Call of the Wild
This is Pathfinder: Kingmaker mod.
- Starting from version 1.57 the mod is no longer compatible with Eldritch Arcana.
- If you are using mod version prior to 1.57 (or no mod at all) and have characters who are polymorphed, wait till polymorph effect expires.
- Save games with primal companion hunter, are no longer compatible, so respec out of the archetype is required prior to 1.68 update.
- If you have animal companions with animal growth buff, wait till it expires, before updating to 1.68
- If you have characters with Quicken Blessing feat, respec them so they do not have it, before updating to 1.72,
- Advanced fighter training options from 1.77 are not compatible with Advanced Martial Arts Mod, you can deactivate them if you prefer the latter.
- Wizard Discoveries from 1.81 might conflict with those from The Lost Grimoire Mod, you can disable them in setting.json.
Mod is only expected to work with 2.08 English version of Enhanced Edition of the game.
Known Issues:
- Sometimes when playing Hunter/Summoner, companion abilities (animal foci, teamwork feats, fiendish or celestial templates, evolutions) might disappear after level up. It seems that deactivating all companion abilities (like power attack) and saving the game (no need to reload) brings all missing abilities back. Same issue happens with newly created mercenaries, it resolves itself when you leave the capital/varnhold/trading post or enter the endless dungeon.
- If you start summoner/primal companion hunter level-up and then abort the process, your eidolon will lose all of its evolutions and will not regain them until you finish level-up.
New classes:
- Brawler with following archetypes: Exemplar, Mutagenic Mauler, Wild Child, Snakebite Striker, Steel-Breaker and Venomifist,
- Hunter with following archetypes: Divine Hunter, Forester, Primal Companion Hunter, Feral Hunter, Feykiller, and Totem-Bonded,
- Witch with with following archetypes: Invoker, Ley Line Guardian, Hedge Witch, Hex Channeler, Havocker and Winter Witch,
- Bloodrager with following archetypes: Metamagic Rager, Spelleater, Steelblood, Urban Bloodrager, Primalist and Blood Conduit,
- Skald with following archetypes: Red Tongue, Urban Skald, Herald of the Horn, War Drummer, Sunsinger and Court Poet,
- Warpriest with following archetypes: Divine Commander, Sacred Fist, Cult Leader, Champion of the Faith, Feral Champion and Arsenal Chaplain,
- Shaman with following archetypes: Draconic Shaman, Overseer, Speaker for the Past, Witch Doctor, Possessed Shaman and Spirit Warden,
- Arcanist with following archetypes: School Savant, Spell Specialist, Blood Arcanist, Unlettered Arcanist, Magaambyan Initiate and Occultist,
- Oracle with following archetypes: Hermit, Seeker, Spirit Guide, Warsighted, Divine Herbalist and Dual-Cursed,
- Investigator with following archetypes: Empiricist, Jinyiwey, Questioner, Psychic Detective, Scavenger and Cryptid Schoolar,
- Summoner with following archetypes: Devil Binder, Soulbound Summoner, Fey Caller, Naturalist, Master Summoner and Twinned Summoner,
- Psychic with following archetypes: Magaambyan Telepath, Amnesiac, Esoteric Starseeker, Mutation Mind, Psychic Marauder and Terror Weaver,
- Spiritualist with following archetypes: Hag-Haunted, Onmyoji, Scourge, Fractured Mind, Priest of the Fallen and Exciter,
- Antipaladin with following archetypes: Blighted Myrmidon, Dread Vanguard, Insinuator, Iron Tyrant, Tyrant and Unholy Minion,
- Occultist with following archetypes: Battle Host, Silksworn, Reliquarian, Panoply Savant, Planar Harmonizer and Necroccultist,
- Dawnflower Anchorite, Hinterlander and Holy Vindicator prestige classes.
New Archetypes for existing classes:
- Iroran Paladin, Sacred Servant, and Vindictive Bastard (implemented as a separate class) Paladin archetypes,
- Arrowsong Minstrel, Court Bard and Dirge Bard Bard archetypes,
- Exploiter Wizard, Pact Wizard and Spirit Whisperer Wizard archetypes,
- Draconic Druid, Nature Fang, and Storm Druid Druid archetypes,
- Evangelist, Divine Scourge, and Undead Lord Cleric archetypes,
- Crossblooded, Seeker and Primal Bloodline Wildblooded Sorcerer archetypes,
- Beastkin Berserker, Pack Rager and Untamed Rager Barbarian archetypes,
- Mindblade, Skirnir and Nature-Bonded Magus Magus archetypes,
- Ninja class (implemented as Rogue archetype), Swashbuckler, and Rake Rogue archetypes,
- Sage Counselor, Monk of the Mantis and Zen Archer Monk archetypes,
- Ravener Hunter, Relic Hunter, and Sanctified Slayer Inquisitor archetypes,
- Executioner, Stygian Slayer, and Grave Warden Slayer archetypes,
- Elemental Ascetic, Kinetic Chirurgeon and Overwhelming Soul Kineticist archetypes,
- Dawnflower Dervish, Lore Warden and Drill Sergeant Fighter archetype,
- Beastmorph, Preservationist and Toxicant Alchemist archetypes,
- Feywarden, Blood Hunter and Divine Tracker Ranger archetypes.
Regarding skald mechanics: it is different from pnp in the fact that it allows other classes to stack their rages (with bonuses and rage powers) with skald Inspiring Rage. Also an ability was added to reject rage either from skald Inspired Rage, Inspire Ferocity or Rage Spell; everyone should get it at lvl 1.
New feats:
- Extra Hex,
- Accursed Hex,
- Amplified Hex,
- Split Hex and Split Major Hex,
- Witch Knife,
- Rage Casting,
- Raging Brutality,
- Blooded Arcane Strike,
- Riving Strike,
- Feral Combat Training,
- Furious Focus,
- Felling Smash,
- Strike True,
- Artful Dodge,
- Osyluth Guile,
- Devastating Strike,
- Weapon of The Chosen, Improved Weapon of the Chosen, Greater Weapon of the Chosen,
- Planar Wild Shape,
- Powerful Shape,
- Skald's Vigor and Greater Skald's Vigor,
- Discordant Voice,
- Stalwart and Improved Stalwart,
- Quick Channel,
- Channel Smite,
- Channeling Scourge,
- Versatile Channeler,
- Deadeye's Blessing,
- Guided Hand,
- Spell Bane,
- Planar Focus,
- Weapon Shift, Improved Weapon Shift, Greater Weapon Shift,
- Coordinated Shot,
- Distracting Charge,
- Target of Opportunity,
- Swarm Scatter,
- Bonded Mind and Share Spell,
- Extended Bane,
- Broken Wing Gambit and Wounded Paw Gambit,
- Hurtful,
- Dazing Assault,
- Stunning Assault,
- Unsanctioned Knowledge,
- Linnorm Style, Linnorm Vengeance, Linnorm Wrath,
- Jabbing Style, Jabbing Dancer, Jabbing Master,
- Lesser Spell Synthesis,
- Extra Spell Synthesis,
- Dazing Spell,
- Intensified Spell,
- Persistent Spell,
- Piercing Spell,
- Rime Spell,
- Toppling Spell,
- Elemental Spell,
- Selective Spell,
- Spontaneous Metafocus,
- Spell Perfection,
- Mage's Tattoo,
- Quicken Blessing,
- Extra Reservoir,
- Extra Exploit,
- Extra Revelation,
- Extra Investigator Talent,
- Extra Inspiration,
- Extra Evolution,
- Snap Shot, Improved Snap Shot, Greater Snap Shot,
- Dervish Dance,
- Evolved Companion,
- Unhindering shield,
- Shield Brace,
- Tower Shield Specialist,
- Prodigious Two-Weapon Fighting,
- Improved Spell Sharing,
- Animal Ally,
- Bullseye shot,
- Pinpoint targeting,
- Ability Focus: Toxic Secretion,
- Skin and Scales,
- Crusader's Flurry,
- Improved Combat Expertise,
- Hex Strike,
- Preferred Spell,
- Greater Spell Specialization,
- Vicious Stomp,
- Steadfast Personality,
- Signature Skill (Heal, Intimidate, Mobility),
- Eldritch Heritage, Improved Eldritch Heritage, Greater Eldritch Heritage,
- Kinetic Invocation,
- Emotional Conduit,
- Theurgy,
- Ability Focus: Cruelty,
- Spiritual Guardian,
- Two-Weapon Rend,
- Disruptive,
- Spellbreaker,
- Improved Feint
- Greater Feint
- Ranged Feint
- Swordplay Style and Swordplay Upset,
- Two-Weapon Feint and Improved Two-Weapon Feint.
New rage powers:
- Terrifying Howl
- Taunting Stance,
- Unrestrained Rage,
- Quick Reflexes,
- Superstition,
- Ghost Rager,
- Witch Hunter,
- Energy Resistance,
- Atavism Totem Lesser,
- Atavism Totem,
- Atavism Totem Greater,
- Spirit Totem, Lesser,
- Spirit Totem,
- Spirit Totem, Greater,
- Celestial Totem, Lesser,
- Celestial Totem,
- Celestial Totem, Greater,
- Daemon Totem, Lesser,
- Daemon Totem,
- Daemon Totem, Greater,
- Fiend Totem, Lesser,
- Fiend Totem,
- Fiend Totem, Greater,
- Ferocious Beast,
- Ferocious Beast, Greater,
- Sharpened Accuracy,
- Disruptive,
- Spellbreaker,
- Clear Mind.
New features:
- Share Spell for animal companions,
- Wild Armor enchantment on certain unique armors, optionally you can enable wild enchantment on all items,
- Animal companions can now equip headgear, belts, bracers, capes and amulets,
- Rerolls (due to Bit of Luck and similar abilities) are now shown in the battle log,
- Animal companions now level up manually,
- Dismissable area effect spells,
- When using wall area effect spells you should now see which enemies will be affected,
- Summoned monsters are now considered as allies,
- Dwarven war axe and bastard sword can be used as martial weapons if wielded with 2 hands; dueling sword can be used as martial weapon, in this case it is no longer considered as finessable; estoc can be used as martial weapon, if wielded with 2 hands, in this case it is no longer considered as finessable
- Disarm, Sunder and Trip weapon properties were added to corresponding weapon types.
- Lore Religion skill can now be used to treat deadly wounds,
- Body armor can be used by anyone, even without proficiency, but in this case the wearer applies armor check penalty to his attack rolls.
The mod also adds following inquisitions that can be selected instead of domains:
- Anger,
- Conversion,
- Heresy,
- Imprisonment,
- Persistence,
- Tactics,
- Valor.
Subdomains:
- Undead,
- Lightning,
- Storms,
- Restoration,
- Curse,
- Rage,
- Archon (Good),
- Demon (Chaos).
New Wild Talents:
- Blade Rush,
- Kinetic Whip,
- Whip Hurricane,
- Spark of Life,
- Suffocate,
- Air's Leap,
- Wings of Air,
- Flame Jet and Flame Jet, Greater,
- Windsight,
- Purifying Flames,
- Cold Snap,
- Windsight,
- Smoke Storm,
- Energize weapon,
- Kinetic Fist.
New Alchemist Discoveries:
- Sticky Poison (toxicant only),
- Celestial Poison (toxicant only),
- Concentrate Poison (toxicant only).
New Advanced Weapon Training Options:
- Dazzling Intimidation,
- Defensive Weapon Training,
- Fighter's Finesse,
- Focused Weapon,
- Trained Grace,
- Trained Throw,
- Versatile Training,
- Warrior Spirit.
Advanced Armor Training Options:
- Adaptable Training,
- Armor Specialization,
- Armored Confidence,
- Armored Juggernaut,
- Critical Deflection,
- Steel Headbutt.
New Rogue Talents:
- Minor Magic,
- Major Magic,
- Feat,
- Bleeding Attack,
- Slippery Mind.
New Slayer Talents:
- Assassinate,
- Armored Marauder,
- Armored Swiftness,
- Reaping Stalker.
New Magus Arcana:
- Familiar,
- Maneuver Mastery,
- Spell Blending,
- Reach Spellstrike.
Bloodline Mutations:
- Blood Havoc,
- Blood Intensity,
- Blood Piercing,
- Bloodline Familiar.
Wizard Discoveries:
- Alchemical Affinity,
- Forest's Blessing,
- Idealize,
- Infectious Charms,
- Knowledge is Power,
- Opposition Research,
- Resilent Illusions,
- Time Stutter.
Arcane Subschools:
- Admixture,
- Arcane Crafter,
- Enhancement,
- Teleportation,
- Prophecy,
- Phantasm,
- Undead.
Bard Masterpieces:
- Clamor of Heavens,
- Dance of 23 Steps,
- Symphony of Elysian Heart,
- Triple Time,
- Banshee's Requiem,
- Blazing Rondo.
New spells:
- Blade Lash,
- Blade Tutor,
- Burst of Adrenaline,
- Burst of Insight,
- Command and Command, Greater,
- Chill Touch,
- Dazzling Blade and Dazzling Blade, Greater,
- Frostbite,
- Hermean Potential,
- Hex Vulnerability,
- Ill Omen,
- Lend Judgment and Lend Judgment, Greater,
- Life Conduit, Life Conduit, Improved and Life Conduit, Greater,
- Long Arm,
- Magic Weapon, Magic Weapon, Greater
- Mind Thrust I, II, III, IV, V, VI,
- Obscuring Mist,
- Produce Flame,
- Rejuvenate Eidolon, Lesser, Rejuvenate Eidolon and Rejuvenate Eidolon, Greater,
- Sanctuary,
- Sense Spirit Magic,
- Shadow Claws,
- Shillelagh,
- Spirit Call,
- Touch of Bloodletting,
- Warding Weapon,
- Allied Cloak,
- Animate Dead, Lesser,
- Aggressive Thundercloud and Aggressive Thundercloud, Greater,
- Bladed Dash and Bladed Dash, Greater,
- Blistering Invective,
- Blood Armor,
- Bone Fists,
- Burst of Radiance,
- Consecrate,
- Desecrate,
- Evolution Surge, Lesser, Evolution Surge and Evolution Surge, Greater,
- Fiery Runes,
- Flame Blade,
- Flames of the Faithful,
- Flaming Sphere, and Flaming Sphere, Greater,
- Flurry of Snowballs,
- Force Sword,
- Ghost Touch,
- Ghostbane Dirge and Ghostbane Dirge, Mass,
- Haunting Mists,
- Ice Slick,
- Inflict Pain and Inflict Pain Mass,
- Mental Barrier I, II, III, IV, V,
- Path of Glory and Path of Glory, Greater,
- Pain Strike and Pain Strike, Mass,
- Spiritual Weapon,
- Thought Shield I, II, III,
- Invisibility Purge,
- Righteous Vigor,
- Savage Maw,
- Silence,
- Stricken Heart,
- Telekinetic Strikes,
- Vine Strike,
- Weapon of Awe,
- Winter's Grasp,
- Arcane Concordance,
- Accursed Glare,
- Babble,
- Barrow Haze,
- Bloody Claws,
- Burning Entanglement,
- Channel Vigor,
- Cloak of Winds,
- Countless Eyes,
- Deadly Juggernaut,
- Earth Tremor,
- Flame Arrow,
- Eruptive postules,
- Flashfire,
- Fly and Fly, Mass,
- Font of Spirit Magic,
- Halt Undead,
- Howling Agony,
- Keen Edge,
- Locate Weakness,
- Resinous Skin,
- Sands of Time,
- Screech,
- Shadow Enchantment,
- Second Wind,
- Sheet Lightning,
- Sleet Storm,
- Spirit-Bound Blade,
- Stunning Barrier, Greater,
- Synaptic Pulse and Synaptic Pulse, Greater,
- Synesthesia and Synesthesia, Mass,
- Threefold Aspect,
- Twilight Knife,
- Undead Anatomy I, II, III,
- Wall of Nausea,
- Air Walk and Air Walk, Communal,
- Arcane Eye,
- Archon's Trumpet,
- Aura of Doom,
- Ball Lightning,
- Battlemind Link,
- Debilitating Portent,
- Explosion of Rot,
- Fire Shield,
- Fleshworm Infestation,
- Forceful Strike,
- Globe of Invulnerability, Lesser and Globe of Invulnerability,
