User:Halladall/Feral Hunter (3.5e Class)

Feral Hunter
The Feral Hunter is as the name describes a hunter or rather a predator, that lets nature alter their bodies to get the abilities to survive and hunt, taking the advantages that animals possesses and adds their traits to their own bodies.

Making a Feral Hunter
A Feral Hunter can live almost every where. Deep inside any kind of forest with thick fog, in dry deserts with no water for miles, on arctic tundra's with nothing but ice, and even under water in empty oceans, the only place they does not seam to thrive, is in large cities or even small towns. A Feral Hunter is a humanoid that for some reason has chosen to live as a beast in the wild, not necessarily alone but away form societies, and in order to do so has physically adapted to live in such places without the needs of even the simplest of tools.

Abilities: Dexterity and Strength is the most impotent for the Feral hunter fighting abilities, and lack of armor in the first levels. A high wisdom score is important for a Feral hunter to use his special abilities, also the feral hunter gains additional skill points based on his wisdom, not his intelligence. Constitution is important for extra hit points.

Races: Almost any humanoid race becomes Feral hunters as long as they are able to live by the laws of nature, eat or get eaten.

Alignment: Any.

Starting Gold: 1d4&times;10 gp (50 gold).

Starting Age: As Rogue.

Class Features
All of the following are class features of the Feral hunter.

Weapon and Armor Proficiency: The Feral Hunter is proficient with his Natural weapons only, and is not proficient with any armor or shields.

Natural Accessories: The Feral hunter not only gains the weapons of the animal, but also other body parts such as different limp parts, tail and even wings. Every level which he gains a natural accessory he can pick an accessory from the list below, if he meet the qualifications. The Feral Hunter gains a new Natural accessory at 1st, 5th, 10th, 15th and 20th level.

Whip tail "(Su)": Grow a long thin tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +1 to climb checks, +2 to trip attempts. This Natual Accessory exclutes the later selection of the Power Tail.

Power tail "(Su)": Grow a thick powerful tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +2 to intimidation. This Natual Accessory exclutes the later selection of the Whip Tail.

Geckoes hands "(Su)": Gain +4 to your climb checks. This Natual Accessory exclutes the later selection of the Powerful Hands.

Powerful hands "(Su)": Gain +4 to your grapple checks. This Natual Accessory exclutes the later selection of the Powerful Hands.

Fins and gels "(Su)": Gain a +4 to all your swim checks and the water breathing ability.

Sun sails "(Su)": Gain a +10 to your land speed and heal 1d4 points of damage taken every hour while in sunny weather.

Hooves "(Su)": Reqires level 5. Gain +10 feet to movement speed, +2 to bull rush attempts. This Natual Accessory exclutes the later selection of the Lizard feet and the Talons.

Lizard feet "(Su)": Reqires level 5. Gain +2 to all climb checks and +2 to all hide checks. This Natual Accessory exclutes the later selection of the Hooves and the Talons.

Talons "(Su)": Reqires level 5. Gain +4 to all move silently checks. This Natual Accessory exclutes the later selection of the Hooves and the Lizard feet.

Tail fin "(Su)": Reqires level 5. and either the Power Tail or the Whip tail. Gain a swim speed of 30 ft. and +10 to your swim checks and can always take 10 on swim checks.

Increased tail length "(Su)": Reqires level 5. Gain 10 foot reach with your tail weapon.

Small wings "(Su)": Reqires level 5. Gain Slow fall while falling longer than 10 ft.

Spikes "(Su)": Reqires level 5. Counts as normal armor spikes.

Extra eyes "(Su)": Reqires level 5. Gain +4 to all spot checks, in addition you now can only be flanked form an opponent standing directly behind you.

Large wings "(Su)": Reqires level 10. Gain a 40 ft fly speed with good maneuverability. This Natual Accessory exclutes the later selection of the Swift wings.

Swift wings "(Su)": Reqires level 10. Gain a 60 ft fly speed with average maneuverability. This Natual Accessory exclutes the later selection of the Large wings.

Extra tough hide "(Su)": Reqires level 10. Gain +2 to your natural armor, but a -1 armor check penalty

Camouflage fur "(Su)": Reqires level 15. Gain hide in plain sight, and +4 to your hide checks.

