Well, this is my first complete class. It started off as a sort of hodge-podge but somewhere along the way became a ranger variant. I truly apologize for the AMAZINGLY unoriginal name, but its all I could come up with... and, hey, it fits.
I've tried to balance his shapechanging ability by throwing in a new system for it, based more of the Wizard's spellbook than the Druid's wildshape.
I hope you enjoy, any suggestions/opinions are always appreiciated!
The Hunter
In jungles too deep, and deserts too harsh for even Rangers to make their home, there lives a separate breed or predator. The Hunter is a tribal master of survival, more truly at home in the wild than most can claim, but he gains his power not from a unity or understanding of nature, but from his ability to overcome it.
Adventures: Hunters may adventure for many reasons, to explore, to conquer, to uphold their beliefs, or to serve their deity, but all Hunter’s also adventure for the thrill of the game. Even those who settle in a village or tribe must still travel occasionally, for none can give up the love of the hunt – always searching for more powerful, more deadly game.
Characteristics: A Hunter is a competent warrior, often able to stand toe-to-toe with a Ranger or Fighter, but the Hunter does not show his true power until he draws upon the spirit’s of defeated prey. With every beast that falls before him, the Hunter becomes that much more powerful, and that much more deadly.
Alignment: Hunters vary widely in their beliefs, but due to their time spent in the lawless wilderness, most are Chaotic.
Religion: Many Hunter’s worship the very animals they stalk, viewing them as the embodiment of the natural world, but many others choose to worship deities of nature. Some Evil Hunter’s even worship Nerull, viewing themselves as agents of the death god.
Background: Most Hunters come from small, tribal or clan-based communities, where they learned their skills from the village’s previous Hunter. While they hold no allegiances, most Hunters do view themselves as a brotherhood of like-minded predators when they meet in the confines of civilization. In the wilderness however, all huntsmen know that it is only the worthy who return home.
Races: High Elves are unlikely to become Hunters, viewing it as an affront to the peace of nature. Wild Elves and Half Orcs often join the hunt, as do the less civilized Humans and Halflings. Hunters are extremely common among the more spiritual savage humanoids, often springing up in Orc or Gnoll territories. Dwarves and Gnomes are both unlikely to become Hunters.
Classes: Hunters get along extremely well with Rangers and Barbarians, viewing them as kindred in the same fashion as other Hunters. They show great respect for Druids, though they feel a strong rivalry with them, viewing the reclusive casters as the very embodiment of the wilderness against which they pit themselves. They do not, and do not wish to, understand Paladins and mages, as they distrust arcane magic of the Wizard or Sorcerer, and dread the lawful society of the Paladin. Hunters enjoy the company of Bards, despite their civilized ways; someone must be there to sing stories of the hunt. They do not understand the ways of Rogues, but understand their worthiness.
Role: The Hunters best role is in direct combat. As they advance in skill, they gather more powerful forms with which to combat their enemies.
Hit Dice: d10
Skills per level: 2
Saves: Good Fortitude, Poor Reflex, and Will
Base Attack Bonus: Full
Starting Gold: 2d4 x 10 (50 gp)
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Nature) (Wis), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points: 2 + Int Modifier (x4 at 1st Level)
Lvl Special
1 . 1st Favored Enemy, Track
2 .
3 . Endurance
4 . Legend's Claws
5 . 2nd Favored Enemy
6 .
7 . Woodland Stride
8 . Swift Tracker
9 . Evasion
10. 3rd favored Enemy
11.
12.
13.
14. Camouflage
15. 4th Favored Enemy
16. Unyielding Claws
17. Hide in Plain Sight
18.
19.
20. 5th Favored Enemy
Abilities: Wisdom determines how powerful a form the Hunter can assume, how many times he can change his form, and how likely he is to learn the form of fallen prey. To assume the form a creature, a Hunter must have a Wisdom Score of 10 + the creature’s CR. A Hunter gains bonus Forms per day based on Wisdom (Refer to the Ability Modifiers and Bonus Spells table on page 8 of the Player’s Handbook. For the purpose of determining bonus Forms per day, a Forms counts as a 3rd level spell).
Strength is important for Hunters as it improves their melee damage and attack rolls. Since a Hunter wears no armor, a high Dexterity score greatly improves his defense.
Weapon and Armor Proficiencies: Hunters are proficient with all Simple and Martial weapons, as well as the Natural Weapons of any assumed form. They are not proficient with armor – in fact a Hunter’s shifting ability requires that he not only be unfettered and free to move, but that his Hunter’s Mark be prominently visible (see below). Hunter’s are proficient with Shields but not with Tower Shields.
Form of the Conquered (Su): A Hunter can assume the form of any creature he has killed. A number of times per day equal to half the Hunter’s class level, the Hunter may take on the physical form of any creature stored in his Hunter’s Mark (see below). Assuming the form of a defeated creature is a non-action, useable even during another’s turn.
The Hunter gains the physical ability scores of his new form, while retaining his own mental scores. These physical ability scores are not the average for the species, they are the ability scores of the unique creature defeated. Thus, if a Hunter were to kill an Orc with Str 20, Dex 18, and Con 17, he would gain those scores when in his Orc form.
The new form’s health points replace those of the Hunter, and damage taken by an assumed form is not transferred to the Hunter when he reassumes his original form. Instead, each form’s health is monitored individually, and damage taken does not disappear when the form is returned to the wode. Thus, if a Hunter takes 3 points of damage while in his Orc form, then returns to his normal body, the Orc form will still have 3 points of damage when the Hunter assumes it again.
Alternate forms may be healed normally, and when the Hunter sleeps, all forms regain lost health points as if they had received a full night’s rest. If an assumed form is killed or destroyed, the Hunter immediately reverts to his original body and must succeed on a Fortitude save (DC = 10 + the assumed form’s CR) or be dealt the dead form’s full hit points in non-lethal damage. Regardless of the result of the Fortitude save, the Hunter is staggered for 1d6 rounds, and the killed form is permanently erased from the Hunter’s Mark.
The Hunter retains all supernatural and spell-like special attacks and qualities of his normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). He keeps all extraordinary special attacks and qualities derived from class levels (such as a barbarian’s rage ability), but he loses any from his normal form that are not derived from class levels (such as a dragon’s frightful presence ability). He gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) as well as the extraordinary special qualities (such as blindsense, fast healing, regeneration, and scent). He does not gain the assumed creature’s class.
He may assume one supernatural or spell-like ability (not both) of a form a day for every two levels of Hunter, and may use the assumed ability a number of times per day equal to his Wisdom Modifier.
If the new form is capable of speech, he may communicate normally. He retains any spellcasting ability he had in his original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
The Hunter acquires the physical qualities of the new form while retaining his own mind. Physical qualities include natural size, natural weapons and mundane or supernatural movement capabilities (such as burrowing, climbing, walking, swimming, and flight). The Hunter does not gain the assumed creature’s type or subtype.
The Hunter does not specify the specific minor physical qualities (such as hair color, height, weight or gender) of the assumed form because the form is that of the specific animal killed and appears as it did, just before it was killed. Due to the mystical nature of the Hunter’s Mark (see below), the Hunter is not disguised as an average member of the creature’s species - his wode carries over to all of his alternate bodies in the form of pigmentation. For instance, a Hunter with a blood red Mark, who assumes the form of a wolf will have a blood red pattern on his fur in the shape of the Mark.
To use Form of the Conquered, at least 65% of the Hunter’s Mark (see below) must be visible. Only garments of leaves, cloth, fur and silk meld into the assumed form, all other equipment and items either fall away (if the assumed form is smaller), are carried over to the new form (if the assumed body is the of the same size and shape) or are torn apart and fall to the ground (if the assumed form is larger). Magic Items that do not rely on a humanoid shape, such as cloaks, rings, amulets and the like, automatically resize themselves to fit the new form. Magic Items that do require a humanoid shape, such as helms or boots, are best taken off before shifting, as they follow the above rule for normal items. Items held in a body part common to both forms (hand, mouth, and the like) are still held in the same way.
To assume the form of a fallen creature, a Hunter must have a Wisdom score of 10 + the creatures CR (Wis 10 for forms with CR ¼ or ½, Wis 11 for bodies with a CR 1, etc.). The Hunter may assume the form of non-corporeal beings, but not the form of non-living creatures (such as Undead or Constructs). The Hunter may not assume a form who’s CR is more than 1.5 times his own. The Hunter may remain in the alternate form for as long as he likes, requiring food, water and sleep as normal, but will not regain his daily uses of Form of the Conquered until he sleeps for 8 hours in his normal body.
The assumed form does not disorient the Hunter.
The Hunter’s Mark: All Hunters begin play with a Hunter’s Mark; an enchanted wode, in which to store the essence of defeated game. A Hunter’s Mark acts much like a Wizard’s spellbook, with tribal symbols replacing arcane script, and flesh replacing paper. New Hunter’s often have Marks that only cover their forearms or face, while experienced games-men have wodes that lace about their entire bodies.
A new Hunter begins play with a wode containing one form of the player’s choice, plus one additional form per two points of Wisdom modifier.
To add a new creature to his Mark, the Hunter must kill the animal and perform a Knowledge check (DC = 10 + the beast’s CR).
The Knowledge skill used is based on the type creature to be added:
Knowledge (Arcana) for Magical Beasts
Knowledge (Dungeoneering) for Aberrations and Oozes
Knowledge (Local) for Humanoids
Knowledge (Nature) for Animals, Fey, Giants, Monstrous Humanoids, Plants and Vermin
Knowledge (The Planes) for Outsider and Elementals.
If the Hunter succeeds on the Knowledge check, the creature’s spirit is now temporarily trapped within the ink of his Hunter’s Mark. Once the Hunter has slept (8 hours of sleep/4 hours trance for an Elf) the form will be available for him to assume once. To trap the creature a permanently within the lines of the wode, the Hunter must expand his Mark by paying an experience cost equal to the experience the Hunter would gain from defeating the creature in one-on-one combat.
If the Hunter fails the check, he does not gain the form.
If a Hunter defeats another Hunter in battle, he may make an appropriate Knowledge check to learn each of the other Hunter’s forms.
In addition, the Hunter’s Mark also grants the Hunter an Armor bonus equal to ¼th the Hunter’s class level, and may be enchanted as armor. For the purpose of enchanting, the wode is considered to already be Masterwork. The Armor bonus, as well as the armor enhancements and special abilities apply even when the Hunter is in an assumed form.
Unfortunately, due to the delicate nature of the wode, whenever the Hunter sustains a critical hit, or sustains Massive Damage, there is a 5% chance that his Mark will be ruined. If the Hunter’s Mark is ruined, the Hunter immediately reverts to his natural form, takes 100 points of non-lethal damage and falls unconscious for 1d6 rounds. The Hunter is unable to use Form of the Conquered, or gain the benefits granted by a ruined wode. Hunter’s Marks can not be repaired, but the Hunter may create a new Mark by performing a ceremony that lasts 24 hours.
During this period, the hunter may make an appropriate Knowledge check for each of the forms in the broken wode, if he succeeds, the form is recovered and transferred to the new wode. If he fails, the form is lost.
Track: A Hunter gains Track as a bonus feat.
Favored Enemy (Ex): A Hunter gains Favored Enemy as a Ranger (see page 47 of the Player’s Handbook). In addition to the normal benefits, a Hunter also applies the granted bonus on all Knowledge checks when attempting to add a Favored Enemy to his Mark. A Hunter may not select Undead or Constructs as Favored Enemies.
Endurance: The Hunter gains Endurance as a bonus feat.
Legend’s Claws (Su): At 4th level, a Hunter becomes even more attuned with the spirits in his wode. The Natural Weapons of his known forms are now treated as magical for the purpose of bypassing damage reduction.
Woodland Stride (Ex): At 7th level, a Hunter gains Woodland stride as a Ranger (see page 48 of the Player’s Handbook).
Swift Tracker (Ex): A Hunter gains Swift Tracker at level 8, as the Ranger ability (see page 48 of the Player’s Handbook).
Evasion (Ex): As the Ranger ability (see page 48 of the Player’s Handbook).
Camouflage (Ex): (See page 48 of the Player’s Handbook.)
Unyielding Claws (Su): At 16th level, the Hunter has become so adept at assuming his alternate forms that he may augment each form. All Natural Weapons of the Hunter’s known forms are now treated as adamantine for the purpose of damage reduction and bypassing hardness. He may now talk normally in any assumed form – this speech is not physical, and the assumed form’s mouth does not move (though the Hunter could mouth the words if he so wished).
Hide in Plain Sight (Ex): (Page 48, Player’s Handbook.)
I've posted this on a few boards (Mortality, Wizard's) so if you've seen it before, I apologize, I'm just trying to get the widest range of feedback to help ensure its balance.