- Intellect Fortress,
- Litany of Truth,
- Rebuke,
- Rigor Mortis,
- River of Wind,
- Shadow Conjuration,
- Solid Fog,
- Spiritual Ally,
- Spite,
- Thirsting Entanglement,
- Virtuoso Performance,
- Wall of Fire,
- Wall of Blindness,
- Wracking ray,
- Wrathful Weapon,
- Fickle Winds,
- Burst of Force,
- Corrosive Consumption,
- Overland Flight,
- Tidal Surge,
- Suffocate,
- Contingency,
- Curse, Major,
- Emblem of Greed,
- Fire Seeds,
- Fluid Form,
- Freezing Sphere,
- Poison Breath,
- Plant Shape I, II and III,
- Control Construct,
- Ice Body,
- Phantom Limb,
- Psychic Surgery,
- Shadow Enchantment, Greater,
- Song of Discord, Greater
- Wind Walk,
- Giant Form I and II,
- Control Undead,
- Hold Person, Mass,
- Mage's Sword,
- Magical Beast Shape,
- Scouring Winds,
- Shadow Conjuration, Greater,
- Particulate Form,
- Blood Mist,
- Incendiary Cloud,
- Iron Body,
- Irresistible Dance,
- Temporal Stasis,
- Meteor Swarm,
- Hold Monster, Mass,
- Akashic Form,
- Divide Mind,
- Implosion,
- Scourge of Horsemen,
- Shades,
- Shapechange,
- Suffocate Mass,
- Time Stop,
- Winds of Vengeance.
New Ki Powers:
- Burst of Adrenaline,
- Burst of Insight,
- Cloak of Winds,
- Deadly Juggernaut,
- Akashic Form,
- Frightful Aspect.
New Style Strikes:
- Flying Kick.
Beast shape I - IV spells were also changed to be a bit more fun and more in line with pnp:
- Beast shape I allows to turn into wolf and leopard,
- Beast shape II allows to turn into large bear (without rend) and large dire wolf (with trip),
- Beast shape III allows to turn into large smilodon and huge mastodon (with trample),
- Beast shape IV allows to turn into large hodag (with toss) and large winter wolf (with trip and breath weapon)
The changes corresponding to these spells as well as Plant Shape I, II and III were also applied to druid wildshape ability.
In addition mod also makes some changes to existing features to make them closer to pnp:
- nerfs animal compnions to make their stats same as in pnp : reduces physical prowess bonuses by factor of 2, natural ac bonuses by 1.5, and removes enchanced attacks,
- sets base skill points of every classes to 1/2 of pnp value (as per consolidated skill rules), and gives bonus skill points to humans and half-orcs only at even levels, since most skills in the game correspond to 2 skills in pnp (optional),
- replaces favored enemy for Sacred Huntsmaster with animal focus as per pnp (optional),
- fixes Magic Vestment spell to work as per pnp rules,
- Rangers now should get improvement of their favored terrain bonuses,
- Legendary proportions increases size by only one category and changes Natural Armor bonus to untyped (instead of enchancement),
- Animal Growth properly increases size of animal companion,
- Barbarian Increased Damage Reduction rage power works only during rage, same for Stalwart Defender,
- Empyreal Sorcerer Channel Energy ability depends now on Wisdom rather than Charisma,
- Channel Energy dc no longer scales with character level, but with class level that gave access to it.
