Wild One (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Wild Ones[edit]

Wild Ones are mostly human but also animal, it is unknown how a Wild One is born. Some believe that it is the unholy matrimony of human and animal however it is more widely accepted that the Wild Ones are simply abandoned children that adapted and changed to survive whether they changed through divine intervention or the help of the elements or if it was just natural is unknown. The Wild Ones are abandoned by their humanoid parentage and raised by animals of one kind or another, they learn the ways and techniques of the animals who raised them and become skilled at survival. Almost no two Wild Ones are the same though due to the different animals that raise them, however they all are talented at survival.

Personality[edit]

Typically untrusting of other humans, the Wild Ones prefer to keep the company of animals. However acts of true friendship and trust from another human will eventually lead to the trust and respect of a Wild One. That being said no matter how civilized a Wild One becomes they still prefer their freedom and will often go out at various times to spend time running with the animals who raised them. Timid when first meeting people they will often watch from a safe distance and if they decide it is safe they might go out towards the people. Some Wild Ones become great friends with humans and may become civilized however their heritage does not leave them and they will still yearn for the wild and for adventure.

Physical Description[edit]

The Wild Ones are almost never big, the exceptions being those raised by bears and some apes, however most are small usually under 5' and besides their natural shortness they typically are crouched or bent over appearing even smaller. They are mostly lithe and athletic, or large and powerful in the large ones, they all however appear somewhat wild. Typically uncut hair and not usually clean they appear feral looking because of this upon first glance. Aside from them looking mostly human they all also have some animal appearances that resemble the animals they were raised by, usually hair and eye color is similar to the animal that raised them and they typically have retractable fingernail claws and some more pointed fang looking teeth, this varies however based on the animal that raised them.

Relations[edit]

A Wild One will get along well with animals and anyone who also gets along well with animals will find it easier to get along with a Wild One. Druids and some Elves are typically friendly towards the Wild Ones and most other races can earn the trust of a Wild One. Most violent races or those that kill for evil reasons will find it almost impossible to earn the trust of a Wild One. Wild Ones will also keep grudges against those that kill their animal family or if they have become attached to some humans them too, this almost always ends in the Wild One killing the culprit but sometimes the Wild One is the one who dies as well.

Alignment[edit]

Not being raised in civilization they are typically never lawful, they also have a limited view of good and evil since before meeting humankind they did what they did to survive and for no other reason. Typically leaning towards Neutral or Chaotic Neutral some also become good or evil based on their experiences with humankind.

Lands[edit]

A Wild One is most comfortable in the wild, typically living in the woods or forests. When with humans they prefer to travel and short of that they prefer to go out at night instead of at day as there are less people around.

Religion[edit]

Most Wild Ones have little or no religion, some however worship the elements or other such forces of nature. When brought to mankind and taught religion they may take any that they feel a connection too however most of the time it is a nature based religion if any.

Language[edit]

Animal, Common, and any language of any race that they are near, such as elven if they are in an elven forest.

Names[edit]

They typically choose a name for themselves when they can. Their names are usually short and one to two syllables making them easier to pronounce.

All Racial Traits[edit]

  • Humanoid (Animal)
  • Wild Ones base land speed is 30 feet on two legs and 45 feet on all fours
  • Wild Ones only need 6 hours of sleep a night
  • Wild Ones gain a +5 natural AC bonus to deal with the predators.
  • +2 to Survival and Knowledge (Nature) checks and Survival and Knowledge (Nature) are considered Racial Skills
  • Natural Healing: Gifted in order to survive their harsh lives they gain +1 fast healing
  • Automatic Languages: Animal, Common. Bonus Languages: Any regional dialects, most commonly elven, and any animalistic languages are easily learned (such as draconian).
  • Level Adjustment: +2
  • Wild Ones may also take animalistic or beast feats such as Rake or Pounce instead of class feats.

Ursa Racial Traits[edit]

  • +6 Strength +2 Constitution -4 Dexterity: The ursa are very powerful but not too dexterous
  • Medium though some men are large
  • Claws (EX): The ursa have retractable claws on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The claws are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the claws has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20.
  • Rake(EX) Allows you to attack grappled opponents twice
  • Racial bonus +3 to Climb and Intimidate checks
  • Favored Class: Warrior like classes.