All opinions are appreciated!
I've tried to balance his shapechanging ability by throwing in a new system for it, based more of the Wizard's spellbook than the Druid's wildshape.
I hope you enjoy, any suggestions/opinions are always appreiciated!

The Hunter

In jungles too deep, and deserts too harsh for even Rangers to make their home, there lives a separate breed or predator. The Hunter is a tribal master of survival, more truly at home in the wild than most can claim, but he gains his power not from a unity or understanding of nature, but from his ability to overcome it.
Adventures: Hunters may adventure for many reasons, to explore, to conquer, to uphold their beliefs, or to serve their deity, but all Hunter’s also adventure for the thrill of the game. Even those who settle in a village or tribe must still travel occasionally, for none can give up the love of the hunt – always searching for more powerful, more deadly game.
Characteristics: A Hunter is a competent warrior, often able to stand toe-to-toe with a Ranger or Fighter, but the Hunter does not show his true power until he draws upon the spirit’s of defeated prey. With every beast that falls before him, the Hunter becomes that much more powerful, and that much more deadly.
Alignment: Hunters vary widely in their beliefs, but due to their time spent in the lawless wilderness, most are Chaotic.
Religion: Many Hunter’s worship the very animals they stalk, viewing them as the embodiment of the natural world, but many others choose to worship deities of nature. Some Evil Hunter’s even worship Nerull, viewing themselves as agents of the death god.
Background: Most Hunters come from small, tribal or clan-based communities, where they learned their skills from the village’s previous Hunter. While they hold no allegiances, most Hunters do view themselves as a brotherhood of like-minded predators when they meet in the confines of civilization. In the wilderness however, all huntsmen know that it is only the worthy who return home.
Races: High Elves are unlikely to become Hunters, viewing it as an affront to the peace of nature. Wild Elves and Half Orcs often join the hunt, as do the less civilized Humans and Halflings. Hunters are extremely common among the more spiritual savage humanoids, often springing up in Orc or Gnoll territories. Dwarves and Gnomes are both unlikely to become Hunters.
Classes: Hunters get along extremely well with Rangers and Barbarians, viewing them as kindred in the same fashion as other Hunters. They show great respect for Druids, though they feel a strong rivalry with them, viewing the reclusive casters as the very embodiment of the wilderness against which they pit themselves. They do not, and do not wish to, understand Paladins and mages, as they distrust arcane magic of the Wizard or Sorcerer, and dread the lawful society of the Paladin. Hunters enjoy the company of Bards, despite their civilized ways; someone must be there to sing stories of the hunt. They do not understand the ways of Rogues, but understand their worthiness.
Role: The Hunters best role is in direct combat. As they advance in skill, they gather more powerful forms with which to combat their enemies.
Hit Dice: d10
Skills per level: 2
Saves: Good Fortitude, Poor Reflex, and Will
Base Attack Bonus: Full
Starting Gold: 2d4 x 10 (50 gp)
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Knowledge (Nature) (Wis), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points: 2 + Int Modifier (x4 at 1st Level)
Lvl Special
1 . 1st Favored Enemy, Track
2 .
3 . Endurance
4 . Legend's Claws
5 . 2nd Favored Enemy
6 .
7 . Woodland Stride
8 . Swift Tracker
9 . Evasion
10. 3rd favored Enemy
11.
12.
13.
14. Camouflage
15. 4th Favored Enemy
16. Unyielding Claws
17. Hide in Plain Sight
18.
19.
20. 5th Favored Enemy
Abilities: Wisdom determines how powerful a form the Hunter can assume, how many times he can change his form, and how likely he is to learn the form of fallen prey. To assume the form a creature, a Hunter must have a Wisdom Score of 10 + the creature’s CR. A Hunter gains bonus Forms per day based on Wisdom (Refer to the Ability Modifiers and Bonus Spells table on page 8 of the Player’s Handbook. For the purpose of determining bonus Forms per day, a Forms counts as a 3rd level spell).
Strength is important for Hunters as it improves their melee damage and attack rolls. Since a Hunter wears no armor, a high Dexterity score greatly improves his defense.
