Warg heroic path

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Revision as of 21:44, 16 October 2005 by Bihlbo (talk | contribs) (Wild Empathy)
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Warg Heroic Path

Background information for the Warg path is designed as Closed Game Content. Refer to the Midnight 2nd Edition book for this information.

Special: A warg must choose a single type of animal of size Large or smaller as his bonded creature when this path is chosen. His warg abilities apply only to this type of animal. Most wargs choose an animal that can be selected as an animal companion at 2nd level; more powerful animals may be chosen, but the warg may not attract an animal companion of that type until he has gained the animal companion ability an appropriate number of times. Dire animals may not be chosen, as dire animals in Midnight are intelligent magical beasts. Halfling wargs can choose immature wogrens as their bonded creature, even though wogrens are magical beasts.

Warg Abilities by level

  1. #Wild Empathy
  2. #Animal Companion
  3. #Wild sense (sight or scent)
  4. #Charm animal 1/day
  5. #Wild shape (Medium, 1/day)
  6. #Animal Companion
  7. #Speak with animals 1/day
  8. #Wild shape (Medium, 2/day)
  9. #Wild sense (sight or scent)
  10. #Animal Companion
  11. #Wild shape (Large, 2/day)
  12. #Charm animal 2/day
  13. #Ferocity
  14. #Animal Companion
  15. #Wild shape (Large, 3/day)
  16. #Wild sense (sight or scent)
  17. #Speak with animals 2/day
  18. #Animal Companion
  19. #Wild shape (Huge, 3/day)
  20. #Wild sense (blindsense)

Warg Ability Descriptions

Wild Empathy

As the wildlander ability of the same name. If the warg already has this ability or gains it later, he gains a +2 to all wild empathy checks.

A warg can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The warg rolls 1d20 and adds his character level and his Charisma bonus 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 warg and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

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

Animal Companion

As the wildlander class ability. Each time the warg gains this ability, he either gains a new animal companion of his chosen type or his animal companion improves by one rank.

Wild Sense

Each time the warg gains this ability, he may choose either sight or scent. If he chooses sight, he gains low-light vision. If he already had low-light vision, he can now see three times as far as a human in poor lighting (or four times as far if he chooses it again, or five times as far, and so on). If he chooses scent, he gains the scent ability. If he already has scent, the range at which he can detect opponents doubles. At 20th level, the warg's senses are so acute that he gains blindsense to a range of 30 feet.

Wild Shape

As the druid class ability from the PHB, with a maximum size as listed. The warg may only wild shape into his bonded animal type (or its dire version) as the listed size or smaller. For instance, a warg that chose the wolf as his bonded animal type could wild shape into a wolf at 5th level or a dire wolf at 11th level. On the other hand, a warg that chose the brown bear as his bonded animal type could not wild shape into that form until 11th level.

Charm Animal

Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 hour/level
Saving Throw: Will negates
This charm makes a creature of the animal type regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed animal breaks the spell. You must be able to communicate with the animal or succeed at a Handle Animal check to communicate your desires to the animal.

Speak With Animals

Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.


Bihlbo 21:41, 16 October 2005 (PDT)


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