Wildkeeper

Field ecologist of the Rim.

The Wildkeeper is what the corp sends when a settlement is six months out from the next supply drop and the local biology is the supply. They are not a Xenobiologist with a specimen jar; they are the person who lives in the field, who knows which xeno-flora will stop bleeding and which will stop the heart, who reads an alien ecosystem the way an Engineer reads schematics. The corp books them as an ecological specialist -- a category that exists because the alternative is sending specialists out and never seeing them again.

On the Kadiss, the Wildkeeper is logged as a biological surveyor. They are tracked because the corp wants to know where its field experts are and because their gene-trait library is a corporate asset. They are not flagged; they are catalogued. The gene-psion traits that occasionally surface in Wildkeeper lineages are catalogued separately and quietly.

Beast Empathy is the Wildkeeper's handshake with the non-human world: the gift (or curse) of being readable by alien fauna, of knowing when the predator is hungry versus territorial versus curious. Xeno-Flora Expertise turns a forest into a pharmacy, with the rider that half the pharmacy is a poison cabinet. Ecosystem Reading is the diagnostic: the Wildkeeper walks a site and tells you whether the water is safe, whether the radiation is elevated, whether the local biology has been touched by Fold. Frontier Remedy is what happens when there is no Sawbones and the surgery has to happen in the field.

Operating on the Support chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor). WIS, CON, INT primes: the perception, the endurance, the mind. The Ref poor save is the cost of the work: the Wildkeeper is observant but not agile, and the megafauna does not care.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierthree-quarters
Base Skill Points4
Class SkillsXenology, Survival, Medicine, Perception, Tracking, Stealth, Beast Handling, Chem-Synth
Hdd8
Hd Sides8
Max Level20
Primary AbilitiesWIS, CON, INT
Prime RequisitesWIS, CON, INT
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood

Notes

Archetype Niche: The wilderness ecologist. The Wildkeeper is the class that understands the whole system -- the alien flora that can save your life or end it, the megafauna that can be calmed or must be fled, and the ecosystem health that tells you whether a world is safe to settle. Where the Xenobiologist studies alien life from behind a specimen jar and the Sawbones patches up humans, the Wildkeeper lives in the space between: reading the land, brewing remedies from local plants, and convincing the local predators that lunch is elsewhere. Beast Empathy gives the Wildkeeper a social dimension that no other Academic/Support hybrid has -- they interact with the non-human world as fluently as the Face interacts with humans. Xeno-Flora Expertise and Frontier Remedy make them the party's field medic when no Sawbones is available. Ecosystem Reading turns the Wildkeeper into a living sensor suite for environmental hazards. Nature's Ally at level 13 lets the Wildkeeper call on the ecosystem itself as a weapon. Their signature tension is preservation vs. exploitation: the Wildkeeper understands alien ecosystems well enough to protect them or strip-mine them, and every frontier settlement forces that choice.

Multiclass Notes: Wildkeeper can multiclass with Scout, Ranger-Scout, Xenobotanist, and Xenobiologist archetypes. Non-humans use simultaneous multiclassing rules.

Weapon Allowance: Simple firearms, All melee weapons (non-powered), Tranq rifles and dart guns, Nets, snares, and traps, Improvised natural weapons (cudgels, staves)

Level Table

Apprentice Naturalist

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleApprentice Naturalist
will2
xp0

Field Naturalist

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleField Naturalist
will3
xp1500

Journeyman Naturalist

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titleJourneyman Naturalist
will3
xp3000

Wildkeeper

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleWildkeeper
will4
xp6000

Senior Wildkeeper

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleSenior Wildkeeper
will4
xp12000

Frontier Wildkeeper

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleFrontier Wildkeeper
will5
xp24000

Senior Wildkeeper

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleSenior Wildkeeper
will5
xp48000

Master Wildkeeper

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleMaster Wildkeeper
will6
xp90000

Ecology Warden

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleEcology Warden
will6
xp135000

Xeno-Sage

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleXeno-Sage
will7
xp250000

Senior Xeno-Sage

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleSenior Xeno-Sage
will7
xp625000

Frontier Loremaster

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleFrontier Loremaster
will8
xp1000000

Ecology Archon

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleEcology Archon
will8
xp1375000

Nature's Voice

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleNature's Voice
will9
xp1750000

Wildkeeper General

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleWildkeeper General
will9
xp2125000

Ecology Sovereign

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleEcology Sovereign
will10
xp2500000

