Wildborn (4e Epic Destiny)
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|“||The moon is out, let us hunt||”|
|—Erlking, Book of Wilds|
Prerequisite: 21st Level, Fenirborn
Not only does the spirit of Fenir flow through you, but also the spirit of the wild. Your beast form is even more dangerous, and your human side is even more versatile. When the calls of battle are blown you will answer, and fight with tooth and claw...
While not actually immortal, Wildborn are for ever remembered and can manifest them selves despite their flesh and bones decaying. One of the most common forms of manifestation is reincarnation into other great heroes. The greatest heroes and Jarls were Wildborn, and will still assist the generations that still live. Fearless in battle, because they know that the side favored by nature will win, and the weak will die off. If a Wildborn sounds the trumpets of advance, their enemies will fall back into a safer location, such as between two feuding red dragons.
Found Something Else: After an extensive career of fighting monsters and what not, you decided to do something completely different. You have established a name for yourself and are respected by all of the Fenirborn and hated by Orcs. Your new job is that of Jarl, leading all of the Fenirborn in even bigger campaigns against the Orcs, and Gnolls, maybe even Dwarves if you feel lucky. When you feel like you've had enough with the fighting and the killing, you build a large tomb and make a shrine to Fenir hoping that your soul will not go to a far away paradise, but stay and start a new cycle of wild destruction, once you can find a suitable new body...
All Wildborn have the following features.
- Dire Wolf Blood (21st Level): You can use your Lycanthropy power up to three times each day.
- Wild Regeneration (24th Level): You regain half your constitution modifier hit points at the start of every turn. If you take Acid, Fire, Lightning, or Thunder damage, you loose this ability until you regenerate health without using this skill
- Pack Hunter (30th Level): When you are adjacent to an ally or flanking a target, you gain half of your wisdom modifier bonus to attack rolls and deal an extra 1d 10 damage