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<blockquote data-quote="Obly99" data-source="post: 8671807" data-attributes="member: 7035194"><p>Then you will like this!</p><p></p><p>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.</p><p></p><p><strong>Alignment:</strong> Any non-lawful.</p><p></p><p><strong>Starting Gold:</strong> 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.</p><p></p><p><strong>Starting Age:</strong> Simple.</p><p></p><p><strong>Hit Die:</strong> d8</p><p></p><p><strong>Table: The Wild Hunt</strong></p><p></p><table style='width: 100%'><tr><th>Level</th><th>Base Attack Bonus</th><th>Fort Save</th><th>Ref Save</th><th>Will Save</th><th>Special</th></tr><tr><td>1st</td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td>Wilderness body, Track, Selected Prey, +1 Dex</td></tr><tr><td>2nd</td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td>Hunter Initiate, +1 Cha</td></tr><tr><td>3rd</td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td>Sprite Skin, +1 Dex</td></tr><tr><td>4th</td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td>Hounds</td></tr><tr><td>5th</td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td>Hunting Steed, +1 Cha</td></tr><tr><td>6th</td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td>Adept Hunter</td></tr><tr><td>7th</td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td>Ascension</td></tr><tr><td>8th</td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td>Hunter Freedom</td></tr><tr><td>9th</td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td>Hunting Cry, +1 Dex</td></tr><tr><td>10th</td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td>Master Hunter</td></tr><tr><td>11th</td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td>Group Hunt, +1 Cha</td></tr><tr><td>12th</td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td>Ride the Storm, +1 Dex</td></tr><tr><td>13th</td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td>Focused Mind , +1 Cha</td></tr><tr><td>14th</td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td>Legendary Hunter, +1 Dex</td></tr><tr><td>15th</td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td>Omen of Peril</td></tr><tr><td>16th</td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td>Hunter Eye, +1 Cha</td></tr><tr><td>17th</td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td>Gather the Dead</td></tr><tr><td>18th</td><td><p style="text-align: center">+13</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td>Perfect Hunter, +1 Dex</td></tr><tr><td>19th</td><td><p style="text-align: center">+14</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td>Hunting Tools, +1 Cha</td></tr><tr><td>20th</td><td><p style="text-align: center">+15</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+12</p> </td><td>God of Hunt, Heaven's Wrath, The Eternal Hunt, +1 Dex. +1 Cha</td></tr></table><p></p><p></p><p></p><p><strong>Class Skills</strong> (6 + Int modifier per level): <u>Acrobatics</u> (<u>Dex</u>), <u>Bluff</u> (<u>Cha</u>), <u>Climb</u> (<u>Str</u>), <u>Craft</u> (<u>Int</u>), <u>Diplomacy</u> (<u>Cha</u>), <u>Disguise</u> (<u>Cha</u>), <u>Escape Artist</u> (<u>Dex</u>), <u>Fly</u> (<u>Dex</u>), <u>Intimidate</u> (<u>Cha</u>), <u>Knowledge</u> (geography) (<u>Int</u>), <u>Knowledge</u> (local) (<u>Int</u>), <u>Knowledge</u> (nature) (<u>Int</u>), <u>Perception</u> (<u>Wis</u>), <u>Perform</u> (<u>Cha</u>), <u>Sense Motive</u> (<u>Wis</u>), <u>Sleight of Hand</u> (<u>Dex</u>), <u>Stealth</u> (<u>Dex</u>), <u>Swim</u> (<u>Str</u>) and <u>Use Magic Device </u>(<u>Cha</u>).</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Wild Hunt is proficient with all <u>simple and martial weapons</u>, light <u>armor</u> and shields (except tower shields).</p><p></p><p><strong>Wilderness body</strong></p><p>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.</p><p></p><p><strong>Track (Ex)</strong></p><p>A Wild Hunt adds half his level (minimum 1) to <u>Survival</u> <u>skill checks</u> made to follow tracks.</p><p></p><p><strong>Selected Prey (Su)</strong></p><p>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 <u>Cha</u> 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 <u>DR</u> the creature might possess and the Wild Hunt gain +4 morale bonus to confirm critical hit.</p><p></p><p>In addition, while selected prey is in effect, the Wild Hunt gains a deflection bonus equal to his <u>Charisma</u> modifier (if any) to his <u>AC</u> against attacks made by the target of selected prey.</p><p></p><p>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.