Wilden

Born of the wilderness, these creatures are the embodiment of nature’s need to defend itself. They tend not to like big cities, preferring to have sky overhead and soil underfoot. Generally looking sort of like a heartier furry and/or plantlike elf, their physical qualities can also vary depending on which Nature’s Aspect they are embodying at the time (see below).

Stats & Stuff

Ability Scores: +2 Wisdom; +2 Con or Dex
Size: M
Speed: 6
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Stealth
Fey Origin: considered fey for purposes of origin-specific effects
Hardy Form: Choose Fort, Ref, or Will. You gain a +1 to that defense.
Nature’s Aspect: After each extended rest, choose one of the following three aspects to take on for the day…
Aspect of the Ancients – you gain the Voyage of the Ancients power
…………….Encounter, Teleportation, Free Action
…………….Trigger: you hit an enemy with an area or close attack
…………….Effect: you teleport 3 squares, and 1 enemy you hit with the triggering attack
…………………….grants CA to you and 1 other ally till the end of your next turn.
Aspect of the Destroyer – you gain the Wrath of the Destroyer power
…………….Encounter, Immediate Reaction
…………….Trigger: a bloodied enemy attack you or an ally adjacent to you
…………….Effect: You either make a melee basic attack against the triggering enemy or charge
…………………….it. If your attack hits, that enemy is dazed till the end of your next
…………………….turn.
Aspect of the Hunter – you gain the Pursuit of the Hunter power
…………….Encounter, Immediate Reaction
…………….Trigger: an enemy within 2 squares moves on its turn
…………….Effect: You shift 3 squares. Till the end of your next turn, you deal +1d6
…………………….damage to that enemy when you hit it, and you can ignore the -2 penalty
…………………….for cover/concealment when attacking that enemy.

Some Wilden-specific feats:

- Burden of Guardianship: use your racial power while an ally is within 2 and you gain temp HP
equal to 3 + your Con or Wis modifier
- Burden of Rejuvenation: when you use your racial power, spend a HS and to allow one unconscious
ally within sight to regain HP as if he had spent the surge.
- Cleanse the Madness (Wilden or Shardmind): 2 damage vs. aberrant creatures
(
4 at lvl 11, +6 at lvl 21)
- Improved Aspect of Nature: you gain +2 squares of teleport for Ancients, +2 attack with
Destroyer, and +2 squares of shifting for Hunter racial aspects.
- Secret of Reawakening: 1/day if you drop to 0 HP or fewer, you can change your nature aspect
once you stop dying, and you regain the use of your racial power if you had already used it this encounter.

Stuff My Racist Relatives Say

“A human druid? That’s like trying to grow a seed planted on a stone.”

“Elves are more concerned with looking pretty in battle than doing anything to actually protect the forest.”

“Halflings? Yeah, I saw on once one night in the forest. The next morning, I saw a bear who only got a partial meal. The next night I met a gnome. The next morning the bear was hiccuping magic bubbles.”

“Without nature to guide them, a Minotaur’s rage is blind.”

“Yesterday I watched a party of dwarves who were lost in the woods. They said the tall trees felt unnatural to them. I think dwarves need to get better dictionaries.”

Dark Secrets

The Wilden are a newer race, as far as the history of the planet goes. It’s entirely possible that they exist as a result of the turmoil in the feywild or the increased building of cities across the world. No one is entirely sure, though, and that lack of an origin story scares many wilden.

Though they often profess hatred for things like technology and stonework, in truth many Wilden simply don’t comprehend the usefulness of such things. Their blind hatred of anything not natural has limited their ability to co-exist with other more cosmopolitan races, though this hindrance is something that many won’t even admit to themselves. “Oh, it’s all that forged metal clouding their minds that kept the elves from inviting us into their village.”

Despite their natural appearances, Wilden are NOT as 100% connected to nature as they let on. In fact, there are many things that happen in the natural world and the feywild that seem to defy their understanding, so the oldest Wilden often take the “we cannot be so arrogant to hope to know the Great Plan of Mother Nature” route, instead of actually learning why something they don’t understand is happening.

As Wilden get older, the young aren’t really sure what happens to them. They just sort of go off into the forest and… are gone. Maybe they die, maybe they become nature spirits, maybe they turn into trees. It’s just not something the old talk about.

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Wilden

Heroes of the New Day joelastowski joelastowski