A revisited (more balanced but still strong) version of my
Wild Hunt
Alignment: Any non-lawful.
Starting Gold: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: Simple.
Hit Die: d8.
Class Skills
The Wild Hunt’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Table: The Wild Hunt
Level | Base
Attack Bonus | Fort | Ref | Will | Special |
---|
1st | +0 | +0 | +2 | +2 | Selected Prey, Track, Wilderness body |
2nd | +1 | +0 | +3 | +3 | Hunter Initiate |
3rd | +2 | +1 | +3 | +3 | Relentless Stride, Sprite Skin |
4th | +3 | +1 | +4 | +4 | Hounds |
5th | +3 | +1 | +4 | +4 | Hunting Steed |
6th | +4 | +2 | +5 | +5 | Adept Hunter |
7th | +5 | +2 | +5 | +5 | Ascension |
8th | +6 | +2 | +6 | +6 | Hunter Freedom |
9th | +6 | +3 | +6 | +6 | Hunting Cry |
10th | +7 | +3 | +7 | +7 | Master Hunter |
11th | +8 | +3 | +7 | +7 | Group Hunt |
12th | +9 | +4 | +8 | +8 | Ride the Storm |
13th | +9 | +4 | +8 | +8 | Focused Mind |
14th | +10 | +4 | +9 | +9 | Legendary Hunter |
15th | +11 | +5 | +9 | +9 | Omen of Peril |
16th | +12 | +5 | +10 | +10 | Hunter’s Instinct |
17th | +12 | +5 | +10 | +10 | Gather the Dead |
18th | +13 | +6 | +11 | +11 | Hunter’s Eyes |
19th | +14 | +6 | +11 | +11 | Hunting Tools |
20th | +15 | +6 | +12 | +12 | God of Hunt, Heaven's Wrath, The Eternal Hunt |
Class Features
All of the following are class features of the Wild Hunt.
Weapon and Armor Proficiency
Wild Hunt are proficient with all simple and martial weapons, light armor and shields (except tower shields).
Selected Prey (Su)
As a swift action once per day for every, the Wild Hunt can chooses one target within 30 feet per level he can detect, and it starts to glow as under the effect of a
faery fire spell. The effect lasts 1 minute per Wild Hunt level, and during that time the Wild Hunt adds his Charisma bonus (if any) to his attack rolls and adds his Wild Hunt level to all damage rolls made against the target of his selected prey. If the prey is outsider with the lawful subtype, a lawful-aligned dragon, or a lawful creature with levels in class that gives the aura, the bonus to damage on the first successful attack increases to 2 points of damage per level the Wild Hunt possesses. Regardless of the target, prey attacks automatically bypass any DR the creature might possess.
In addition, while selected prey is in effect, the Wild Hunt gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of selected prey.
The Wild Hunt can only have active a selected prey at a time. At 4th level, and at every three levels thereafter, the Wild Hunt may use select prey one additional time per day, to a maximum of seven times per day at 19th level.
Track (Ex)
A Wild Hunt adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wilderness Body
At 1st level the Wild Hunt type changes to fey (do not recalculate base attack bonuses, saves, or skill points) and gains low-light vision. If the Wild Hunt already have low-light vision from another source he gains darkvision 60 ft. If the Wild Hunt was of a race without a Constitution score (like construct or undead), he gains a Constitution score of 10 or the former score which she used to determine her hp and Fortitude save (like Charisma for undead). Finally, a Wild Hunt no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken are removed. Age bonuses still accrue, but the Wild Hunt cannot die of old age.
Hunter Initiate (Ex)
At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electricity damage equal to his Wild Hunt level and resistance to cold and fire equal to ½ his Wild Hunt level.
Relentless Stride (Ex)
At 3rd level, the Wild Hunt learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.
At 7th level, the Wild Hunt has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way.
He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.
Sprite Skin (Ex)
At 3rd level the Wild Hunt gains DR/cold iron or magic equal to ½ his Wild Hunt level. At 6th level this increases to /cold iron and magic. At 11th the Wild Hunt gains SR equal to 11 + Wild Hunt level. At 16th level the DR increases to /cold iron and lawful equal to his Wild Hunt level.