Feline Racial Traits[edit]

  • +6 Dexterity +2 Intelligence -4 Charisma: The felines are extremely dexterous but do not get along so well with others
  • Small: +1 on AC and attack rolls, +4 to Hide modifier and -4 to special attack modifier
  • Claws (EX): The felines have retractable claws on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The claws are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the claws has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20. The claws gain a damage bonus from your dexterity instead of your strength.
  • Low-Light Vision
  • Racial bonus +3 to move silently and Tumble skill
  • Favored Class: Rouge.

Ape Racial Traits[edit]

  • +6 Constitution +2 Strength -4 Wisdom: The apes are very powerful but not too wise
  • Large though some women are medium
  • Claws (EX): The apes have retractable claws on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The claws are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the claws has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20.
  • Improved Grab(EX) Allows you to grapple opponents that you attack with your natural weapon
  • Racial bonus +3 to Climb and Balance checks
  • Favored Class: Warrior like classes.

Fish Racial Traits[edit]

  • +6 Intelligence +2 Dexterity -4 Strength: The fish are very intelligent but not too strong
  • Medium or small
  • Claws (EX): The fish have retractable claws on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The claws are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the claws has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20.
  • Water Life: The fish Wild Ones have webbing that they can retract similar to their claws this allows them to move through still water at twice their (all fours) movement speed moving half that against a current and double that with the current. Additionally they can breathe underwater and gain an additional +2 on survival checks while under water.
  • Racial bonus +3 to Concentration and Bluff
  • Favored Class: Mages specifically water based magics.

Bird Racial Traits[edit]

  • +6 Wisdom +2 Intelligence -4 Constitution: The birds are very wise but not too sturdy
  • Small or Medium
  • Talons (EX): The birds have retractable talons on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The talons are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the talons has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20.
  • Unsustainable Flight(EX) Allows you to glide moving at your base speed and descending at 1' per 10' traveled double the falling rate to increase your speed by 50% (if you fall 2' per 10' than your speed would be 45 instead of 30 falling at 3' per 10' increases it to 60, etc.) You take no falling damage while doing this regardless of speed. This ability is unusable below a base of 20' and also if you are not in control of the fall such as being helpless, unconscious, or otherwise incapacitated to include falling upside down, though if falling from a great enough height you can turn yourself around.
  • Racial bonus +3 to Search and Heal
  • Favored Class: Oracles or Clerics.

Canine Racial Traits[edit]

  • +6 Charisma +2 Strength -4 Intelligence: The canines are extremely like-able but not so Intelligent
  • Medium
  • Claws (EX): The canines have retractable claws on each hand that is treated as a familiar natural weapon and that grows in strength as you do, as a down side you may not use any weapon not made of a natural substance such as wood with the exception of thrown weapons. The claws are able to be enhanced by a weapon or metal smith and if done can also be enchanted, Using oils on claws and then retracting them has a 50% chance of effecting you with the oil, extracting the claws has no effect but retracting them again brings about the 50% chance again. The claws do 1d3 damage at first level, 1d4 at second level, 1d6 at third level and every three levels after that gains a +1 modifier however at level 20 you gain another d6 to the base damage, additionally you gain another +1 bonus at level 20.
  • Scent(EX) Allows you to identify approaching creatures or locate scents in an area around you
  • Racial bonus +3 to Jump and Spot skill
  • Favored Class: Any.

Vital Statistics[edit]

Table: Wild Ones Random Starting Ages
Adulthood Simple Moderate Complex
16 years +1d4 +1d6 +2d6
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 60 years 85 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Wild Ones Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male Varies by size Varies by size Varies by size Varies by size.
Female Varies by size Varies by size Varies by size Varies by size.



Back to Main Page3.5e HomebrewRaces [[Category:<!-race's type-> Type]] [[Category:<!-race's subtype; or remove line-> Subtype]] [[Category:<!-race's size-> Size]] [[Category:LA<!-#->]] [[Category:ECL<!-#->]]

Home of user-generated,
homebrew pages!


Advertisements: