Wild Soul

As druids are divine casters who share a link with the animals of nature, wild souls develop a similar link to the world's fey. And like the fey themselves, wild souls swear allegiance – or at least an alliance – with one of the two great courts.

#### Requirements

**Alignment:** Any nonlawful

**Skills:** Knowledge (arcana) 5 ranks , Knowledge (nature) 1 ranks

**Special:** Must be able to cast 2nd-level arcane spells; must make peaceful contact with a fey creature and peacefully spend at least a day among fey.

#### Class Features

**Spellcasting:** At every wild soul level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wild soul, you must decide to which class to add each level for the purpose of determining spells per day.

**Seelie Courtier (Ex):** At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can't choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.

In addition, you gain a bonus equal to your wild soul level on Bluff, Diplomacy, and Intimidate checks made to influence fey and magical beasts.

**Spontaneous Spells:** A wild soul can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.

For example, a 5th-level wizard/4th-level wild soul who chose the seelie path could lose a prepared ice storm to cast break enchantment or a lower-level option (invisibility sphere, Tashas hideous laughter, or remove fear). A 6th-level sorcerer/1st-level wild soul who chose the unseelie path can spontaneously cast lesser confusion, detect thoughts, or poison.

These spells are not considered to be part of your class spell list, so this feature doesn't grant you the ability to activate spell trigger or spell completion items using these spells.

**Seelie Bond (Su):** When you cast *summon seelie ally* or a *summon monster* spell to bring forth a creature from the *summon seelie ally* list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.

At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.

At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf's or half-elf's +2 racial bonus against enchantment spells and effects.

At 6th level, your base land speed increases by 10 feet.

At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.

At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast.

**Summon Seelie Ally (Sp):** Starting at 2nd level, a wild soul can summon a seelie ally three times per day. This ability functions like *summon monster I* except that you choose a creature from a list of options, as detailed on the table below, based on your wild soul level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.

In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.

2nd (Summon Monster IV) – Seelie: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn

Unseelie: Aranea, Howler, Redcap, young (Monster Manual III), Shadar-kai (Fiend Folio)

4th (Summon Monster V) – Seelie: Nixie, Satyr (with pipes)

Unseelie: Joy stealer (Monster Manual IV), Shadow mastiff

6th (Summon Monster VI) – Seelie: Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual III)

Unseelie: Displacer beast, Winter wolf

8th (Summon Monster VII) – Seelie: Lillend, Leskylor (Book of Exalted Deeds)

Unseelie: Annis, Will-o'-wisp

10th (Summon Monster VIII) – Seelie: Bearhound (Monster Manual III), Leskylor, three-headed (Book of Exalted Deeds)

Unseelie: Redcap, elder (Monster Manual III), Rejkar (Monster Manual III)