- all flying creatures are immune to difficult terrain and ground based buff effects and also receive +3 dodge melee ac bonus against non-flying creatures,
- Fiery Body and Angelic Aspects now also give ability to fly,
- flails and heavy flails critical multiplier was changed to x3 to compensate for missing trip and disarm properties (optional),
- medium range for spells was increased to 60 ft, long range to 100 ft,
- weapon swap consumes move action instead of standard,
- spell casting is not forbidden while in elemental form (optional),
- allied spellcaster now should additionally give +1 cl and +2 spell penetration if adjacent with this feat teammates have the same spell available (optional)
- changes range of Wail of Banshee and Polar Midnight to medium (since by the time you can cast these spells in pnp the range will be around 65 ft),
- fixes ecclesitheurge to be as per pnp rules (no bonus skill point, no channel energy damage increase at level 3) (optional),
- when using kinetic healer ability, burn cost can be optionally offloaded to the target,
- Kineticists now receive internal buffer ability (as in pnp),
- Kineticists blast abilities type is changed to spell-like,
- Kinetic Knights now receive Blade Rush infusion at level 3, Kinetic Whip infusion at level 5, Whip Hurricane infusion at level 11 and Swift Blade Rush infusion at level 13 for free,
- When using burn to improve water shroud ac bonus, kinetic knight increases enchantment bonus of his armor or shield instead of raw armor/shield bonuses,
- Increased damage reduction defensive power increases dr by 2 instead of 1 to make it similar to unchained barbarian rage power,
- Acid Fog spell effect was changed to work as in pnp,
- Mystic Theurge now receives spell synthesis ability at level 10,
- Vital Strike now works with ranged attacks,
- Sylvan Sorcerer druid level for animal companion progression is equal to his class level - 3 (min 1),
- Empyreal sorceror no longer receives wings,
- Celestial Sorcerer receives wings at lvl 9 and does not receive heavenly aura,
- Abyssal bloodline sorcerer no longer receives wings,
- Arcane bloodline combat casting was replaced with metamagic adept as per pnp rules,
- Combat Trick rogue talent can not be taken more than once,
- True Seeing allows to see through illusion concealement,
- Only one rogue talent that changes sneak attack can be active,
- Ranger can only select dog, elk, leopard, lizard or wolf as her animal companion through hunter's bond feature,
- Ranger now shares her favored enemy and favored terrain bonuses with her animal companion,
- Animate Dead spell works more akin to pnp (you need a corpse to raise a skeleton, and skeleton retains corpse's stats, size, HD and equipment, and lasts 10 minutes/cl, caster can not raise more than 4 * caster level HD of skeletons),
- Flamedancer bard receives Song of the Fiery Gaze at level 3, he receives Fire Break Fire Dance at level 6 as per pnp rules,
- Versatile performance works closer to pnp: bards can either receive a number of ranks equal to 1/2 bard level in specific skill for free and use charisma as skill stat, or choose martial performance or a masterpiece,
- Archaelogist receives rogue talents at level 4, 8, 12, 16 and 20,
- Polymorphs and size changes are no longer stackable,
- Monks can now stagger opponents at level 12, blind at level 16 and paralyze at level 20 with stunning fists,
- Master Hunter ranger capstone works as standard action attack raher than a buff,
- Optionally makes all rake (like last 2 smilodon claw attacks) and similar attacks secondary, i.e. they receive -5 penalty (reduced to -2 with multiattack). This is not a pnp-accurate fix, but since rake normally works only on grappled opponents it seems to make sense,
- All Animal Companions/Eidolons receive multiattack at appropriate levels,
- Grease spell was changed to work more in line with pnp (uses dc 10 mobility check instead of dc, and only if unit moves),
- Aura of Madness lvl 8 Madness domain ability changed to toggle,
- Universalist wizard Metamagic Mastery changed to work as per pnp,
- Unarmed Strike can be used as an off-hand weapon if you have both Two Weapon Fighting and Improved Unarmed Strike feats,
- Full concealment now gives immunity to precision damage,
- Increased cost of using sensei ki powers on single ally by 1 and on all allies by 2,
- Critical hits are automatically confirmed on nat 20 confirmation roll and automatically failed on nat 1 confirmation rolls.
Original game bug fixes:
- Vital Strike now takes standard action and extra damage dice are no longer multplied on critical hits,
- Singing Steel works properly,
- Archaelogist luck works with Lingering Performance and Singing Steel,
- Lingering Performance no longer allows to overlap different bardic performances,
- Dragonkind I dragons bite and claw weapon are placed in main/off hand slots (so they can benefit from haste and feral combat training),
- Web school is changed to conjuration
- radius of teamwork feats that require "adjacent" allies changed to 5 feet (instead of 5 meters) (optional)
- Invulnerable rager extreme endurance bonus no longer scales exponentially,
- Characters receive slam proficiency, that allows them to pick corresponding weapon focus and similar feats,
- Fixed incorrect calculation of burn cost for kinetic blade and blade whirlwind abilities,
- Polymorph no longer puts a lock on inventory slots (they still stay inaccessible though) to avoid preventing temporary weapons and limbs from removal when corresponding buffs expire, as a side effect it also allows to loot body under baleful polymorph.