Weapon and Armor Proficiencies: Hunters are proficient with all Simple and Martial weapons, as well as the Natural Weapons of any assumed form. They are not proficient with armor – in fact a Hunter’s shifting ability requires that he not only be unfettered and free to move, but that his Hunter’s Mark be prominently visible (see below). Hunter’s are proficient with Shields but not with Tower Shields.
Form of the Conquered (Su): A Hunter can assume the form of any creature he has killed. A number of times per day equal to half the Hunter’s class level, the Hunter may take on the physical form of any creature stored in his Hunter’s Mark (see below). Assuming the form of a defeated creature is a non-action, useable even during another’s turn.
The Hunter gains the physical ability scores of his new form, while retaining his own mental scores. These physical ability scores are not the average for the species, they are the ability scores of the unique creature defeated. Thus, if a Hunter were to kill an Orc with Str 20, Dex 18, and Con 17, he would gain those scores when in his Orc form.
The new form’s health points replace those of the Hunter, and damage taken by an assumed form is not transferred to the Hunter when he reassumes his original form. Instead, each form’s health is monitored individually, and damage taken does not disappear when the form is returned to the wode. Thus, if a Hunter takes 3 points of damage while in his Orc form, then returns to his normal body, the Orc form will still have 3 points of damage when the Hunter assumes it again.
Alternate forms may be healed normally, and when the Hunter sleeps, all forms regain lost health points as if they had received a full night’s rest. If an assumed form is killed or destroyed, the Hunter immediately reverts to his original body and must succeed on a Fortitude save (DC = 10 + the assumed form’s CR) or be dealt the dead form’s full hit points in non-lethal damage. Regardless of the result of the Fortitude save, the Hunter is staggered for 1d6 rounds, and the killed form is permanently erased from the Hunter’s Mark.
The Hunter retains all supernatural and spell-like special attacks and qualities of his normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). He keeps all extraordinary special attacks and qualities derived from class levels (such as a barbarian’s rage ability), but he loses any from his normal form that are not derived from class levels (such as a dragon’s frightful presence ability). He gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) as well as the extraordinary special qualities (such as blindsense, fast healing, regeneration, and scent). He does not gain the assumed creature’s class.
He may assume one supernatural or spell-like ability (not both) of a form a day for every two levels of Hunter, and may use the assumed ability a number of times per day equal to his Wisdom Modifier.
If the new form is capable of speech, he may communicate normally. He retains any spellcasting ability he had in his original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
The Hunter acquires the physical qualities of the new form while retaining his own mind. Physical qualities include natural size, natural weapons and mundane or supernatural movement capabilities (such as burrowing, climbing, walking, swimming, and flight). The Hunter does not gain the assumed creature’s type or subtype.
The Hunter does not specify the specific minor physical qualities (such as hair color, height, weight or gender) of the assumed form because the form is that of the specific animal killed and appears as it did, just before it was killed. Due to the mystical nature of the Hunter’s Mark (see below), the Hunter is not disguised as an average member of the creature’s species - his wode carries over to all of his alternate bodies in the form of pigmentation. For instance, a Hunter with a blood red Mark, who assumes the form of a wolf will have a blood red pattern on his fur in the shape of the Mark.
To use Form of the Conquered, at least 65% of the Hunter’s Mark (see below) must be visible. Only garments of leaves, cloth, fur and silk meld into the assumed form, all other equipment and items either fall away (if the assumed form is smaller), are carried over to the new form (if the assumed body is the of the same size and shape) or are torn apart and fall to the ground (if the assumed form is larger). Magic Items that do not rely on a humanoid shape, such as cloaks, rings, amulets and the like, automatically resize themselves to fit the new form. Magic Items that do require a humanoid shape, such as helms or boots, are best taken off before shifting, as they follow the above rule for normal items. Items held in a body part common to both forms (hand, mouth, and the like) are still held in the same way.
To assume the form of a fallen creature, a Hunter must have a Wisdom score of 10 + the creatures CR (Wis 10 for forms with CR ¼ or ½, Wis 11 for bodies with a CR 1, etc.). The Hunter may assume the form of non-corporeal beings, but not the form of non-living creatures (such as Undead or Constructs). The Hunter may not assume a form who’s CR is more than 1.5 times his own. The Hunter may remain in the alternate form for as long as he likes, requiring food, water and sleep as normal, but will not regain his daily uses of Form of the Conquered until he sleeps for 8 hours in his normal body.
The assumed form does not disorient the Hunter.