Xeno-Sage Supreme

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleXeno-Sage Supreme
will10
xp2875000

Frontier Archdruid

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleFrontier Archdruid
will11
xp3250000

Nature's Guardian

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleNature's Guardian
will11
xp3625000

The Living Encyclopedia

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleThe Living Encyclopedia
will12
xp4000000

Special Abilities

Beast Empathy

FieldValue
level1
nameBeast Empathy

description: Communicate empathically with alien animals and beasts (INT 3 or lower). DC 10 + creature HD Handle Animal or Survival check, full-round action. Success: read the creature's emotional state (hostile, fearful, hungry, territorial, curious); project calm, making the creature indifferent for 1 minute per class level. Does not grant control -- a calmed predator will not attack unprovoked, but will defend itself. At level 6, issue simple commands to calmed beasts (flee, stay, follow, guard) DC 15. At level 12, empathic contact with up to WIS modifier (min 1) creatures simultaneously. At level 18, attempt permanent bond: DC 20 + creature HD over 1 hour uninterrupted contact creates a beast companion that obeys and advances as a cohort (HD = Wildkeeper level - 4). The handshake with the non-human world; the predator that does not attack is the predator that lets the survey continue.

Xeno-Flora Expertise

FieldValue
level1
nameXeno-Flora Expertise

description: Identify alien plants and fungi with a DC 10 + rarity Xenology check. On success: edible, medicinal, toxic, or inert; general properties (stimulant, sedative, antiseptic, hallucinogen, paralytic); known interactions with human biochemistry. Prepare improvised remedies: DC 15 Medicine + Xenology (lower modifier) over 1 hour produces a dose that heals 1d4 HP, cures mild toxin (DC 15 or lower), or grants +2 to one save vs environmental hazard for 1 hour. At level 8, 1d8+2 healing and +4 save. At level 14, prepare in 10 minutes and cure disease (DC 20 or lower) or neutralise poison (DC 25 or lower). The forest as pharmacy, with the rider that half the cabinet is poison.

Ecosystem Reading

FieldValue
level3
nameEcosystem Reading

description: 10 minutes observing local environment (animal behaviour, plant patterns, water, soil). DC 15 Survival or Xenology: water sources within 1 mile, hostile fauna presence (type and distance), habitability (toxins, radiation, hazards), ecosystem health (thriving, stressed, dying, corrupted). DC 20 also reveals Fold-tainted flora or fauna (mutations, emanations, distortions). At level 10, 5-mile range and approximate creature count and type. At level 16, move action and +5. The diagnostic that says whether the water is safe and whether the radiation is elevated and whether the local biology has been touched by Fold.

Frontier Remedy

FieldValue
level5
nameFrontier Remedy

description: +2 to all Medicine checks in field medicine (no proper facilities). First aid (DC 15 Medicine to stabilise a dying creature) also restores 1d6+2 HP. Treat disease or poison: DC 20 Medicine grants +4 to the patient's next save vs the condition. At level 11, first aid 2d6+4 and +6 save bonus. At level 17, emergency surgery in the field: DC 25 Medicine over 1 hour removes one negative condition (disease, poison, ability damage) and restores 3d8+6 HP. What happens when there is no Sawbones.

Wild Lore

FieldValue
level9
nameWild Lore

description: +4 competence bonus to all Xenology and Survival related to alien flora, fauna, and ecosystems. 1 hour researching a specific species, DC 20 Xenology: full biology (diet, reproduction, lifespan, habitat), weaknesses (toxins, conditions, frequencies), uses (medicinal, nutritional, industrial, military), interactions with other species. Knowledge is cumulative -- the Wildkeeper builds a personal encyclopaedia. At level 14, research in 10 minutes. At level 19, DC 30 Xenology identifies completely unknown species. The corporate database the Wildkeeper carries in their head.

Nature's Ally

FieldValue
level13
nameNature's Ally

description: Once per day, call on the local ecosystem. In wilderness: a fauna swarm harassing enemies within 30 feet (Reflex DC 10 + half level + WIS or distracted, -2 attack 1d4 rounds); a sudden xeno-flora growth creating 20-foot difficult terrain; or a large predator arriving in 1d4 rounds and attacking the nearest hostile (companion rules, HD = level - 6). In settled environments, weaker: 1d4 small vermin or scavengers creating a distraction (Perception DC 15 to notice, -2 Perception for 1 round). At level 17, twice per day and predator HD = level - 4. At level 20, concentration as a free action directs the creature for up to 10 minutes.