Hounds (Su)
At 4th level the Wild Hunt can summon mystical hounds to aid him in an 8 hour special ritual, and they're permanent. This work as the nature bond (animal companion) of a druid with level equal to the Wild Hunt level, except for the following differences. The Wild Hunt may have more than one animal companion, but he can divide up his effective druid level between his companions to determine the abilities of each companion. For example, a 4th-level Wild Hunt can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion and all the companions must be hounds directly to sight they are clearly supernatural in nature (use the stats of a dog animal companion). Dismissed or slay companions vanish without a trace. A Wild Hunt can decide how to re-allocate the levels between his hounds with a new 8 hours ritual which also replaces and re-summon all companions.
Hound companions also gain the following abilities when the Wild Hunt gains them from this class:
Adept Hunter,
Ascension,
Focused Mind,
Hunter Freedom,
Master Hunter (HD as class level), and
Relentless Stride (full benefit of 7th level).
Hunting Steed (Sp)
At 5th level the Wild Hunt can now use
phantom steed as a spell-like ability 1/day for every 2 level he has, except that it has double the normal hp and can be made to look like whatever he want. Lookers can notice it's an unnatural creature by succeeding on a Perception check against a Bluff check from the Wild Hunt.
Adept Hunter (Su)
At 6th level whenever the Wild Hunt damages an opponent under selected prey, that opponent is under a
dimensional anchor effect until the end of the Wild Hunt's next turn.
In addition, the Wild Hunt gains a bonus to natural armor equal to his Constitution modifier.
Ascension (Su)
At 7th level the Wild Hunt can now fly by himself at double his base speed with perfect maneuverability.
His Hunting Steed is also improved, now it has a number of hit points equal to the hit points of the Wild Hunt and when the Wild Hunt rides it, the steed gains a bonus to its speed equal to the Wild Hunt's base speed and add the Charisma modifier of the Wild Hunt as a deflection bonus to its AC.
Hunter Freedom (Su)
At 8th level the Wild Hunt benefits from a permanent
freedom of movement effect, and in addition it ignores the max Dexterity bonus on armors.
Hunting Cry (Su)
At 9th level, as a standard action the Wild Hunt can release a fearsome shout. All opponents in a radius of 5 ft. per Wild Hunt level must make a Will save DC 10 + ½ the Wild Hunt level + his Charisma modifier or be shaken for 1 round per class level. A successful save renders a creature immune to further Hunting Cries from the same Wild Hunt for 24 hours, but not from others. At 13th level this ability may be used as a move action, at 17th level as a swift action, and at 20th level it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves. This is a fear, mind-effecting, sonic effect and deaf creatures are immune to this ability.
Master Hunter (Ex)
At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to ½ his Wild Hunt level. He's also now immune to being caught flat-footed.
Group Hunt (Su)
At 11th level, when the Wild Hunt selects a prey, his allies within 30 ft. receive the same bonus to attack and damage rolls and overcome of DR, using the Wild Hunt level and Charisma modifier, but his allies maintain the bonus only for 1 round per Wild Hunt level from the activation of the ability. In addition, Selected prey now lasts 1 hour per Wild Hunt level and the Wild Hunt can have a number of preys at the same time up to his Charisma modifier.
Ride the Storm (Su)
At 12th level, by chanting for 10 minutes the Wild Hunt can produce a
control weather effect as the spell a number of times per day equal to 1/3 his class levels. The Wild Hunt count as a druid for the purposes of this ability. At 16th level, he can use this ability with only a minute of chanting. At 20th level, he can use this ability as a full-round action. In addition, when the Wild Hunt use this ability, he may also replicate a
greater teleport or
plane shift, except that he must end up in an open non-enclosed area, his hounds don't count towards the max number of passengers and the
control weather effect only manifests in his ending point. When use this ability, the manifestation is always the thunderstorm, regardless of climate and season, and it manifest immediately in his ending point. The Wild Hunt, his hound, and every allies who teleport with him are never selected by lightning generated by this thunderstorm and are immune to negative effect generated by the winds strength (weapon penalty, check size, blow away and skill penalty). At 12th level this ability generates strong winds, at 16th severe winds and at 20th windstorm. Because of his supernatural origin, this thunderstorm can never produce tornado, hurricane, haboob or any other natural event.
Focused Mind (Ex)
At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities.
Legendary Hunter (Ex)
At 14th level creatures slain by the Wild Hunt cannot be brought back to life unless the caster succeed a caster level check with a DC of 11 + Wild Hunt level. Even in this case, the Wild Hunt is automatically aware of anyone restoring a creature in this way and he may observe him with a swift action as if it had cast
greater scrying (no saving throw or spell resistance allowed) and may choose to move to the creature’s location using his Ride the Storm ability.
Omen of Peril (Su)
At 15th level, no good can come from crossing the path of the Wild Hunt. This works as a gaze attack with a range of 5 foot per Wild Hunt level. Creatures must make a Will save DC 10 + ½ the Wild Hunt level + his Charisma modifier or be cursed as a
bestow curse spell. Only one curse per individual from this effect can be active. Unlike normal Gaze attacks, the Wild Hunt can willingly choose to don't affect specific individuals without penalty. At 20th this work like a
greater bestow curse spell. A creature that successfully saves against the Wild Hunt gaze is immune to this effect for the next 24 hours. The equivalent caster level of this curse is equal to the Wild Hunt class level.
Hunter’s Instinct (Sp)
At 16th level, the Wild Hunt can see much farther than anyone could think. He can use
discern location as a spell-like ability 1/day for every 4 Wild Hunt level he has, except that this effect can pierce
mindblank effects if the Wild Hunt succeeds on a Perception check against a DC of 20 + CL of the
mindblank (HD of the target if the
mindblank is not a spell or spell-like ability) of the target.
Gather the Dead (Su)
At 17th level, the Wild hunt can call the spirits of those who recently passed away. One per day as a full-round action, the Wild Hunt make all dead creatures, deceased in the last minute, in a 5 ft. radius per Wild Hunt level to rise as spirits. Treat them as the original creatures with the undead type, the incorporeal subtype (with relative penalty and benefit) and without equipment. The Wild Hunt can directly control up to twice his Wild Hunt level in HD of spirits (selected at the activation of this ability, no spirit can have more HD than Wild Hunt level) and have them fight and perform deeds for him, the remaining risen spirits simply follow the Wild Hunt at distance moaning and lamenting their demises, never fighting or providing any benefit or penalty. The spirits remain for 1 hour, after which they depart to the afterlife. Creature unwilling to be called as a spirit can resist with a Will save DC 10 + ½ the Wild Hunt level + his Charisma modifier.
Hunter’s Eyes (Sp)
At 18th the Wild Hunt gains as a constant spell-like ability
true seeing with caster level equal to his class level.
Hunting Tools (Su)
At 19th level weapons wielded by the Wild Hunt automatically gain an enhancement bonus equal to ¼ his Wild Hunt level. This bonus can be used to replicate specific weapon enhancements like
returning,
vorpal,
holy,
speed, etc. (the weapon must meet the prerequisites of the enhancement) If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn.
God of Hunt (Ex)
A Wild Hunt of 20th level reaches the top of the hunter's ability. Whenever he attacks his prey and misses with a roll that is not a natural 1, he hits his prey, but the damage is halved.
Heaven's Wrath (Su)
At 20th level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will. His Hunting Cry ability now makes opponents frightened on a failed save for 1 round per level or shaken for 1d4 rounds on a successful save.
The Eternal Hunt (Su)
At 20th level, if the Wild Hunt would be killed by any effect he raises 1d4 rounds later when his initiative arrives, automatically standing up from prone as a free action. He retains all taken injuries, but isn't hindered by them in any way. So a Wild Hunt decapitated by a vorpal sword would keep fighting headless, probably holding his head under one of his arms, while a disintegrated Wild Hunt would fight as a cloud of ash taking his shape. This is purely visual and doesn't provide any bonus or penalty. All spells/abilities/effects are removed from the Wild Hunt when it raises and he's restored to full HP, but if he's killed again within one day then he stays dead. If one day passes after the eternal hunt is triggered the Wild Hunt's wounds heal naturally and he can resurrect again if killed. In addition his damage reduction is now DR/cold iron, epic and lawful.