- Fixed issue where certain domains (mostly for druids) did not allow to use non-domain spells if they had lower level than that on domain list (respec is required),
- Fixed missing druid scaling on 1st level Weather domain ability,
- Monks no longer gain their AC bonus if using shield and fighting unarmored,
- (Greater) Elemental Focus feat should now correctly work with kineticist substance infusions,
- Anarchic/Axiomatic/Holy/Unholy weapon enchants damage no longer trigger on non weapon attacks,
- True Seeing now allows to ignore concelement from blur/displacement,
- Blindsight now allows to ignore mirror images,
- Elemental Arcana should now correctly account for resitance/immunity/vulnerability,
- Trip/Bull rush immune tagets no longer provoke attack of opportunity on maneuver attempts with Greater Trip/Bull Rush feats,
- Shatter defenses was fixed to work as per description.
Mod also changes stats of some npcs (optional)
- Valerie class was changed to Vindictive Bastard and stats to 18/10/14/13/10/15
- Harrim class was changed to Warpriest and stats to 17/10/14/10/17/8
- Amiri archetype was changed to Invulnerable Rager and her stats to 19/14/16/10/12/8
- Ekun to 14/18/10/10/14/8
- Tristian to 10/14/12/10/19/14 and replaces his primary domain to fire
- Linzi to 9/17/12/14/10/18
- Octavia to 10/16/10/18/10/14
- Regongar to 19/12/12/10/8/16
- Nok-Nok to 9/22/14/12/10/8
Notable differences from pnp:
- witch sleep hex does not work on targets with more hd, than your character level; disturbing slumber and ice tomb do not have this limitation,
- Primal companion hunter primal transformation duration is permanent and these evolutions can not be applied to hunter upon animal companion death,
- fire focus, from planar focus feat deals 1d3 points of fire damage per 4 hunter levels,
- cold focus from planar focus feat deals 1d4 points of cold damage per 4 hunter levels,
- Blood Armor and Magic Vestment spells do not work on targets without body piece of equipment,
- jiniywei does not get judgements,
- eidolons can not get extra limbs evolutions (serpentines are assumed to have it as base one instead of those corresponding to the base form of their subtype, and can only add claws to it),
- skald inspired rage is different from pnp in the fact that it allows other classes to stack their rages (with bonuses and rage powers, although same rage powers do not stack) with skald inspiring rage,
- shaman/spirit guide oracle wandering spirits are actually not wandering and can be selected only once,
- shaman lore spirit Arcane Enlightenment is not a hex but a greater spirit ability and allows you to select one spell per 2 levels (you will need to have charisma and intelligence equal to at least 10 + level of the spell),
- arcanist quick study allows you to replace all the spells of specified level instead of only one,
- Sprit Totem spirit slam attack works as a secondary slam attack, that uses charisma modifier for attack/damage,
- Wind Walk increases speed to only 20mph instead of 60,
- Assassinate slayer talent does not require target to be unaware of Slayer, only flat-footed,
- Sanctified Slayer looses Bane ability,
- Cult Leader Warpriest gains weapon focus at level 1 instead of bonus combat feat at level 18 and one rouge talent at level 6 instead of combat feat,
- Overwhelming soul can use Mental Prowess a number of times per day qual to 2 + its kineticist level,
- Lore Warden Hair's Breadth ability grants a permanent bonus to AC against critical hits equal to 1/3 of mobility skill
- Lore Warden maneuver mastery gives same bonus to all combat maneuvers,
- Warrior Spirit Advanced Weapon Training option allows to apply any number of enchantments as long as their combined cost fits into available amount,
- Condition removal DC for Master Healing Technique ability of divine herbalist oracle is increased by 5,
- Monk/Ninja ki pools do not stack,
- You can not use twf with unhindering shield,
- Kinetic Chirurgeon looses wild talents instead of infusions/infusion specializations/metakinesis,
- Multiattack feat can be selected by any character, and it works for them the same way it would work for animal companion/eidolon (i.e. either reduces secondary attacks penalty to -2, or gives one iterative attack with primary hand natural weapon if character has less than 3 natural attacks),