The Hunter’s Mark: All Hunters begin play with a Hunter’s Mark; an enchanted wode, in which to store the essence of defeated game. A Hunter’s Mark acts much like a Wizard’s spellbook, with tribal symbols replacing arcane script, and flesh replacing paper. New Hunter’s often have Marks that only cover their forearms or face, while experienced games-men have wodes that lace about their entire bodies.
A new Hunter begins play with a wode containing one form of the player’s choice, plus one additional form per two points of Wisdom modifier.
To add a new creature to his Mark, the Hunter must kill the animal and perform a Knowledge check (DC = 10 + the beast’s CR).
The Knowledge skill used is based on the type creature to be added:
Knowledge (Arcana) for Magical Beasts
Knowledge (Dungeoneering) for Aberrations and Oozes
Knowledge (Local) for Humanoids
Knowledge (Nature) for Animals, Fey, Giants, Monstrous Humanoids, Plants and Vermin
Knowledge (The Planes) for Outsider and Elementals.
If the Hunter succeeds on the Knowledge check, the creature’s spirit is now temporarily trapped within the ink of his Hunter’s Mark. Once the Hunter has slept (8 hours of sleep/4 hours trance for an Elf) the form will be available for him to assume once. To trap the creature a permanently within the lines of the wode, the Hunter must expand his Mark by paying an experience cost equal to the experience the Hunter would gain from defeating the creature in one-on-one combat.
If the Hunter fails the check, he does not gain the form.
If a Hunter defeats another Hunter in battle, he may make an appropriate Knowledge check to learn each of the other Hunter’s forms.
In addition, the Hunter’s Mark also grants the Hunter an Armor bonus equal to ¼th the Hunter’s class level, and may be enchanted as armor. For the purpose of enchanting, the wode is considered to already be Masterwork. The Armor bonus, as well as the armor enhancements and special abilities apply even when the Hunter is in an assumed form.
Unfortunately, due to the delicate nature of the wode, whenever the Hunter sustains a critical hit, or sustains Massive Damage, there is a 5% chance that his Mark will be ruined. If the Hunter’s Mark is ruined, the Hunter immediately reverts to his natural form, takes 100 points of non-lethal damage and falls unconscious for 1d6 rounds. The Hunter is unable to use Form of the Conquered, or gain the benefits granted by a ruined wode. Hunter’s Marks can not be repaired, but the Hunter may create a new Mark by performing a ceremony that lasts 24 hours.
During this period, the hunter may make an appropriate Knowledge check for each of the forms in the broken wode, if he succeeds, the form is recovered and transferred to the new wode. If he fails, the form is lost.
Track: A Hunter gains Track as a bonus feat.
Favored Enemy (Ex): A Hunter gains Favored Enemy as a Ranger (see page 47 of the Player’s Handbook). In addition to the normal benefits, a Hunter also applies the granted bonus on all Knowledge checks when attempting to add a Favored Enemy to his Mark. A Hunter may not select Undead or Constructs as Favored Enemies.
Endurance: The Hunter gains Endurance as a bonus feat.
Legend’s Claws (Su): At 4th level, a Hunter becomes even more attuned with the spirits in his wode. The Natural Weapons of his known forms are now treated as magical for the purpose of bypassing damage reduction.
Woodland Stride (Ex): At 7th level, a Hunter gains Woodland stride as a Ranger (see page 48 of the Player’s Handbook).
Swift Tracker (Ex): A Hunter gains Swift Tracker at level 8, as the Ranger ability (see page 48 of the Player’s Handbook).
Evasion (Ex): As the Ranger ability (see page 48 of the Player’s Handbook).
Camouflage (Ex): (See page 48 of the Player’s Handbook.)
Unyielding Claws (Su): At 16th level, the Hunter has become so adept at assuming his alternate forms that he may augment each form. All Natural Weapons of the Hunter’s known forms are now treated as adamantine for the purpose of damage reduction and bypassing hardness. He may now talk normally in any assumed form – this speech is not physical, and the assumed form’s mouth does not move (though the Hunter could mouth the words if he so wished).
Hide in Plain Sight (Ex): (Page 48, Player’s Handbook.)
I've posted this on a few boards (Mortality, Wizard's) so if you've seen it before, I apologize, I'm just trying to get the widest range of feedback to help ensure its balance.
All opinions are appreciated!