primal and arcane power.

Primary Class: Druid.

Secondary Class: Sorcerer.

Alignment: Any neutral.

Hit Dice: d8.

Bonus Skills and Ranks: The wildborn mystic may select three sorcerer skills to add to her class skills in addition to the normal druid class skills. The wildborn mystic gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: Wildborn mystics are proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Wildborn mystics are proficient with light armor, but are prohibited from wearing metal armor, and are under the same restrictions pertaining to armor as the druid. Wildborn mystics are proficient with shields (except tower shields), but must use only wooden ones.

Bloodline: Wildborn mystics gain the sorcerer bloodline class ability and may only choose from the following bloodlines and wildblooded bloodlines: aquatic*, arial**, bedrock**, boreal*, deep earth*, draconic, elemental, fey; groveborn**, linnorm**, primal*, rime-blooded**, seaborn**, serpentine*, stormborn*, sylvan**, or verdant*. (*Advance Players Guide, **Ultimate Magic) Alternatively, a wildborn mystic may choose the new naturefused bloodline. This ability replaces nature bond, venom immunity, a thousand faces, timeless body, and wild shape 2/day, 6/day, and at will.

At 1st level, a wildborn mystic adds the skill listed in her bloodline to her class skills and gains her bloodline arcana.

At 2nd level, a wildborn mystic gains her first bloodline power, and each subsequent power at 8th, 14th, and 18th level, up to her fourth bloodline power.

At 3rd level and every two levels thereafter, a wildborn mystic gains a bloodline spell and adds it to her spell list, as shown on Table: Wildborn Mystic.

Diminished Spellcasting: The wildborn mystic casts divine spells drawn from the druid spell list, and adds her bloodline spells to her spell list at the indicated levels, as shown on Table: Wildborn Mystic. She gains one fewer spell of each spell level per day. If this reduces the number to 0, she may cast spells of that level only if they are bloodline spells or if her Wisdom allows bonus spells of that level. She otherwise learns, prepares, and casts spells as a druid of equal level.

In addition, the wildborn mystic adds the following spells to her spell list: 0–dancing lights, ray of frost; 1st–mount, summon minor monster**; 2nd–elemental touch, haunting mists**; 3rd–deep slumber, rage; 4th–hallucinatory terrain; 5th–plant shape I; 6th–plant shape II; 7th–plant shape III; 8th–horrid wilting; 9th–wooden phalanx**. (**Ultimate Magic)

Nature Bond (Su): At 4th level, a wildborn mystic gains the druid ability of the same name, but her effective druid level is equal to her wildborn mystic level –3. This ability replaces resist nature’s lure.

Wild Shape (Su): This is exactly like the druid ability of the same name, except that she can wild shape once per day at 4th level, and an additional time per day every four levels thereafter, to a maximum of five times per day at 20th level.

Resist Nature’s Lure (Su): At 6th level, the wildborn mystic gains resist nature’s lure.

Tree Stride (Sp): At 10th level, as a standard action, the wildborn mystic gains the ability to use tree stride once per day. This ability replaces wild shape 4/day.

NEW BLOODLINE

Sorcerers can select the naturefused bloodline as their chosen bloodline. The following bloodline compliments the wildborn mystic multiclass archetype.

Naturefused Bloodline

You were born from the very source of the natural world, and able to command the powers of nature itself.

Class Skill: Knowledge (nature).

Bonus Spells: charm animals (3rd), barkskin (5th), plant growth (7th), summon nature’s ally IV (9th), animal growth (11th), transport via plants (13th), summon nature’s ally VII (15th), control plants (17th), storm of vengeance (19th).

Bonus Feats: Animal Affinity, Aspect of the Beast*, Combat Reflexes, Endurance, Fleet, Skill Focus (Knowledge [nature]), Stand Still. (*Advanced Player’s Guide)

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin is covered in a layer of flexible, scale-like leaves, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Bloodline Powers: The very essence of the natural world infuses every aspect of your magic, allowing you to draw upon its power and shape it to your will.

Green Palm (Sp): At 1st level, you can surround yourself hands in a nimbus of green light. As a standard action, you can deliver a painful touch that inflicts 1d6 points of dehydration damage, and an additional 1d6 points of damage every four levels thereafter, to a maximum of 5d6 at 17th level. The target of a green palm attack can make a Fortitude save (DC 10 + 1/2 the sorcerer’s level + the sorcerer’s Charisma modifier) for half damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Verdant Sight (Su): At 3rd level, you can see up to 60 feet through thick plant matter as though it were transparent. Leaves, vines, and greenery–even moss, lichen, and slime–offer no concealment to the recipient’s sight, though your vision still can be blocked by solid wood, as if from trees or wooden structures. Undergrowth does not grant concealment to a creature against this ability.

Creeping Vines (Su): At 9th level, you can cause writhing vines to lash forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a Strength check or Escape Artist check against a DC equal to 20 + your Constitution modifier. Each vine has AC 22, hit points equal to 10 + 1/2 your level, hardness 10, and damage reduction 5/slashing. A vine repairs damage to itself at a rate of 1 point per 5 minutes, but if either vine is severed (all hit points arelost to damage), it is destroyed. These vines remain in effect for a number of rounds equal to your level.
Alternately, you can cause writhing vines that lash forward from the ground to span a gorge or crevasse. These vines create a simple but effective bridge-like structure of intertwining vines. This vine bridge can span a distance of no greater than 60 feet, is 5 feet wide, and can support 100 pounds per sorcerer level, up to 1,000 pounds. This vine bridge has AC 22, 5 hit points per sorcerer level, hardness 10, and damage reduction 5/slashing. This structure remains for a number of minutes equal to your level. This ability, regardless of which effect is employed, can be used once per day.

Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1–minute increments.

By Nature’s Command (Su): At 20th level, you can transform nearby trees into 1d2 treants, as a standard action. These treants willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. This ability has a range of 300 feet, and the transformed trees can be no more than 30 feet apart. The treants remain for 1 hour per sorcerer level, but can be dismissed at any time as a free action. You can use this ability once per day.


Table: Wildborn Mystic

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Bloodline, diminished spellcasting, nature sense, orisons, wild empathy 2 0
2nd +1 +3 +0 +3 Bloodline power, woodland stride 3 1
3rd +2 +3 +1 +3 Bloodline spell, trackless step 3 1 0
4th +3 +4 +1 +4 Nature bond, wild shape (1/day) 3 2 1
5th +3 +4 +1 +4 Bloodline spell 3 2 1 0
6th +4 +5 +2 +5 Resist nature’s lure 3 2 2 1
7th +5 +5 +2 +5 Bloodline spell 3 3 2 1 0
8th +6/+1 +6 +2 +6 Bloodline power, wild shape (2/day) 3 3 2 2 1
9th +6/+1 +6 +3 +6 Bloodline spell 3 3 3 2 1 0
10th +7/+2 +7 +3 +7 Tree stride 3 3 3 2 2 1
11th +8/+3 +7 +3 +7 Bloodline spell 3 3 3 3 2 1 0
12th +9/+4 +8 +4 +8 Wild shape (3/day) 3 3 3 3 2 2 1
13th +9/+4 +8 +4 +8 Bloodline spell 3 3 3 3 3 2 1 0
14th +10/+5 +9 +4 +9 Bloodline power 3 3 3 3 3 2 2 1
15th +11/+6/+1 +9 +5 +9 Bloodline spell 3 3 3 3 3 3 2 1 0
16th +12/+7/+2 +10 +5 +10 Wild shape (4/day) 3 3 3 3 3 3 2 2 1
17th +12/+7/+2 +10 +5 +10 Bloodline spell 3 3 3 3 3 3 3 2 1 0
18th +13/+8/+3 +11 +6 +11 Bloodline power 3 3 3 3 3 3 3 2 2 1
19th +14/+9/+4 +11 +6 +11 Bloodline spell 3 3 3 3 3 3 3 3 2 2
20th +15/+10/+5 +12 +6 +12 Wild shape (5/day) 3 3 3 3 3 3 3 3 3 3

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