Shape-shifting nature warden and traveller of the Other-realms.
These specialist nyanga, prolific amongst the Gnomyn and named also the Ghiiten or Ghiixa, achieve a state of !kia and change into animal forms in order to navigate the otherworlds, and to better commune with the spirits and beings that inhabit them.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8
The Ghi-ten's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
|Table: The Ghi-ten|
|-------- Spells per Day -------|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0th||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1st||+0||+2||+0||+2||Animal companion, nature sense, wild empathy||3||1||--||--||--||--||--||--||--||--|
|4th||+3||+4||+1||+4||Resist nature's lure||5||3||2||--||--||--||--||--||--||--|
|5th||+3||+4||+1||+4||Wild shape (1/day)||5||3||2||1||--||--||--||--||--||--|
|6th||+4||+5||+2||+5||Wild shape (2/day)||5||3||3||2||--||--||--||--||--||--|
|7th||+5||+5||+2||+5||Wild shape (3/day)||6||4||3||2||1||--||--||--||--||--|
|8th||+6/+1||+6||+2||+6||Wild shape (Large)||6||4||3||3||2||--||--||--||--||--|
|10th||+7/+2||+7||+3||+7||Wild shape (4/day)||6||4||4||3||3||2||--||--||--||--|
|11th||+8/+3||+7||+3||+7||Wild shape (Tiny)||6||5||4||4||3||2||1||--||--||--|
|12th||+9/+4||+8||+4||+8||Wild shape (plant)||6||5||4||4||3||3||2||--||--||--|
|13th||+9/+4||+8||+4||+8||A thousand faces||6||5||5||4||4||3||2||1||--||--|
|14th||+10/+5||+9||+4||+9||Wild shape (5/day)||6||5||5||4||4||3||3||2||--||--|
|15th||+11/+6/+1||+9||+5||+9||Timeless body, wild shape (Huge)||6||5||5||5||4||4||3||2||1||--|
|16th||+12/+7/+2||+10||+5||+10||Wild shape (elemental 1/day)||6||5||5||5||4||4||3||3||2||--|
|18th||+13/+8/+3||+11||+6||+11||Wild shape (6/day, elemental 2/day)||6||5||5||5||5||4||4||3||3||2|
|20th||+15/+10/+5||+12||+6||+12||Wild shape (elemental 3/day, Huge elemental)||6||5||5||5||5||5||4||4||4||4|
All of the following are class features of the Ghi-ten:
Weapon and Armor Proficiency: Ghi-ten are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Ghi-ten are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A ghi-ten may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Ghi-ten are proficient with shields (except tower shields) but must use only wooden ones.
A ghi-ten who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A Ghi-ten casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A ghi-ten must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the ghi-ten must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the ghi-ten's Wisdom modifier.
Like other spellcasters, a ghi-ten can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Ghi-ten. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A Ghi-ten prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A ghi-ten may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A ghi-ten can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A ghi-ten can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A Ghi-ten's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A Ghi-ten also knows Druidic, a secret language known only to nyanga, which she learns upon becoming a 1st-level Ghi-ten. Druidic is a free language for a ghi-ten; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Nyanga are forbidden to teach this language to non-nyanga.
Druidic has its own alphabet.
Animal Companion (Ex): A Ghi-ten may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ghi-ten on her adventures as appropriate for its kind.
A 1st-level ghi-ten companion is completely typical for its kind except as noted below. As a ghi-ten advances in level, the animal's power increases as shown on the table. If a ghi-ten releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A Ghi-ten of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's ghi-ten level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's ghi-ten level and compare the result with the ghi-ten level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the ghi-ten's effective level to 0 or lower, she can't have that animal as a companion.)
Nature Sense (Ex): A ghi-ten gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A ghi-ten can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ghi-ten rolls 1d20 and adds her ghi-ten level and her Charisma modifier 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 ghi-ten and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A ghi-ten can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a ghi-ten may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a ghi-ten leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a ghi-ten gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a ghi-ten gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per ghi-ten level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
The form chosen must be that of an animal the ghi-ten is familiar with.
A ghi-ten loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A ghi-ten can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The ghi-ten. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form's Hit Dice can't exceed the character's ghi-ten level.
At 12th level, a ghi-ten becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A ghi-ten can't use this ability to take the form of a plant that isn't a creature.)
At 16th level, a ghi-ten becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the ghi-ten gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a ghi-ten becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a ghi-ten may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a ghi-ten gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a ghi-ten gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a ghi-ten no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the ghi-ten still dies of old age when her time is up.
A ghi-ten who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-nyanga loses all spells and ghi-ten abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a ghi-ten until she atones (see the atonement spell description).
The animal companion:
Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special 1st-2nd +0 +0 +0 1 Link, share spells 3rd-5th +2 +2 +1 2 Evasion 6th-8th +4 +4 +2 3 Devotion 9th-11th +6 +6 +3 4 Multiattack 12th-14th +8 +8 +4 5 15th-17th +10 +10 +5 6 Improved evasion 18th-20th +12 +12 +6 7
Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.
Class Level: The character's ghi-ten level. The ghi-ten's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a ghi-ten of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion's existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the ghi-ten might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The ghi-ten selects these bonus tricks, and once selected, they can't be changed.
Link (Ex): A ghi-ten can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The ghi-ten gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the ghi-ten's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ghi-ten before the duration expires.
Additionally, the ghi-ten may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ghi-ten and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Alternative Animal Companions
A ghi-ten of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the ghi-ten's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.
4th Level or Higher (Level -3)
- Chackma (animal)
- Warthog (animal)
- Cheetah (animal)
- Crocodile (animal)1
- Tusked Rabbit (animal)
- Dire Bat
- Bandit Mongoose
- Leopard (animal)
- Lyegrvarn (animal)
- Duel-fin (animal)
- Rock Python (animal)
- Wolf-hound (animal)
7th Level or Higher (Level -6)
- Buffergnu (animal)
- Dire wolf-hound
- Crocodile, giant (animal)
- Land Buzzard (dinosaur)
- Dire Warthog
- Dire Earthwolf
- Nganyambe  (dinosaur)
- Rhinoceros (animal)
- Nivean Cobra (animal)
- Black-maned Lion (animal)
10th Level or Higher (Level -9)
- Elephant (animal)
- Black-maned Lion (animal)
- Dire Land-buzzard (dinosaur)
- Shark, Huge  (animal)
- Rock Python (animal)
- Sea Orc  (animal)
13th Level or Higher (Level -12)
- Dire Earthwolf
- Bearded Dragon (dragon)
- Octopus, giant1 (animal)
16th Level or Higher (Level -15)
- Submarine 
- Fiendish Black-maned Lion
- Squid, giant  (animal)
- Giant Cockatrice
 Available only in an aquatic environment.
Special Characters: àáâãäèéêëìíîïóòôõöùúûüæý ÀÁÂÃÄÅÆÈÉÊËÌÍÎÏÒÓÔÕÖÙÚÛÜÝ