Wylding

One with nature, a Wylding draws their powers from the primal elements. A Wylding attunes with single aspect and hones it to mastery.

Ability Score Increase:

  Level 1: +1 Endurance +1 Perception   Level 4: +1 Endurance +1 Foresight +1 Perception   Level 7: +2 Endurance +2 Foresight +1 Perception   Level 10: +3 Endurance +5 Foresight +2 Perception  

Class Level Abilities

Level 1

Active Abilities
Minor Manifestation: Drawing power from their element, a Wylding can create a barrier consisting of elemental energy. Based on their chosen element as a partial action, the Wylding creates a 2m wall on a space they can see within 30m. This barrier last for a number of minutes equal to the Wylding's level. The barrier has 10 hitpoints, an AR of 2 and a dodge value of 15. The following walls are created: Wind Wall (Air), Fire Wall (Fire), Rock Wall (Ground) or Ice Wall (Water). Wind and Ice walls are translucent and do not block visibility. Fire and Rock walls are opaque and provide total concealment. Each wall has one of the following abilities:  
  • Wind Wall: Projectiles of average size or smaller that hit the wind wall have a 20% chance of being blown away harmlessly and do no damage
  • Fire Wall: Creatures or objects that attempt to pass through the fire wall take 4 Fire damage
  • Rock Wall: Double the hitpoints and AR values of any rock wall manifestations
  • Ice Wall: Upon breaking, an ice wall creates sharp caltrops on the square it had occupied for 1 minute. The caltrops deal 1 Piercing damage and reduce the movement of any creature that takes damage from them by 25% for 1 phase.
  Wild Bolt: A Wylding has the power to conjure their element into a raw form of energy capable of damaging opponents. Gain the following ability corresponding to your chosen element. For all intents and purposes, this ability is considered a standard ranged attack that uses the Throwing Light skill.  
  • Electric Bolt: An Air Wylding can conjure a bolt of electricity to cast at a target. This attack has a WR of 6/8/10 Electric and a range of 75 and AP of 6.
  • Fire Bolt: A Fire Wylding can conjure a bolt of fire to cast at a target. This attack has a WR of 6/8/10 Fire and a range of 75 and AP of 6.
  • Rock Blast: A Ground Wylding can conjure a hefty stone to cast at a target. This attack has a WR of 8/10/12 Crushing and a range of 75 and AP of 0.
  • Water Blast: A Water Wylding can conjure a jet of water to cast at a target. This attack has a WR of 8/9/10 Crushing and a range of 75 and AP of 2.
 
Conditional Abilities
Passive Abilities
Elemental Beginnings: A Wylding is connected with an element on a molecular level. Choose one of the following elements to be your chosen element: Air, Fire, Ground, or Water. The Wylding's power is derived from this chosen element and their abilities are granted based on it.   Elemental Skills: Wyldings develop natural inclination towards certain skills based on their chosen element. Gain the following ranks according to your chosen element:  
  • Air: Gain +8 to Athletics, a +12 to Acrobatics and a +12 to Move Silently.
  • Fire: Gain +8 to Charisma, a +12 to Diplomacy and a +12 to Survival(Urban).
  • Ground: Gain +8 to Knowledge, a +12 to Nature and a +12 to Survival(Barren).
  • Water: Gain +8 to Streetwise, a +12 to Sleight of Hands and a +12 to Fast Talk.
  Elemental Resistance, Minor: Due to their elemental nature, Wyldings are naturally resistant to their chosen element. Gain the following benefit according to your chosen element:  
  • Air: Gain +50 Resistance(Electric)
  • Fire: Gain +50 Resistance(Fire)
  • Ground: Gain +25 Resistance(Crushing)
  • Water: Gain +50 Resistance(Cold)
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 0.75