Natural Weapons: The Feral Hunter gains a series of natural weapons instead of normal weapons, these are placed all around the Feral Hunters body which gives him ways to attack, not available to other classes. The Feral Hunter starts out with one light or medium natural weapon and one Unarmed natural weapon. Some of the Feral Hunters Natural weapons are retractable and can be hidden inside of his body when not used, but can be drawn as a free action. At level 4 the Feral Hunter can upgrade his small or medium natural weapon to a Large natural weapon, or grow a new small or medium natural weapon on his off hand, if doing so he takes normal penalty for welding two weapons with a medium natural weapon counting as a one handed melee weapon, he can also choose to take a ranged natural weapon in this level. A retractable Large weapon cannot be fully hidden, and as long as it is retracted, it counts as the light edition of the weapon. At level 8 the feral hunter gains another natural weapon, he can choose a weapon small weapon to assist your large weapon, but you will suffer a -10 penalty to your attack rolls with that weapon, and -8 penalty with your main weapon regardless of you having the two weapon fighting feat or not. You can also choose to weald a tail weapon in this level, this weapon counts as a medium off hand weapon, but is not affected by any of the two weapon fighting feats. Any damage your natural weapon has taken heals the same number of HP as your body heals regardless of its magic healing or not, feats like weapon focus are taken individually to any natural weapon.

Natural armor: As the Feral Hunter evolves more and more into a part man part beast, he grows the natural armor of a beast in form of pelt, scales, skin, a feather coat or what ever your character prefers, it will not make a difference in the number of extra AC you gain.

Beast traits: The Feral Hunter gains a series of supernatural abilities as he is evolving into to a regular man and beast fighting machine. Every level The Feral Hunter gains a beast trait, he can choose an ability from the Beast Traits list.

Secant "(Su)": Gain the secant ability, and a +4 bonus on survival checks while tracking.

Frightening roar "(Su)": Gain a +4 bonus to your intimidation checks, and make intimidation checks as a move action

Light sleeper "(Su)": Half your required sleep or trance time.

Keen eyes "(Su)": Gain low-light vision, if you already have low-light you gain darkvision 60 ft.

Uncanny dodge "(Su)": Reqires level 3. Gain the uncanny dodge ability.

Colorful eyes "(Su)": Reqires level 3. 1/day you can attempt to fascinate an other creature that is looking into your eyes. When activating this ability the you and the opponent you are attempting to fascinate must make a will save (DC 15 + wis modifier) or become fascinated until next round where you make another check until your opponent either brakes free or you stop your ability, doing the effect you not must break eye contact or the effect is negated.

Improved Agility "(Su)": Reqires level 3. Gain +2 to your tumble and jump checks

Forrest Hunter "(Su)": Reqires level 3. Gain the flawless stride ability

Improved beast mind "(Su)": Reqires level 7. Substitute your Wis for your Int bonus on any Int based skill checks.

Ears like a bat "(Su)": Reqires level 7. Gain blind sense with a 40 ft radius.

Improved hunters instinct "(Su)": Reqires level 7. Increase your reflex save and AC by +1 for the duration of the fight, whenever you gain benefit of hunters instinct.

Feral mind "(Su)": Reqires level 7. You become immune to any attempt to detect your thoughts or manipulate your mind, also anyone attempting to do so must make will save (DC 10+ ½ your level + your Wis modifier) or be stunned for 1 round and take 1d6 points of damage.

Licking the wounds "(Su)": Reqires level 12. Heal yourself twice your level every day, this abillity can be spended over several uses.

Acid spit "(Su)": Reqires level 12. 3/day you can make a ranged touch attack against a creature that deals 5d6 points of acid damage, with a 30 ft range.

Disengage "(Su)": Reqires level 12. 2/day you can, as a move action disengage from melee combat by making a 30 ft backwards leap and take a ready action against charging, you can choose not to take ready action and instead use another move action to run away. This does not provoke attack of opportunity form anyone.

Magic deflecting fur "(Su)": Reqires level 12. Gain magic resistance equal to your level + Wis modifier.

Fast healing "(Su)": Reqires level 17. Gain fast healing 5 while in combat.

Venom "(Su)": Reqires level 17. Gain a venomous attack that deals 1d4+1 Con damage, fortitude (DC = 10 + ½ your level + Wis modifier) negates. Using this ability is a standard action, and requires a bite, claw or horn attack.

Superior magic fangs "(Su)": Reqires level 17. Your fangs are treated as +3 magic weapons.

Epic Roar "(Su)": Reqires level 17. 1/day make a 40 ft. Cone from your mouth creatures effected, must take a fortitude save (DC = 10 + ½ your level + Cha modifier) or take 3d6 sonic damage (fortitude halves) and becomes feared for 1d4 rounds. Feared creatures are shaken, and cannot attack you unless you are the only one to attack.

Beast mind: As being more beast than humanoid, you rely more on your instincts rather than your knowledge, therefore you substitute your Intelligence modifier with your Wisdom modifier to determine how many extra skill points you get every level.

Hunters instinct: Starting at level 2 your hunters instincts are sharpened to a point that you will never let your pray get a foot to the ground or escape, Whenever you gain the benefit of a surprise round you automatically gain a +5 bonus to your initiative roll and you gain a +10 ft. bonus to your movement speed for the duration of the fight.

Nature adaption: At level 2 the Feral Hunter can exist comfortably in cold weather and sleep on the ground in every type of weather without a bedroll or tent, without becoming fatigued or take any other penalties.

Quadruped running: Starting at level 5 your bone structure in your hips change, allowing you to walk comfortable on all four as well as on two legs. Changeing your stance as a move action and increases your land speed with 20 ft. You now also gain a +4 instead on your +2 to your charge attacks, though you cannot attack with any natural weapons mounted on your hands unless you make a charge attack, and changing your stance after a charge attack is a free action. You can also serve as a mound for a creature the same size or smaller then you are. You also avoid becoming fatigued doing a forced march even when carrying a passenger.

Carnivore: Starting at level 8 the Feral Hunter, can eat raw meat and treat it as a meal without risking any kinds of desieses or infections, in addition you only have to eat half as often as normal.

Magic fangs: Your natural weapon is treated as +1 magic weapons. Starting at level 16 your natural weapon is treated as +2 magic weapons.

The perfect predator: You are now the perfect combination of man and beast, you are now treated as a magical beast rather then a humanoid, you now gain a +4 to your will saves, damage reduction 10/magic, a permanent +2 bonus to your initiative, 10 extra spell resistance and you can choose an extra beast trait, natural weapon or natural accessory. And gain permanent endure elements.

Natural Weapons

Claws: Gain claws on both of your hands that allows a claw attack.

Fangs/beak: Grow fangs or a beak to allow a bite attack.

Horns: grow horns to allow a gore attack.

Boulder hand: the boulder hand enlarges the hand and covers it with a thick shell that functions as a bludgeoning weapon, when fighting defectively, this hand can function as a shield and increases your AC with 1, as long as you do not attack with it.

Hand horn: the hand horn is a pointy horn mounted on the over or underside of the underarm, it exists in thee different sizes and is retractable, which means that the hand horn can be hidden inside the arm when not used, though when retracting the large hand horn, it is not completely hidden and is considered a small hand horn when not in use, drawing a retracted hand horn is a free action

Scythe blade: the scythe blade is form of blade attached to the over side of the hand, is the hand horn also exists in thee different sizes and is retractable, but the large scythe blade is considered a small scythe blade when retracted, drawing a retracted scythe blade is a free action Tail horn: the tail horn is a like the medium hand horn but mounted on the tail, the tail horn requires a tail horn requires a whip tail, with a tail weapon you can attack a person flaking you without penalty.

Tail blade: is like the medium scythe blade mounted on the tail, the tail must be a whip tail, the tail horn is retractable.

Tail boulder: the tail bounder is a large clump of hard bonelike substance that functions like a club, this natural weapon gives you a +2 bonus on sunder attempts the tail boulder requires a power tail and is not retractable.

Spiked tail boulder: the spiked tail boulder is like the normal tail boulder but is equipped with long spikes for extra damage, to evolve a spiked tail boulder you must already be equipped with the normal tail boulder this gives you the same bonus to sunder attempts as the tail boulder. The spikes are not retractable.

Shuriken Claw: the shuriken Claw is claws that can be thrown at your opponent, and is the only ranged weapon the Feral hunter can get. There is two types of shuriken claws, the small and the large. The small shuriken claws does not deal as much damage, but allow two on each hand, the large one only allow one on each hand but deals more damage, when taking the shuriken claws you get the full amount on both hands but you can still have other weapon in both hands, you cannot retrieve thrown shuriken claws, but they grow back after a full nights rest.