- Dark Elementalist will restore up to 3 burn points when using Soul Power (optional),
- Psychockineticist receives only -1 to wis skils and will savingthrows (optional),
- Kinetic knight reduces by 1 cost of all infusions he can use instead of only kinetic blade(optional),
- Theurgy feat gives +1 caster level to arcane spells if you spend a divine spell slot instead of pnp effect; this feat allows to reduce Mystic Theurge spell level requirement for one of the classes,
- Dread Vanguard's Beacon of Evil ability gives profane bonuses instead of morale ones,
- Iroran paladin Confident Defense gives a dodge bonus instead of dex bonus to ac and has no level cap, unless you use balance fixes,
- Iroran paladin counts his level as monk level (instead of 1/2 monk level) for unarmed strike damage progression,
- Primalist receives only one rage power at levels 4, 8, 12, 16 and 20, and he is not allowed to pick a bloodline power instead,
- Draconic Shaman does not lose hexes,
- Clear mind rage power can be used once per day + 1 more time per 5 barbarian levels,
- Stygian Slayer receives ability to cast spells as a ranger instead of just being able to use corresponding spell trigger items and invisibility/ mist form, he loses slayer talents at lvl 4, 10 and 16,
- Soulbound Summoner only receives extra evolutions points at levels 3, 7, 11, 15 and 19 (1 point each time) and can not select incompatible evolutions,
- Divine Hunter can additionally select entropic or resolute template through his otherwordly companion feature,
- Divine Commander Warpriest receives animal companion instead of mount,
- Priest of the Fallen receives only one domain at lvl 17,
- Brawler receives bonus combat feats at the same rate as fighter instead of his usual rate and martial flexibility,
- Venomfist unarmed damage die is reduced by 2 steps instead of 1,
- Terror Weaver intimidating aura feature does not change how aura of doom spell works, instead it gives an ability to frighten all enemies affected by aura of doom for one round as a move action (or swift action at 19th level) for 1 phrenic pool point.
Optional balance fixes:
- Monk/Sacred Fist max AC bonus from Wisdom and Pladin/Antipaladin saves bonus from Charisma is limited by corresponding class level
- Bloodline arcanas work only on sorcerer/eldritch scion/blood arcanist spells
- Two-Weapon fighting automatically give iterative off-hand attacks once your BAB reaches 6 and 11, Improved (Greater) Two-Weapon fighting are removed from the game
- Vital Strike multiplier automatically scales to 3 when your BAB reaches 11 and to 4 when your BAB reaches 16, Improved Vital Strike and Greater Vital Strike are removed from the game
- Cleave and Greater Cleave are merged into one feat
- Improved Cleaving finish and Cleaving finish are merged into one feat
- Blood havoc affects only bloodline spells
- Fey/Infernal bloodline arcanas, Arcane Bloodline School Power and Power from Pageantry give only +1 bonus to corresponding spell DC/CL
- Potent Magic arcane exploit is removed from the game
- Precise Shot no longer requires Point-Blank Shot
- Damage of basic domain/school/bloodline powers scales a bit better
- Damage/Healing die of spells and abilities is increased by one step (by 2 steps if it was greater than d6),
- Arcanist receives arcane exploits only at lvls 1, 4, 7, 10, 13, 16 and 19; exploiter wizard - at lvls 1, 7, 13 and 19.
NOTE: Changes to npc companions, and class skill points and some others are optional and can be disabled (set corresponding values to false, in your_game_folder/Mods/CallOfTheWild/settings.json)
Install
- Download and install Unity Mod Manager 0.13.0 or later
- Download the mod
- Build it using Visual Studio 2017 Community Edition or use prebuilt binaries from latest Releases (just drop archive into UMM GUI)
- Run the game
Special Thanks: Mnem for implementing fiend totem line rage powers, Hsinyu and Spacehamster for their help in resolving numerous problems that I faced while making this mod, Elmindra for creating Eldritch Arcana mod, without which Call of the Wild would probably never happen, Nolanoth for providing new icons.