Sub-Epic Offerings

the sh-it wannabe Worm that Walks from Pathfinder, we use the powerful old school 3.5 one
For my prestige class I used the PF1 template as a basis (mostly to avoid that +20 insight to the AC absolutely random for a template that should be CR +3) but giving it back the discorporate of the 3.5 version (calling it greater discorporate to differentiate it from the basic one) and giving it the various heritage to better customize the character.
 

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My wife is always playing fae or fae type beings
Then you will like this!

The Wild Hunt is a terrifying fey hunter, chasing his designated prey for days on end without stopping to the ends of the world if necessary. All races can be a Wild Hunt because as soon as they take the hunter's mantle they become fairies. With its trusty hounds and its mount and the storm it brings, the Wild Hunt is an omen of death for all who cross its path. Due to their capricious nature they are extremely feared, as they could ignore an immense beast and decide to hunt a harmless farmer for a reason only understandable to them. Even with this they are extremely respected wherever they go for their abilities to take down even the most formidable of opponents and have been the savior of many regions. If you cross paths with a Wild Hunt, pray that it doesn't decide that you are prey or your fate is sealed.

Alignment: Any non-lawful.

Starting Gold: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Simple.

Hit Die: d8

Table: The Wild Hunt

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0​
+0​
+2​
+2​
Wilderness body, Track, Selected Prey, +1 Dex
2nd
+1​
+0​
+3​
+3​
Hunter Initiate, +1 Cha
3rd
+2​
+1​
+3​
+3​
Sprite Skin, +1 Dex
4th
+3​
+1​
+4​
+4​
Hounds
5th
+3​
+1​
+4​
+4​
Hunting Steed, +1 Cha
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, +1 Dex
10th
+7​
+3​
+7​
+7​
Master Hunter
11th
+8​
+3​
+7​
+7​
Group Hunt, +1 Cha
12th
+9​
+4​
+8​
+8​
Ride the Storm, +1 Dex
13th
+9​
+4​
+8​
+8​
Focused Mind , +1 Cha
14th
+10​
+4​
+9​
+9​
Legendary Hunter, +1 Dex
15th
+11​
+5​
+9​
+9​
Omen of Peril
16th
+12​
+5​
+10​
+10​
Hunter Eye, +1 Cha
17th
+12​
+5​
+10​
+10​
Gather the Dead
18th
+13​
+6​
+11​
+11​
Perfect Hunter, +1 Dex
19th
+14​
+6​
+11​
+11​
Hunting Tools, +1 Cha
20th
+15​
+6​
+12​
+12​
God of Hunt, Heaven's Wrath, The Eternal Hunt, +1 Dex. +1 Cha



Class Skills (6 + Int modifier per level): 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).

Weapon and Armor Proficiency
Wild Hunt is proficient with all simple and martial weapons, light armor and shields (except tower shields).

Wilderness body
At 1st level the Wild Hunt type changes to fey and gain low-light vision. If the Wild Hunt already have low-light vision from another source instead gain darkvision 30 ft.

Track (Ex)
A Wild Hunt adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Selected Prey (Su)
As a standard action, once per day for every 4 Wild Hunt level he has, the Wild Hunt can chooses one target within 10 feet per level it 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 Cha 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. Regardless of the target, attacks made against selected prey automatically bypass any DR the creature might possess and the Wild Hunt gain +4 morale bonus to confirm critical hit.

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 6th he can use this ability as a move action. At 12th he can use this ability as a swift action. At 18 he can use this ability as a free action and critical hits against selected prey are automatically confirmed.

Ability Increase
The Wild Hunt gains a permanent +1 to Dexterity at levels 1, 3, 9, 12, 14, 18, 20 and Charisma at levels 2, 5, 11, 13, 16, 19, 20 for a total of +7 Dex and +7 Cha at level 20.

Hunter Initiate (Ex)
At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his Wild Hunt level and resistance to cold and fire equal to half his Wild Hunt level

Sprite Skin (Ex)
At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his Wild Hunt level. At 6th level this increases to DR/Cold Iron and Magic. At 11th the Wild Hunt gains and SR equal to 11+Wild Hunt level. At 16th level the DR increases to DR/Cold Iron and Lawful equalt to his Wild Hunt level.

Hounds (Su)
At 4th level the Wild Hunt can summon mystical hounds to aid him in a 24 hour special ritual, and they're permanent. He can have up to 1 Hound per 4 Wild Hunt level, and they each have a number of d10 HD equal to the Wild Hunt level.

Their stats are as follows:

-Medium Sized magical beast (darkvision 60 foot and low light vision).
-30 base speed, plus an extra 5 foot for every 5 HD they have.
-Bite attack dealing 1d6+1,5 Str modifier with trip.
-Bab equal their HD.
-Good fort and Reflex Saves.
-Base Str, Con and Dex of 10. They gain +1 to each of those stats for every 2 HD they have.
-Int and Cha of 6, Wisdom equal to the Wild Hunt level (minumum 10).
-DR, SR, energy resistances and any immunities as those the Wild Hunt has.
-Scent as per the SRD and +4 natural armor bonus.
-2+Int modifier Skill points per level (basically 1 Skill point per HD).
-Racial bonus to Stealth equal to their HD, and racial bonus to Perception equal to half their HD.
-Feats follow HD as normal, all hounds must have the same feats.
-Skirmisher (Ex): If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 3 HD it has.

Hounds also gain the following abilities when the Wild Hunt gains them from this class: Adept Hunter, Ascension, Focused Mind, Hunting Cry, Hunter Freedom, and Master Hunter .

Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

Hunting Steed (Sp)
At 5 th level the Wild Hunt can now use Phantom Steed as a SLA 1/day for every 2 level it 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 Con modifier.

Ascenscion
At 7th level the Wild Hunt can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is 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, it gain a bonus to is speed equal to the Wild Hunt's base speed and add the Charisma modifier of the Wild Hunt as a deflection bonus to the 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 in a radius of 5 foot per Wild Hunt level must make a Will save DC 10+½ the Wild Hunt level+Cha modifier or be shaken for 1 minute. Successfull save renders a creature immune to further Hunting Cries from the same individual for 24 hours, but not from others. The Wild Hunt and his hounds are immune to each other's Hunti Cries. At 13th level this ability may be used as a move action, at 17th level as a swift action, at 20th level it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves. The Wild Hunt may affect a smaller radius with this ability if he wishes. This is a fear, mind-effecting, sonic effect and creature deafened are immune to this abiliy.

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, using the Wild Hunt level and Charisma modifier. 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 equal to his Cha modifier, but his allies maintain the bonus only for 1 round per Wild Hunt level from the activation of the ability.

Ride the Storm (Su)
At 12th level, chanting for 10 minutes the Wild Hunt can produce a Control Weather effect as the spell 1/day for every 3 Wild Hunt he has. 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 teleported with him are never selected by lightning generated by this thunderstorm and are immune to negative effect generated by the winds strenght (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 succed a caster level check with a DC of 11+Wild Hunt level. In addition, the Wild Hunt senses if a creature he has slain has been restored to life. The Wild Hunt now gains an Insight bonus to AC equal to his Cha modifier.

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+Cha 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 whitout 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.

Hunter Eye (Sp)
At 16th level, the Wild Hunt can see much farther than anyone could think. He can use Discern Location as a SLA 1/day for every 4 Wild Hunt level it has, except that this effect can pierce mindblank effects if the Wild Hunt suceeds on a perception check against a DC of 20+CL or HD (wichever's higher) 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 wich 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+Cha modifier.

Perfect Hunter (Ex/Sp)
At 18th the Wild Hunt now ignores all miss chances from any source, he takes no range penalty for firing too far away and can do as 20 range increments for every ranged weapon. At 20th the Wild Hunt gain as a constant SLA true seeing.

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 enanchments like returning, vorpal, holy, speed, etc, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn.

God of Hunt (Su)
At 20th the selected prey damage bonus on the first successful attack is now 2 points of damage per level the Wild Hunt possesses instead of 1. If the target of selected prey is an 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 3 points of damage per level the Wild Hunt possesses. The Wild Hunt attacks automatically bypass all DR and bonus to AC derived from spells and Su abilities (including but not limited to any and all deflection, insight, profane and sacred bonus). In addition, Selected prey striken for the first time in 24 hours by the Wild Hunt must make Fortitude save equal to 10+½ Wild Hunt level+Cha modifier or be slain (or destroyed on the case of non-living enemies, undead and construct are not immune to this effect).

Heaven's Wrath (Su)
At 20th level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will. His Hunter's Cry ability now makes opponents frightened on a failed save and shaken on a successfull save.

The Eternal Hunt (Su)
At 20th level the Wild Hunt stops aging and is immune to all aging effects. In addition, 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 Blade 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 humanoid 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 whitin 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 ressurect again if killed. In addition his damage reduction is now DR/cold iron, epic and lawful.
 

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Then you will like this!

The Wild Hunt is a terrifying fey hunter, chasing his designated prey for days on end without stopping to the ends of the world if necessary. All races can be a Wild Hunt because as soon as they take the hunter's mantle they become fairies. With its trusty hounds and its mount and the storm it brings, the Wild Hunt is an omen of death for all who cross its path. Due to their capricious nature they are extremely feared, as they could ignore an immense beast and decide to hunt a harmless farmer for a reason only understandable to them. Even with this they are extremely respected wherever they go for their abilities to take down even the most formidable of opponents and have been the savior of many regions. If you cross paths with a Wild Hunt, pray that it doesn't decide that you are prey or your fate is sealed.

Alignment: Any non-lawful.

Starting Gold: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Simple.

Hit Die: d8

Table: The Wild Hunt

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0​
+0​
+2​
+2​
Wilderness body, Track, Selected Prey, +1 Dex
2nd
+1​
+0​
+3​
+3​
Hunter Initiate, +1 Cha
3rd
+2​
+1​
+3​
+3​
Sprite Skin, +1 Dex
4th
+3​
+1​
+4​
+4​
Hounds
5th
+3​
+1​
+4​
+4​
Hunting Steed, +1 Cha
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, +1 Dex
10th
+7​
+3​
+7​
+7​
Master Hunter
11th
+8​
+3​
+7​
+7​
Group Hunt, +1 Cha
12th
+9​
+4​
+8​
+8​
Ride the Storm, +1 Dex
13th
+9​
+4​
+8​
+8​
Focused Mind , +1 Cha
14th
+10​
+4​
+9​
+9​
Legendary Hunter, +1 Dex
15th
+11​
+5​
+9​
+9​
Omen of Peril
16th
+12​
+5​
+10​
+10​
Hunter Eye, +1 Cha
17th
+12​
+5​
+10​
+10​
Gather the Dead
18th
+13​
+6​
+11​
+11​
Perfect Hunter, +1 Dex
19th
+14​
+6​
+11​
+11​
Hunting Tools, +1 Cha
20th
+15​
+6​
+12​
+12​
God of Hunt, Heaven's Wrath, The Eternal Hunt, +1 Dex. +1 Cha



Class Skills (6 + Int modifier per level): 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).

Weapon and Armor Proficiency
Wild Hunt is proficient with all simple and martial weapons, light armor and shields (except tower shields).

Wilderness body
At 1st level the Wild Hunt type changes to fey and gain low-light vision. If the Wild Hunt already have low-light vision from another source instead gain darkvision 30 ft.

Track (Ex)
A Wild Hunt adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Selected Prey (Su)
As a standard action, once per day for every 4 Wild Hunt level he has, the Wild Hunt can chooses one target within 10 feet per level it 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 Cha 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. Regardless of the target, attacks made against selected prey automatically bypass any DR the creature might possess and the Wild Hunt gain +4 morale bonus to confirm critical hit.

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 6th he can use this ability as a move action. At 12th he can use this ability as a swift action. At 18 he can use this ability as a free action and critical hits against selected prey are automatically confirmed.

Ability Increase
The Wild Hunt gains a permanent +1 to Dexterity at levels 1, 3, 9, 12, 14, 18, 20 and Charisma at levels 2, 5, 11, 13, 16, 19, 20 for a total of +7 Dex and +7 Cha at level 20.

Hunter Initiate (Ex)
At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electrecity equal to his Wild Hunt level and resistance to cold and fire equal to half his Wild Hunt level

Sprite Skin (Ex)
At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his Wild Hunt level. At 6th level this increases to DR/Cold Iron and Magic. At 11th the Wild Hunt gains and SR equal to 11+Wild Hunt level. At 16th level the DR increases to DR/Cold Iron and Lawful equalt to his Wild Hunt level.

Hounds (Su)
At 4th level the Wild Hunt can summon mystical hounds to aid him in a 24 hour special ritual, and they're permanent. He can have up to 1 Hound per 4 Wild Hunt level, and they each have a number of d10 HD equal to the Wild Hunt level.

Their stats are as follows:

-Medium Sized magical beast (darkvision 60 foot and low light vision).
-30 base speed, plus an extra 5 foot for every 5 HD they have.
-Bite attack dealing 1d6+1,5 Str modifier with trip.
-Bab equal their HD.
-Good fort and Reflex Saves.
-Base Str, Con and Dex of 10. They gain +1 to each of those stats for every 2 HD they have.
-Int and Cha of 6, Wisdom equal to the Wild Hunt level (minumum 10).
-DR, SR, energy resistances and any immunities as those the Wild Hunt has.
-Scent as per the SRD and +4 natural armor bonus.
-2+Int modifier Skill points per level (basically 1 Skill point per HD).
-Racial bonus to Stealth equal to their HD, and racial bonus to Perception equal to half their HD.
-Feats follow HD as normal, all hounds must have the same feats.
-Skirmisher (Ex): If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 3 HD it has.

Hounds also gain the following abilities when the Wild Hunt gains them from this class: Adept Hunter, Ascension, Focused Mind, Hunting Cry, Hunter Freedom, and Master Hunter .

Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

Hunting Steed (Sp)
At 5 th level the Wild Hunt can now use Phantom Steed as a SLA 1/day for every 2 level it 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 Con modifier.

Ascenscion
At 7th level the Wild Hunt can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is 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, it gain a bonus to is speed equal to the Wild Hunt's base speed and add the Charisma modifier of the Wild Hunt as a deflection bonus to the 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 in a radius of 5 foot per Wild Hunt level must make a Will save DC 10+½ the Wild Hunt level+Cha modifier or be shaken for 1 minute. Successfull save renders a creature immune to further Hunting Cries from the same individual for 24 hours, but not from others. The Wild Hunt and his hounds are immune to each other's Hunti Cries. At 13th level this ability may be used as a move action, at 17th level as a swift action, at 20th level it ignores immunity to fear, but creatures normally immune gain a +5 bonus on their saves. The Wild Hunt may affect a smaller radius with this ability if he wishes. This is a fear, mind-effecting, sonic effect and creature deafened are immune to this abiliy.

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, using the Wild Hunt level and Charisma modifier. 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 equal to his Cha modifier, but his allies maintain the bonus only for 1 round per Wild Hunt level from the activation of the ability.

Ride the Storm (Su)
At 12th level, chanting for 10 minutes the Wild Hunt can produce a Control Weather effect as the spell 1/day for every 3 Wild Hunt he has. 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 teleported with him are never selected by lightning generated by this thunderstorm and are immune to negative effect generated by the winds strenght (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 succed a caster level check with a DC of 11+Wild Hunt level. In addition, the Wild Hunt senses if a creature he has slain has been restored to life. The Wild Hunt now gains an Insight bonus to AC equal to his Cha modifier.

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+Cha 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 whitout 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.

Hunter Eye (Sp)
At 16th level, the Wild Hunt can see much farther than anyone could think. He can use Discern Location as a SLA 1/day for every 4 Wild Hunt level it has, except that this effect can pierce mindblank effects if the Wild Hunt suceeds on a perception check against a DC of 20+CL or HD (wichever's higher) 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 wich 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+Cha modifier.

Perfect Hunter (Ex/Sp)
At 18th the Wild Hunt now ignores all miss chances from any source, he takes no range penalty for firing too far away and can do as 20 range increments for every ranged weapon. At 20th the Wild Hunt gain as a constant SLA true seeing.

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 enanchments like returning, vorpal, holy, speed, etc, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn.

God of Hunt (Su)
At 20th the selected prey damage bonus on the first successful attack is now 2 points of damage per level the Wild Hunt possesses instead of 1. If the target of selected prey is an 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 3 points of damage per level the Wild Hunt possesses. The Wild Hunt attacks automatically bypass all DR and bonus to AC derived from spells and Su abilities (including but not limited to any and all deflection, insight, profane and sacred bonus). In addition, Selected prey striken for the first time in 24 hours by the Wild Hunt must make Fortitude save equal to 10+½ Wild Hunt level+Cha modifier or be slain (or destroyed on the case of non-living enemies, undead and construct are not immune to this effect).

Heaven's Wrath (Su)
At 20th level the Wild Hunt can now use his Selected Prey and Ride the Storm ability at will. His Hunter's Cry ability now makes opponents frightened on a failed save and shaken on a successfull save.

The Eternal Hunt (Su)
At 20th level the Wild Hunt stops aging and is immune to all aging effects. In addition, 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 Blade 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 humanoid 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 whitin 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 ressurect again if killed. In addition his damage reduction is now DR/cold iron, epic and lawful.
Wow that's a pretty cool class. I have a Wyldhunt in my campaign that hunts wayward gods and seditioners from Shinkokku. I'm going to start using this class for some of it's hunters
 

For my prestige class I used the PF1 template as a basis (mostly to avoid that +20 insight to the AC absolutely random for a template that should be CR +3) but giving it back the discorporate of the 3.5 version (calling it greater discorporate to differentiate it from the basic one) and giving it the various heritage to better customize the character.
I saw that, either way I think the Worm That Walks as an epic or standard template is awesome
 




This is the "epic" version of my Worm that Walks PcC.

The "Epic" Worm that Walks

Requirement

To qualify to become a Worm That Walks, a character must fulfill all the following criteria.

Alignment: Any Evil.

Skills: Knowledge (arcane) 15 ranks.

Spells: Ability to cast 7th-level spells.

Hit Die: d6.

Class Skills

The worm that walks’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Gathering of Maggots, Vermin Empathy​
+1 level of existing spellcasting class​
2nd​
+1​
+1​
+1​
+1​
Symbiosis, Vermin Lord​
+1 level of existing spellcasting class​
3rd​
+1​
+1​
+1​
+2​
Fortification, Giant Vermin 1/day​
+1 level of existing spellcasting class​
4th​
+2​
+1​
+1​
+2​
Spew Worms​
+1 level of existing spellcasting class​
5th​
+2​
+2​
+2​
+3​
Giant Vermin 3/day, The Worm That Walks​
+1 level of existing spellcasting class​

Class Features
All of the following are class features of the worm that walk.

Spellcasting
At the indicated levels, a worm that walks gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster or if he automatically obtain extra spells every level in that spellcasting class, like wizard and witch), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a worm that walk, he must decide to which class he adds the new level for the purposes of determining spells per day.

Gathering of Maggots

This ritual initiates the celebrant into the road to become a worm that walks. The worm that walks must successfully complete the ritual to gain the first level benefits of the prestige class and to advance to the next levels.

Gathering of Maggots

School
conjuration (healing), necromancy and transmutation; Level 8

Casting Time 8 hours

Components V, M (a specially prepared worm bait worth 30,000 gp), F (the book Age of Worms)

Skill Checks Knowledge (arcana) DC 36, 4 successes; Knowledge (dungeoneering) DC 36, 2 successes; Spellcraft DC 36, 2 successes

Optional Components SC (up to 6, each of whom must be a creature with ties to vermins (GM’s discretion); +1 bonus on ritual skill checks per SC)

Range personal

Target you

Duration instantaneus

Saving Throw none; Spell Resistance no

Backlash The primary caster is exhausted and immediately falls to -1 hit points, bleeding out and dying; the primary caster also suffers 8 ability drain to one ability score (selected by the primary caster).

Failure The ritual fails horribly and all participants must make a DC 31 Will saving throw or gain the Ravenous Creature template (Advanced Bestiary).

EFFECT

The caster buries itself in the ground and during the 8 hours of the ritual worms and maggots slither and crawl their way inexorably toward him to then break through his skin and crawl into his body. During this process his body slowly changes, however subtly to the sight. The caster gains the benefict of first level of the worm that walks prestige class and can advance to the next levels.

The Age of Worms is a book which tells of the first worm that walks, Kyuss, and his ascension to immense powers through the worms. The original tome, with ancient and terrible rituals related to worms inside, has been lost since time immemorial but many minor couples are readily available from vendors specializing in the arcane or occult arts for 20,000 gp. They do not have occult rituals like the original but always have the Gathering of Maggots ritual to allow a reader to walk the path of the worm that walks.

Vermin Empathy (Ex)
At 1st level, you gain this ability, which functions as a druid’s wild empathy, save that you can only use this ability on vermin. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your total character level and your Charisma modifier to determine the wild empathy check result. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing you to train vermin via Handle Animal. Vermin have a starting attitude of unfriendly. Vermin empathy treats swarms as if they were one creature possessing a single mind. You can thus use this ability to influence and direct the actions of swarms.

Symbiosis (Ex)
The worms that borrow though your body don't always play nice. Sometimes you are the victim of their hunger, and your body becomes warped by infections and venom that increase your resistance to later invaders and other nasty things. Starting at 2nd level you becomes immune to all poisons and diseases, even those of magical nature.

Vermin Lord (Su)
Starting at 2nd level, vermins are susceptible to your mind-affecting spells. Vermins are treated as animals for the purposes of determining which spells affect them and you ignore their immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if that immunity is given by the mindless trait.

Fortification (Ex)
Starting at 3rd level, you gains a 50% chance to treat any critical hit or precision damage as a normal hit, as if wearing a moderate fortification armor.

Giant Vermin (Sp)
Starting at 3rd level, you can cast giant vermin as a spell-like ability with a caster level equal to your character level once per day. At 5th level, you can cast it 3 times per day.

Spew Worms (Su/Sp)
Starting at 4th level, you are able to spray out a swarm of worms from your mouth, as a breath weapon in a 30-foot cone a number of times per day equal to 3 + your Constitution modifier. Anyone in this area takes 1d6 points of bludgeoning damage per 2 character levels, with a successful Reflex save reducing the damage by half (DC 10 + ½ your character level + your's Con bonus). The breath weapon has a recharge of 1d4 rounds. The worms then remain as if an insect plague spell had been cast with a caster level equal to your character level (the swarms generated are worms swarm instead of wasp swarm; see below). The worms are under your command.

Worms Swarm

N Diminutive vermin (swarm)

Init +1; Senses darkvision 60 ft., tremorsense 10 ft.; Perception +9

DEFENSE

AC 18, touch 18, flat-footed 14; (+4 Dex, +4 size)

hp 119 (14d8+56)

Fort +13, Ref +8, Will +5

Defensive Abilities swarm traits; Immune weapon damage

Weakness swarm traits

OFFENSE

Speed 20 ft., burrow 20 ft, climb 20 ft., swim 20 ft.

Melee swarm (6d6 plus poison)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 21), poison

STATISTICS

Str 1, Dex 19, Con 19, Int —, Wis 12, Cha 9

Base Atk +5; CMB —; CMD

Skills Perception +9; Racial Modifiers +8 Perception

SQ swarm traits, vermin traits

SPECIAL ABILITIES

Poison (Ex)

Swarm—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 2 save. The save DC is Constitution-based.

The Worm That Walks
You reach the apotheosis of the dream of Kyuss, the immortality without the need for divine help or becoming undead. You gain the True Worm that Walks template and must choose one of the heritage below. Once a heritage is chosen you cannot change it.

True Worm That Walks (CR +8)​

A worm that walks retains all the base creature’s statistics and abilities except as noted here.

CR: Same as the base creature +8.

Alignment: Any evil.

Type: The base creature’s type changes to vermin. It gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks. Worms that walk are intelligent and do not possess the standard mindless trait of most vermin. Note that while a worm that walks has the ability to discorperate into a swarm, and while its body is made up of countless wriggling vermins, it does not itself gain the swarm subtype.

Size: Although the worms that make up the worm that walks’s body are Fine creatures, the worm that walks is treated as a creature the same size as the base creature.

Senses: As the base creature, plus darkvision 600 feet and blindsight 300 feet.

AC: The worm that walks loses any natural armor bonus the base creature may have had, but gains an insight bonus to its AC equal to its Wisdom bonus (minimum of +20) and +4 deflection bonus to AC.

Speed: As the base creature, plus see Vermin Heritage below.

Hit Dice: Change the base creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged.

Defensive Abilities: A worm that walks retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Discorporate (Ex): A worm that walks can collapse into a shapeless swarm of the vermins that make it up as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks retains all of its defensive abilities but replaces worm that walks traits with standard swarm traits. It loses its slam attacks and its squirming embrace special attack but retains all others and can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a move action as long as it has at least 1 hit point. If a worm that walks is reduced to negative points but is not killed and manages to escape, it can reforms when it return to at least 1 hit point. It returns to 1 hit point after 1 hour, then is no longer forcet to remain in swarm form.

Damage Reduction: A worm that walks loses any damage reduction possessed by the base creature and gains damage reduction /— equal to his character level.

Fast Healing: A worm that walks gains fast healing equal to its HD.

Flowing (Ex): All combat maneuver checks made to grapple the worm that walks automatically fail. A worm that walks automatically succeeds on grapple checks or Escape Artist checks made to escape a grapple or a pin.

Greater Discorporate (Ex): If gravely threatened, a worm that walks can discorporate as a free or immediate action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the character’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm that walks stands a good chance of losing all its equipment. However, discorporation almost assures that at least one vermin (if not dozens) will manage to crawl away, and so provide for the worm that walks’s continued existence.

Immunities: Worms that walk are immune to dazed, disease, exhausted, fatigued, nauseated, paralysis, poison, sickened, sleep, and stunned.

Saving Throw: A worm that walks gain +4 resistance bonus to saving throws.

Spell Resistance: A worm that walks has spell resistance equal to 11 + HD.

Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits, precision damage or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below, but not greater discorporate)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying (but can use the Diehard feat). The fast healing of the worm that walks stop work while it is at 0 or lower hit points. Worms that walk are immune to any non-harmless physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature’s individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects.

Melee Attacks: A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.

Special Attacks: A worm that walks retains all of the base creature’s special attacks. It also gains the following additional special attacks.

Coordinated Consumption (Ex): A worm that walks’s swarm damage is doubled against helpless or nauseated targets.

Corpse-Crawl Spawn (Ex): Swarm spawn created by a worm that walks gain the worm that walks’s corpse crawling ability, transforming infested corpses of an appropriate size into worm zombies. Attacks against the worm zombie deal half damage to the inhabiting worm swarm rather that to the worm that walks, although the worm swarm’s defensive abilities, DR, SR, resistances, and immunities may negate some or all of this damage. A worm that walks can attempt a Disguise check to conceal its swarm spawn’s inhabitation of a corpse, with the usual –4 penalty if it is inhabiting a host of a smaller size.

A swarm spawn cannot abandon a host corpse, however, and a remove disease or heal spell cast on the corpse that overcomes the worm swarm’s spell resistance kills it.

Corpse-Crawling (Ex): A discorporated worm that walks that infests a corpse within one size category of the worm that walks can transform the corpse into a worm zombie under its control. Worm zombies do not gain DR 5/slashing or the staggered condition but otherwise follow normal rules. When killed, the zombie collapses in a pile of vermins and the worm within is released into the zombie’s space or an adjacent square. Attacks against a worm zombie deal half damage to the worm that walks as well, although the worm that walks’s defensive abilities, DR, SR, resistances, and immunities may negate some or all of this damage. A worm zombie’s skin crawls visibly with the vermins within it, though the worm that walks can disguise its worm zombie as a normal zombie with a Disguise check, with a –4 penalty if the host smaller than itself.

A worm that walks can abandon its worm zombie as an immediate action, destroying it and releasing itself as above, or as a full-round action, leaving the corpse intact. A remove disease or heal spell cast on an inhabited corpse forces the worm that walks to abandon it if the caster overcomes the worm that walks’s spell resistance.

Enhanced Spellcasting (Su): A worm that walks gains the ability to treat its 1st-level spells like cantrips or orisons. If the worm that walks is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the worm that walks prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).

Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + ½ the worm's HD + the worm's Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. Al lthat conditions last for 1d4 rounds. Those who have seen a worm that walk use this attack before gain a +5 bonus on their saving throws. The victim of the worm's engulf attack has a -5 penalty on his or her saving throw.

Infestation (Ex): Any creature that takes swarm damage from a worm that walks, including from any swarm spawn, must succeed at a Reflex save or become infested. The save DC equals 10 + 1/2 worm that walks’s HD + its Con modifier. On a failed save, the infested creature takes 1d3 points of Strength and Constitution damage per round as the vermins burrow through and consume its flesh and blood— this effect continues each round the victim remains subject to the swarm damage and for 1d6 rounds thereafter. Any energy-based attack (including damage from negative energy) that deals damage equal to at least twice the worm that walks’s HD to the victim automatically destroys all of the vermins infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a worm that walks’s infestation. Immunity to disease offers no defense. Wind effects that affect an infesting swarm’s target have no effect on the swarm. The save DC is Constitution-based.

Squirming Embrace (Ex): If a worm that walks grapples a foe, as a free action, it can cause a swarm of its vermins to squirm over the grappled creature. These vermins deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + ½ the worm that walks’s HD + its Con modifier.

A worm that walks can have a number of embraced targets at any one time equal to 1 plus ¼ its HD. A swarm spawn has hit points equal to the worm that walks’s 1/10 maximum hit points, the same movement speed of the worm that walks and retains all of the worm that walks’s defensive abilities, but replaces worm that walks traits with standard swarm traits. Its swarm attack deals damage equal to the worm that walks’s squirming embrace attack. If the worm that walks moves further than its blindsight range from a swarm or dismisses a swarm (a free action), the swarm dies.

HD
Engulf Damage
1-5​
2d6 + 1.5 Str bonus​
6-10​
3d6 + 1.5 Str bonus​
11-15​
4d6 + 1.5 Str bonus​
16-20​
6d6 + 1.5 Str bonus​
21+​
8d6 + 1.5 Str bonus​

Spell-like Abilities (Sp)
A worm that walks gains the following spell-like abilities. The caster level for all of them is equal to its HD.

1/day—colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal, like from an Ogre Spider to a Goliath Spider), creeping doom, insect plague, summon swarm (spider only), summon apocalypse (as summon nature’s ally IX, except it summons a single locust plague swarm [B5] without multiply or reform), summon vermin IX (as summon nature’s ally IX, except it summons vermin with CR adapt to the level of the spell), vermin growth (as animal growth but vermin instead of animals), vermin messenger (as animal messenger but vermin instead of animals), vermin shapes (as animal shapes but vermin shape II instead of beast shape III), vermin trance (as animal trance but affect vermin mindless or with Int 1-2 instead of animals with Int 1-2).

Special Qualities: A worm that walks maintain the special qualities of the base creature and gains the following.

Tenacious (Ex): A worm that walks gains a +4 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD.

Ageless (Ex): A worm that walks takes no penalty to its physical ability scores from advanced age. If it is already taking such penalties, they are removed at this time. The worm that walks stop aging and gains immune to aging affect. Barring death from violence, or misadventure, a worm that walks can live forever.

Abilities: Dex +8, Con +8.

Skills: Worms that walk gain a +20 racial bonus on Knowledge (arcane), Perception, Sense Motive, Spellcraft, Stealth, and Survival checks.

Feats: Worm that walks gain Diehard as a bonus feat without the need to meet its prerequisite.

Vermins Heritage
Just as various breeds of vermins exist, so too does diversity exist within groups of Worm That Walk. A worm that walks that takes a specific type of vermin may be targeted with all the beneficial effects of being a swarm of that type but none of the negative effects specific to that type of swarm (ex: a worm that walks that take the Vescavor swarm with Exotic Heritage gains the beneficts of the Chaos Aura of the Vescavor Queen but cannot be targeted with her Swarm Mother special ability) plus all the special ability of the swarm of that specific type of creatures that composes it (ex: a worm that walks that take the Vescavor swarm with Exotic Heritage gains gibber, ravenous and traumatizing while a worm that walks that take the Army Ants swarm with Climbing Vermins gains Cling and Consume).

  • Aquatic Vermin (Leech/Jellyfish/Shrimp/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a swim speed of 20 ft., the aquatic subtype and the amphibious special quality.​

  • Climbing Vermin (Ant/Spider/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a climb speed of 20 ft.​

  • Fly Vermins (Locust/Wasp/Mosquito/Etc.)
    The base creature lose any borrow or swim speed might possess. The worm that walks gains a fly speed of 60 ft. (good). Remember that the Worm the Walks is treat as a Fine creature for the purposes of determining wind effects.​

  • Underground Vermin (Worm/Etc.)
    The base creature lose any fly speed might possess. The worm that walks gains a burrow speed of 20 ft., can burrow through any terrain with hardness less then 9 and can breathe while buried in earth.​

  • Exotic Heritage (Verminlike Creatures and/or Extraplanar)
    Not all the worm that walks look to vermins that are commonly found around. Some look to other planes, observing the vermin-like swarms that inhabit them. The more common among them are the Hellwasp and Vescavor Swarm. These worm that walks do not get specific movement but do get the swarm movements from which they took the members (a worm that walks that take a Vescavor Swarm gains a base land speed of 30 ft. [unless the base creature has higher land speed] and fly speed 40 ft. (good)).​
 

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Pirate Captain

Hoist the colors, boys! Let’s see if this crew of merchants and traders is made of sterner stuff than the last.”

—Hector Berell, captain of the pirate ship Arya’s Jaunt

All one needs is a ship and crew in order to be a captain. But there is more to running a ship than giving orders. It takes experience, know-how and a willingness to pull your own weight. Captaining a ship of rowdy pirates requires a special fortitude that few possess.

Pirate captains are the terrors of the seas. Their reputations are so widespread, their fame (or infamy) so great, that many can strike fear into the hearts of entire crews. Ships often surrender their cargo without chase or a fight rather than risk the wrath of a well-known pirate captain, but a pirate captain is more than just a fearsome reputation. He also knows how to motivate his crew to work harder and faster, giving them every edge possible over their intended targets

BECOMING A PIRATE CAPTAIN

Hit Die: d8.

Requirement

To qualify to become a Pirate Captain, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Feats: Persuasive.

Skills: Profession (sailor) 8 ranks, Survival 6 ranks.

Special: The pirate captain must own his own ship, whether it was purchased, captured in battle, or stolen.

Class Skills
The Pirate Captain’s class skills are Acrobatics (Int), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+0​
+0​
+1​
+0​
Pirate of renown​
2nd​
+1​
+1​
+1​
+1​
Burst of speed​
3rd​
+2​
+1​
+2​
+1​
Inspire Courage​

Class Features
All of the following are class features of the Pirate Captain.

Pirate of Renown (Ex)
Pirate captains develop a widespread reputation. Each pirate captain has his own personal flag (sometimes referred to as a “Jolly Roger”) that is raised just prior to ordering another ship to stand down. Once per day while hoisting his flag while within sight of a ship he intends to board, a pirate captain can make a special Intimidate check, adding his Pirate captain level as a bonus. This check DC is equal to (10 + HD + Wisdom modifier) of the captain of the opposing ship. If the Intimidate check succeeds, the opposing captain not only recognizes the pirate captain’s standard, but is affected by it. If the pirate captain has a reputation for sparing his victims’ lives, usually (GM’s discretion) the captain orders his ship to stand down and allows the pirates to board. If the pirate captain has a reputation for cruelty and murder, the opposing ship may try to fight or flee, but each member of the crew that is not immune to fear effects is shaken, taking a –2 penalty on attack rolls, saving throws, skill checks and ability checks. This condition lasts for as long as the pirate captain is within sight.

Burst of Speed (Ex)
Pirates are often hunted by the authorities, followed, overtaken and captured or executed. A good pirate captain can help widen the gap between his ship and any pursuers. At 2nd level, a pirate captain can inspire his crew to work harder and faster to increase the speed of his ship as a full-round action. For one hour, the ship’s speed increases by 50%. A pirate captain may do this a number of times per day equal to his Pirate captain level.

Inspire Courage (Su)
Pirate captains know how to motivate their crews, whether by direction or the lash. Once per day, a pirate captain can inspire courage in his shipmates, bolstering them against fear and improving their combat abilities. To be affected, a crewman must be able to hear the pirate captain’s voice. The effect lasts for as long as the crewman hears the pirate captain and for 5 rounds thereafter. An affected crewman receives a +1 morale bonus on attack and weapon damage rolls. Inspire courage is an emotion, mind-affecting ability.
 

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Without destruction, there is no creation... there is no change.”

—Nobunaga Oda​

Hit Die: d10.

Requirement

To qualify to become a daimyo, a character must fulfill all the following criteria.

Base Attack Bonus: +10.

Special: Must have competence with the Katana.

Special: Challenge class feature.

Class Skills
The daimyo’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: daimyo
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
1st+1+1+0+1Ancestral Armor, Bonus Feat, Name Retainers, Last to Fall, War-forged Strategy
2nd+2+1+1+1Lord’s Command, One with the Armor
3rd+3+2+1+2Bonus Feat, Lords Tactics, Protect the Weak
4th+4+2+1+2Lords Summons
5th+5+3+2+3Bonus Feat, Lords Will

Class Features
All of the following are class features of the daimyo.

Ancestral Armor (Su)
The armor of the Daimyo, after a ceremony, is imbued with his ancestors power and protection.

  • This Armor does not give any armor check penalty, max Dex bonus, spell failure chance or speed reduction. This armor count as having 0 lbs. of weight.
  • This Armor cannot take damage or be sundered while worn by the daimyo.
  • This Armor gives the daimyo DR 1/- per daimyo prestige class level, damage reduction from different sources does not stack.
Only the daimyo gain this beneficts: all other creatures do not gain this powers and treat his armor as if it had the broken condition. If the armor is lost or destoryed, an 8 hours ceremony and the consume of 200 gp per daimyo prestige class level allows the daimyo to imbue a new armor with this powers, the previous armor lost this benefits.

Bonus Feats
At 1st level, and every two levels thereafter, a daimyo gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

Named Retainers (Su)
At 1st level the daimyo name two characters as his retainers, give each one a title from the list and they will receive the bonuses listed while within 30 ft. of the daimyo. At 3rd level the retainers numbers double, and at 5th level the number of retainers equals the daimyo's wisdom modifier (minimum 6). Player daimyo usually select the other PC.

  • Political Advisor: This retainer gains +2 per daimyo prestige class level to Bluff, Diplomacy, and Sense Motive checks.

  • War Advisor: This retainer gains +2 per daimyo prestige class level to Intelligence check, Intimidate, and Profession (soldier) checks.

  • Personal Guard: This retainer gains Bodyguard and In Harm’s Way as bonus feats, though he can use them only to improve his daimyo’s AC or intercept a successful attack against his daimyo.

Last to Fall (Ex)
At 1st level, the daimyo cannot easy fall. Whenever the daimyo is below 0 hit points, he automatically stabilize without needing to attempt a Constitution check. The daimyo may choose to continue fight. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If the daimyo do not choose to continue fight, he immediately fall unconscious. The daimyo remains conscious and can continue fighting even if its hit point total is below 0. If the daimyo take a move and a standard action or a full-round action while he is at 0 or fewer hit points, he take 1 point of damage (DR does not apply). In addition, the daimyo does not dies until his total number of negative hit points is equal to or greater than triple his Constitution score. Further, while using this ability, the daimyo gains double his daimyo level as a bonus on attacks and damage rolls, immunity to death, disintegration, and mind-affecting effects and poison.

War-forged Strategy (Ex)
At 1st level, by his experiences in war, the daimyo learned how to defend better. When he worn his ancestral armor, the daimyo adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the daimyo is flat-footed. He loses these bonuses when he is immobilized or helpless, or when he wears any other armor. The daimyo levels stack with fighter levels for meet prerequisite. If the daimyo does not has any fighter level, instead count as a fighter with a level equal to double his daimyo level for meet prerequite.

Lords Command (Su)
At 2nd level, the daimyo's presence on the battlefield is intense. Any ally within 30 ft. of the daimyo gains a morale bonus to AC, attack roll, and saving throw equal to the daimyo's wisdom modifier (even the daimyo gains this bonus, but not the AC bonus).

One with the Armor (Ex)
At 2nd level, the daimyo can sleep without penalty in his Ancestral Armor, even if its is medium or heavy. Taking advantage of its stiffness, if the Ancestral Armor is heavy, the daimyo can sleep standing upright in the armor without penalty.

Lords Tactics (Su)
At 3rd level, while fighting the daimyo can issue orders to his allies to make the tide of the battle go his way. While fighting, the daimyo and his allies within 30 ft. ignore difficult terrain and gains +10 enhancement bonus to their speeds.

Protect the Weak (Ex)
At 3rd level, the daimyo knows that fighting alone does not win a battle, therefore he learned to protect his allies to win together. As an immediate action, the daimyo can protect an ally in his movement range against an attack or harmful effect. If the daimyo declares this ability, the enemy attack roll (if any) has to be rolled against the daimyo AC. If the attack or harmful effect has a saving throw the ally rolls two times (using the higher result) and can use the daimyo saving throw (if higher). Regardless, the damage (if any) will be divided between the daimyo and the ally.

Lords Summons (Su)
At 4th level, the daimyo may summon his retainers to his side, this is a full-round action that provoke attack of opportunity. The retainers appear at the daimyo location along with their gear, as long as the daimyo and the retainers are on the same plane. The retainer knows who is attempting to teleport him, and Lords Summon only functions on willing retainers.

Lords Will (Su)
At 5th level, the daimyo commands his allies better. As a standard action, a number of time per day equal to his wisdom modifier (minimum 1), the daimyo can bestow the benefict of the haste spell to a single ally within 30 ft., using his character level as his CL. An ally can benefict from this ability only once per day.

Based on this old PC Daimyo (3.5e Prestige Class) - D&D Wiki
 

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