Epic Feral Hunter
Natural accessory: At level 22 you can choose an additional natural accessory every 6th level from there.

Wisdom bonus: At level 24 you get permanent +2 bonus to your Wisdom score.

Bonus feat: At level 21, 27, 30, and every 3rd level there after will optain a bonus feat.

Bonus Feats: The epic Feral Hunter gains several bonus feats (selected from the list of epic Feral Hunter bonus feats) as described above.

Epic Feral Hunter Bonus Feat List: Any.

Sample Half-elf Feral Hunter Starting Package
Weapons: Fangs 1d4/x2, Hand horn 1d8/x3.

Skill Selection: Pick a number of skills equal to 6 + Wis modifier.

Feat: if Dex 13 or higher: Dodge, else Combat Reflexes.

Gear: Backpack, bedroll, 10 torches, and 10 trail rations

Gold: 20 gold.

Playing a Feral Hunter
Religion: Depending on how humanoid-like the Feral Hunter is he is either not religious at all or a devoted follower of his religion unshakable in his faith. Feral hunters usually follows a deity of nature and hunting, such as Obad-Hi and usually praises their deity by leaving parts of their hunt where the Deity can find it to get good hunting fortune, rather than praying and kneeling.

Other Classes: Feral Hunters gets along well with other classes that works well with nature, they have a tendency to rather quickly make up their mind about a person, do they like them or not. Religious Ferial Hunters almost instantly becomes friendly with druids and clerics of nature, they have a tendency of either respect Rangers and Barbarians or see them as rivals. Wizard, sorcerers, rouges, bards and other classes from the towns and cities, is not understanded by the Feral hunter and therefore they have a hard time being trusted either.

Combat: Feral Hunters can have either the raw power of a Barbarian, or the finesse and grace of a Ranger.

Advancement: The Feral Hunter can easily multiclass to barbarian if he wants more fighting power, he will also have a high enoth wisdom score to multiclass to druid if he what to get access to some spellcasting.

Feral Hunters in the World
"I am nothing if not adaptable and I will never run out of options, anything I choose to hunt, will die"

A Feral Hunter can live almost every where. Deep inside any kind of forest with thick fog, in dry deserts with no water for miles, on arctic tundra's with nothing but ice, and even under water in empty oceans, the only place they does not seam to thrive, is in large cities or even small towns. A Feral Hunter is a humanoid that for some reason has chosen to live as a beast in the wild, not necessarily alone but away form societies, and in order to do so has physically adapted to live in such places without the needs of even the simplest of tools.

Daily Life: The Feral Hunter will usually start the day with doing what he is made for, to hunt. If he is successful he will spend a while cutting out the pray, consume some, and save the rest for later. A traveling feral hunter will then resume his travel on foot, a staying will usually relax and save his energy, or visit friends, if it be other feral hunters or normal people.

Notables: A NPC Feral hunter is to be found in the wild, if even to be found. Most feral hunters is both polite and helpful and can function as guides, if you just ask nicely not requiring any payment what so ever. Evil Feral hunters can be extremely dangerous since they might be spending their time hunting you.

Organizations: A Feral Hunter is usually not a loner. They often meet to share experiences and a meal. Many has friends among ordinary people and other classes, mostly Druids, Barbarians and Rangers that regularly travels the natural lands. Many Feral Hunter, hunts in pairs or small groups and almost all Feral Hunters takes apprentices among the thinking races, mostly among their own children. For Feral Hunters to meet in large groups and is rare but when its time to do so they discuss matters of hunting and otherwise interesting events. Feral Hunters have an almost magical instinct to know when its time to meet.

NPC Reactions: Feral hunters seen by NPC's are usually either scared of them or thinks they are some kind of pet to their companions and sometimes it can be a good idea to let them stay in that illusion.

Feral Hunter Lore
Characters with ranks in Knowledge (nature) can research Feral Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Feral Hunter in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: If you choose to be an underground version of the Feral Hunter, you can choose to substitute either knowledge (nature) or knowledge (geography) skill with Knowledge (dungeoneering).

If you have chosen your natural habitat to be aquatic terrain, you can choose to gain the "water dependent" feature desired in "monsters manual" and also gain the ability to always take 10 at swim checks and to use the run action while swimming.

Sample Encounter: Anywhere but in cities and towns.

EL: