Ruins of Adventure
- Races: Any
- Sub-Classes: Fighter, Ranger, Berserker
- Ability Requirements: Muscle 14, Health 15
- Alignments: Non-Lawful
- Starting Cash: None
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: Club, Knife
- Allowed Weapons: Blowgun, Dagger, Short Bow, Dart, Hand Axe, Sling, Spear (see below).
- Allowed Armors: By Class (none at 1st level).
- Non-weapon Slots: By class
- Available Categories: By class, plus Survival
- Bonus Non-weapon Proficiencies: Hunting, Alertness, Crude Weaponsmithing, Wild Fighting
- Required Proficiencies: Tracking
- Recommended Proficiencies: Animal Handling, Animal Lore, Animal Rending, Animal Training, Blind-fighting, Camouflage, Danger Sense, Direction Sense, Endurance, Fire-building, Fishing, Foraging, Heart Feast, Hiding, Hunting, Natural Fighting, Running, Set Snares, Survival, Swimming, Tightrope Walking, Trail Signs, Tumbling, Veterinary Healing, Weather Sense.
- Forbidden Proficiencies: All Others
Overview: What happens to children who wander into the wilderness and are never recovered? Or worse, children who are abandoned by their families, left in the woods to fend for themselves? Sadly, most of them eventually succumb to the dangers of the wild. But a fortunate few are taken in by animals, raised as part of a lion’s brood or a wolf’s litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them. In the process, they become Feralans, beings who combine the savagery of a beast with the intellect of a man.
The Feralan may look like a human, but for the most part, he acts like a wild animal. He speaks the language of animals and lives in their lairs. He leads them on hunts, defends them against predators, and considers them his family. Yet, the Feralan retains vestiges of his own race, characterized by his agile mind and an unshakable curiosity about human civilization. Many Feralans have picked up enough human language to communicate with them, albeit on a limited basis.
Despite his bestial tendencies, the Feralan’s moral principles are not so different from other men. He values the well-being of his followers as much as his own. He avoids needless killing and considers himself the nemesis of hunters who stalk game for sport. Greed and jealously are as unknown to the Feralan as they are to the creatures of the forest.
Familial Species: At the beginning of his career, the player should choose a familial species for his Feralan, representing the type of animal that raised him. A Feralan can have only a single familial species, which never changes. Animals suitable as familial species include wild dogs, bears (any), wolves, great cats (any), and primates (any). The DM may augment this list with additional choices if he likes; familial species can’t be humanoid or of magical or supernatural origin.
Description: Feralans adorn themselves in crude smocks or loincloths made of furs and hides. They wear only what is necessary to keep themselves warm and comfortable. A Feralan wears no armor, nor does he carry a shield. His main weapons—the ones associated with his weapon proficiencies—he makes himself from bones, branches, rocks, and other natural materials. If he loses or breaks one of these weapons, he can come up with a replacement in few hours, assuming suitable materials are available. He can use weapons other than those he makes, but prefers not to.
Role-Playing: Many people fear Feralans, wrongly considering them to be ferocious wildmen or savage were-creatures. Those who befriend Feralans, however, come to know them as trustworthy, noble, and even gentle. Still, Feralans remain wary of most humans and demihumans, finding their actions unpredictable and often incomprehensible. Feralans rarely volunteer to join adventuring parties. However, because Feralans are fervent animal advocates and protectors of the wild, they are inclined to cooperate with parties who share their concerns.
While a Feralan’s human companions may admire his courage and respect his instincts, they may find his beast-like behavior offensive at best, frightening at worst. After a hunt, a Feralan may drag the carcass of his prey back to the party’s campsite and eat it raw, tearing off chunks with his familial followers. Personal hygiene is rarely among a Feralan’s priorities, though he may occasionally lick himself clean. He grooms his animal friends by picking bugs from their fur, then cuddles up with them to go to sleep. When disturbed, he may snarl like a wolf. To celebrate victory over a predator, he may howl at the moon. He communicates in grunts, growls, and sentence fragments. He may disconcert new associates by sniffing them.
