Wildfist (3.5e Class)

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A wildfist is a natural warrior who uses her physical prowess and powers over nature to defeat her enemies.

Making a Wildfist[edit]

Alignment: Any Chaotic.

Starting Age: Complex.

Table: The Wildfist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Fort Ref Will
1st +0 +2 +0 +2 Barehanded Hit, Wild Empathy, Wild Strike 1d6 1
2nd +1 +3 +0 +3 Bonus Feat, Woodland Stride 1d6 1
3rd +2 +3 +1 +3 1d6 1
4th +3 +4 +1 +4 Tough Skin +1 1d6 1
5th +3 +4 +1 +4 Greater Power 1d8 2
6th +4 +5 +2 +5 1d8 2
7th +5 +5 +2 +5 Owlbear Companion 1d8 2
8th +6/+1 +6 +2 +6 Tough Skin +2 1d8 2
9th +6/+1 +6 +3 +6 Miraculous Health 1d10 3
10th +7/+2 +7 +3 +7 Greater Power, Ride 1d10 3
11th +8/+3 +7 +3 +7 1d10 3
12th +9/+4 +8 +4 +8 Bonus Feat, Tough Skin +3 1d10 3
13th +9/+4 +8 +4 +8 2d6 4
14th +10/+5 +9 +4 +9 2d6 4
15th +11/+6/+1 +9 +5 +9 Greater Power, Timeless Body 2d6 4
16th +12/+7/+2 +10 +5 +10 Tough Skin +4 2d6 4
17th +12/+7/+2 +10 +5 +10 2d8 5
18th +13/+8/+3 +11 +6 +11 2d8 5
19th +14/+9/+4 +11 +6 +11 2d8 5
20th +15/+10/+5 +12 +6 +12 Greater Power, Tough Skin +5 2d10 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the wildfist.

Weapon and Armor Proficiency: Wildfists are proficient with all natural attacks (claw, bite, and so forth) of any form.

Wildfists are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A wildfist may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wildfists are proficient with shields (except tower shields) but must use only wooden ones.

A wildfist who wears prohibited armor or carries a prohibited shield is unable to use her powers or any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Powers: A wildfist knows only a few powers that she can choose from the list below, but can use them as spell like abilities at any time and as many times per day without preparation. All wildfist powers provoke attacks of opportunity as if she was casting a spell and are considered full round actions unless stated otherwise.

Wind Strike: A blast of wind that does the wildfist's unarmed damage as a touch attack, starting at 5th level the attack also knocks the target back 5ft, and 5ft more every 5 levels. She can attack anyone within an 100ft range. This power cannot be used with wild strike or thorn knuckles. Greater: Can be used with wild strike.

Vine Snare: A vine that blasts from the wildfist's hand going up to 50ft in distance that pulls the target towards her (5ft in front of her), to dodge this the target must succeed a reflex save of 10 + the wildfist's level and wisdom score (if positive). Greater: This power can be used as a free action.

Soothing Mist: A spray of mist that heals the target 1d4 + her wisdom modifier (if positive) damage per wildfist level. Greater: Damage healed increased to 1d6.

Armor of Bark: Rock hard bark grows around the wildfist, giving her +4 natural armor for 1 minute (10 rounds). Greater: Damage reduction 5

Thorn Knuckles: Thorns sprout out of your hands giving you an extra 1d6 bleeding damage. This power can be used as a free action. Greater: Damage increased to 1d8

Fast as Wind: The wildfist doubles her base speed for the next hour. Greater: Can fly at base speed

Pricked Earth: All land within a 10ft radius of the wildfist grows thorn bushes dealing anyone who enters 1d6 damage. This lasts 1d4 rounds. Greater: If the target who enters the area fails a fortitude save of 10 + the wildfist's level and wisdom score (if positive) they are thrown 5ft back from the radius.

Tree Transport: If a wildfist succeeds a knowledge nature check of 25, she can open a tree as if it were a door and come out of any other tree in the world. Greater: Knowledge nature check reduced to 20.

Bonus Languages: A wildfist's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

Barehanded Hit: At first level, a wildfist gains the improved unarmed strike feat.

Wild Empathy: A wildfist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildfist rolls 1d20 and adds her wildfist level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the wildfist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A wildfist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Strike: A wildfist may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the wildfist might make before her next action. When a wildfist reaches 5th level, the penalty lessens to –1, and at 10th level it disappears. A wildfist must use a full attack action to use wild strike.

Bonus Feat: At 2nd level and again at 12th level a wildfist takes a feat from the general or divine feat list.

Woodland Stride: Starting at 2nd level, a wildfist may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Tough Skin: At 4th level and at every four levels after a wildfist adds +1 to her natural armor.

Greater Power: At 5th level and at every five levels after a wildfist may use the greater version of a power of her choice.

Owlbear Companion: At 7th level, a wildfist gains an owlbear as an animal companion, as a druid would. The owlbear has the same alignment as the wildfist.

A wildfist's owlbear gains levels the same way a druid's companion does. If a wildfist's owlbear is killed, she can resurrect it by waiting 24 hours and then using all her remaining powers from that day to bring it back to life.

Miraculous Health: At 9th level, a wildfist gains immunity to all poisons and diseases.

Ride: At 10th level, a wildfist gains the ride feat. If she already has that feat she may choose a different one from the general or divine feat list.

Timeless Body (Ex): After attaining 15th level, a wildfist no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the wildfist still dies of old age when her time is up.



Wildfist Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Wildfist[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Wildfists in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Wildfist Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Wildfists in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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