Feral Bard

Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of performance. They know songs that spur their allies to savagery and freedom in combat.

Hit Die: d8.

Requirements
To take a feral bard substitution level, a character must have the feral template and be about to take his 1st, 3rd, or 12th level of bard.

Class Skills
Feral bard substitution levels have the class skills of the standard bard class, plus Spot and Survival.

Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

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Table: [Name] Feral Bard Substitution Levels
{table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Bardic music, bardic knowledge, fascinate, countersong, inspire rage (+2/1)|Same as bard
3rd|+2|+1|+1|+3|Inspire pack tactics|Same as bard
12th|+9/4|+4|+8|+8|Song of the free spirit|Same as bard[/table]


Class Features
All the following are class features of the feral bard substitution levels.

Inspire Rage (Su): The feral bardís chants and rhythms inspire a violent fury in his allies. At 1st level, a feral bard with 3 or more ranks in a Perform skill may use his bardic music to instill rage in his companions. Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian. This effect lasts for as long as the ally hears the bard sing and for 3 rounds after. After this effect ends, the ally is fatigued until the end of the encounter. At 8th level, and at every six bard levels after, the Strength and Constitution bonus go up by +2, and the Will bonus by +1.

This substitution feature replaces the standard bardís inspire courage class feature.

Inspire Pack Tactics(Su): The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly. A feral bard of 3rd level or higher who has 6 or more ranks in a Perform skill can cause his allies to work better together. Allies must be within 60 feet and be able to see and hear the feral bard. While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another. The effect lasts as long as the feral bard concentrates, up to 1 minute.

This substitution feature replaces the standard bard's inspire competence class feature.

Song of the Free Spirit (Su): The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles. A feral bard of 12th level or higher who has 15 ranks or more in a Perform skill may enhance his alliesí movement. All allies within 60 feet of the bard who can see and hear him gain a 20-feet morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of a freedom of movement spell. This effect lasts as long as the feral bard concentrates, up to two minutes. The feral bard can not use this ability on himself.

This substitution feature replaces the standard bard's song of freedom class feature.

Feral Cleric

Feral clerics are truly frightening embodiments of their godís wrath. They focus on keeping civilization in check, rather than undead, and use their bodyís strength to help channel their powers.

Hit Die: d10

Requirements
To take a feral cleric substitution level, a character must have the feral template, and be about to take his 1st, 6th, or 10th level of cleric.

Class Skills
Feral cleric substitution levels have the class skills of the standard cleric class, plus Intimidate.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).

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Table: [Name] Substitution Levels
{table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|+0|+2|+0|+2|Turn humanoids|Same as cleric
6th|+4|+5|+2|+5|Share vitality|Same as cleric
10th|+7/3|+7|+3|+7|Dangerous metamagic|Same as cleric[/table]


Class Features
All the following are class features of the feral cleric substitution levels.

Turn Humanoids (Su): Feral clerics are able to send the civilized races running. At 1st level, they gain the ability to turn humanoids. This functions identically to a good clericís turn undead, except that you do not destroy humanoids if you have twice their Hit Dice in levels; instead, you deal nonlethal damage equal to their max HP and send them unconscious.

This substitution feature replaces the standard clericís turn undead class feature.

Share Vitality (Su): The feral cleric can learn to share his ability to shrug off blows with his allies. At 6th level, as a swift action, a feral cleric can give up his fast healing in order to grant it to an ally within 60 feet of him. He can maintain this ability for up to ten minutes. If the feral cleric is knocked unconscious, his fast healing immediately reverts to him.

This substitution feature replaces the standard clericĎs 3rd-level spell slot he would gain that level. From now on, he always has one less 3rd-level slot then the class table indicates.

Dangerous Metamagic (Su): The feral cleric is capable of tapping into his physical prowess to fuel his divine powers. At 10th level, three times per day, a feral cleric may spontaneously apply metamagic to spells without raising the spell level by taking Constitution damage equal to 1 + the normal level adjustment of the metamagic being applied (minimum 1).This damage, being willingly taken by the cleric, can not be prevented or reduced, nor can it be healed by any spell short of miracle. The feral cleric must know the metamagic feat he is applying to his spell.

This substitution feature replaces the standard clericís 5th-level spell slot he would gain that level. From now on, he always has one less 5th-level slot then the class table indicates.

Feral Ranger

Feral rangers are strong and deadly warriors of the wild. Instead of using bows or swords, they prefer to head into combat with their amazing hand-to-hand combat.

Hit Die: d10

Requirements
To take a feral ranger substitution level, a character must have the feral template and be about to take his 2nd, 6th, or 11th level of ranger.

Class Skills
Feral ranger substitution levels have the class skills of the standard ranger class.

Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

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Table: [Name] Substitution Levels
{table="head"]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
2nd|+2|+3|+3|+0|Wrestling style|Same as ranger
6th|+6/1|+5|+5|+2|Improved wrestling style|Same as ranger
11th|+11/6/1|+7|+7|+3|Wrestling style mastery|Same as ranger[/table]


Class Features
All the following are class features of the feral ranger substitution levels.

Wrestling Style (Ex): A feral ranger disdains the weaponry his more civilized cousins use, preferring to fight with his bare hands. At 2nd level, he gains Improved Grapple as a bonus feat, without needing to meet the prerequisites.

This substitution feature replaces the standard ranger's combat style class feature.

Improved Wrestling Style (Ex): A feral ranger is skilled at wrestling things far larger than himself. At 6th level, treat all positive size modifiers on grapple checks opposing the feral ranger as though they were halved (for example, a Large creature would only get a +2 modifier from size when grappling the feral ranger.)

This substitution feature replaces the standard ranger's improved combat style class feature.

Wrestling Style Mastery (Ex): The feral ranger can wrestle anything without problem. At 11th level, creatures no longer get a size bonus on grapple checks opposing the feral ranger (penalties still apply.)

This substitution feature replaces the standard rangerís combat style mastery class feature.