- A Feralan’s unusual upbringing makes him less susceptible to the fears that plague common men. The Feralan gains a +2 bonus on all saving throws against spells or effects that cause fear.
- A Feralan recovers lost hit points at twice the normal rate. This does not apply to magical healing.
- The Feralan can speak with animals at will with animals from his familial species. The ability is similar to the 2nd level priest spell speak with animals, but requires no components or casting time.
- When in his home terrain, the Feralan may attempt to summon familial species animals by howling at the top of his lungs for 1d6 rounds. The DM then secretly rolls percentile dice. If the result is less than or equal to the Feralan’s Willpower score plus his level (a 5th level Feralan with Willpower 15 has a base chance of 20%), 1d4 familial animals show up within the next hour. Once they arrive, these animals act as followers for the next 1d4 hours. During this time, the Feralan may command them with his speak with animals ability. At the end of the 1-4 hour period, the summoned animals disappear into the wilderness. A Feralan can attempt to use this ability once per day.
- At 5th level, the Feralan attracts members of his familial species as followers. The Feralan will have a maximum of 2d6 such followers, which behave just as humanoid followers would for another character. The familial followers of a Feralan will generally do what they’re asked, assuming they’re physically capable of doing so, when the Feralan speaks to them in their own language. Any followers that are lost may be replaced the next time the Feralan gains a level.
In addition to these followers, the Feralan may attract members of his familial species as Henchmen (as determined by his Leadership score), following the standard rules for henchmen.
- At 5th level, the Feralan gains one of the following non-weapon proficiencies as a bonus proficiency: Awareness, Endurance, Survival, or Running. This is in addition to any other non-weapon proficiencies he gains as a result of leveling.
- At 9th level, the feralan gains the supernatural ability to shapechange once per day into the form of his familial animal. The transformation is not an easy one and requires physical activity; thus the character must be running hard, in the midst of combat, or performing some other physical exertion. Whatever the character is wearing, barring furs or skins, will not transform with him, so a feral wearing a suit of chain mail and trying to turn into a polar bear would injure himself in doing so. Thus, at this level, such characters rarely wear anything truly constricting. It takes two full rounds to transform and four to turn back to human. Once transformed, the feralan may remain in animal form indefinitely.
- At 9th level, the Feralan can summon a horde of his familial animals to fight for him. He must be in a land in which the animals are native and abundant, and it takes one week to gather them. They can be brought together only for some great purpose that can be explained simply. Up to 100 Hit Dice of animals per level of the Feralan will come. For every 10 animals, there will be a pack leader with one additional Hit Die and maximum hit points. The horde will stay together for one week for each level of the Feralan. There is no record of a Feralan summoning more than one horde in a year.
- A Feralan’s initial weapon proficiencies are limited to primitive weapons (those listed above). In addition, he may not specialize in any weapon or fighting style when initially created. Once he begins adventuring and becomes exposed to more advanced weapons and techniques, he may spend any additional weapon proficiencies acquired from gaining levels however he chooses.
- A Feralan will never gain followers beyond those of his familial species granted by this kit. He gains no followers from his class.
- Lacking extensive resources but mainly lacking the inclination, a Feralan will not build a castle or any other type of fortification at any point in his career.
- The rough manner and appearance of the Feralan inflicts a -3 penalty when encountering human, demihuman, or humanoid NPCs, including other Feralans (unless they share a familial species). A Feralan will seldom, if ever, develop any close relationship with influential human, demihuman, or humanoid NPCs.
- Feralans are naturally susceptible to any magic that might provoke them to violence. They suffer a -1 on all saving throws against such magic (including such spells as taunt, or hate caused by an emotion spell).
- Due to their close ties to the animals that raised them, Feralans are more prone to contract lycanthropy. They suffer a -2 on their saving throw against the curse, but only if bitten by a werebeast of the same type as the feralan’s familial species (i.e., a wolf-raised feralan attacked by a werewolf). If the feralan is of a higher level than the werebeast that attacked him, he may still contract lycanthropy, but he will not have his alignment changed by the disorder.
- Ranger feralans are limited to only casting spells from the Animal sphere. They may not cast Ranger spells from any other sphere of magic.
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