</p><p></p><p><strong>Ability Increase</strong></p><p>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.</p><p></p><p><strong>Hunter Initiate (Ex)</strong></p><p>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</p><p></p><p><strong>Sprite Skin (Ex)</strong></p><p>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.</p><p></p><p><strong>Hounds (Su)</strong></p><p>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.</p><p></p><p>Their stats are as follows:</p><p></p><p>-Medium Sized magical beast (darkvision 60 foot and low light vision).</p><p>-30 base speed, plus an extra 5 foot for every 5 HD they have.</p><p>-Bite attack dealing 1d6+1,5 Str modifier with trip.</p><p>-Bab equal their HD.</p><p>-Good fort and Reflex Saves.</p><p>-Base Str, Con and Dex of 10. They gain +1 to each of those stats for every 2 HD they have.</p><p>-Int and Cha of 6, Wisdom equal to the Wild Hunt level (minumum 10).</p><p>-DR, SR, energy resistances and any immunities as those the Wild Hunt has.</p><p>-Scent as per the SRD and +4 natural armor bonus.</p><p>-2+Int modifier Skill points per level (basically 1 Skill point per HD).</p><p>-Racial bonus to Stealth equal to their HD, and racial bonus to Perception equal to half their HD.</p><p>-Feats follow HD as normal, all hounds must have the same feats.</p><p>-Skirmisher (Ex): If the hound moves at least 10 foot before striking, it deals an extra +1d6 damage for every 3 HD it has.</p><p></p><p>Hounds also gain the following abilities when the Wild Hunt gains them from this class: <em>Adept Hunter, Ascension, Focused Mind, Hunting Cry, Hunter Freedom, and Master Hunter </em>.</p><p></p><p>Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.</p><p></p><p><strong>Hunting Steed (Sp)</strong></p><p>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.</p><p></p><p><strong>Adept Hunter (Su)</strong></p><p>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.</p><p>In addition, the Wild Hunt gains a bonus to Natural Armor equal to his Con modifier. </p><p></p><p><strong>Ascenscion</strong></p><p>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. </p><p></p><p><strong>Hunter Freedom (Su)</strong></p><p>At 8th level the Wild Hunt benefits from a permanent <em>freedom of movement</em> effect, and in addition it ignores the max Dexterity bonus on armors.</p><p></p><p><strong>Hunting Cry (Su)</strong></p><p>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.</p><p></p><p><strong>Master Hunter (Ex)</strong></p><p>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.</p><p></p><p><strong>Group Hunt (Su)</strong></p><p>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.</p><p></p><p><strong>Ride the Storm (Su)</strong></p><p>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.</p><p></p><p><strong>Focused Mind (Ex)</strong></p><p>At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities.</p><p></p><p><strong>Legendary Hunter (Ex)</strong></p><p>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.</p><p></p><p><strong>Omen of Peril (Su)</strong></p><p>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.</p><p></p><p><strong>Hunter Eye (Sp)</strong></p><p>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.</p><p></p><p><strong>Gather the Dead (Su)</strong></p><p>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.</p><p></p><p><strong>Perfect Hunter (Ex/Sp)</strong></p><p>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 <em>true seeing</em>.</p><p></p><p><strong>Hunting Tools (Su):</strong> 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.</p><p></p><p><strong>God of Hunt (Su)</strong></p><p>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 <u>outsider</u> with the lawful subtype, a lawful-aligned <u>dragon</u>, 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).</p><p></p><p><strong>Heaven's Wrath (Su)</strong></p><p>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.</p><p></p><p><strong>The Eternal Hunt (Su)</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8671807, member: 7035194"] 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. [B]Alignment:[/B] Any non-lawful. [B]Starting Gold:[/B] 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. [B]Starting Age:[/B] Simple. [B]Hit Die:[/B] d8 [B]Table: The Wild Hunt[/B] [TABLE] [TR] [TH]Level[/TH] [TH]Base Attack Bonus[/TH] [TH]Fort Save[/TH] [TH]Ref Save[/TH] [TH]Will Save[/TH] [TH]Special[/TH] [/TR] [TR] [TD]1st[/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD]Wilderness body, Track, Selected Prey, +1 Dex[/TD] [/TR] [TR] [TD]2nd[/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD]Hunter Initiate, +1 Cha[/TD] [/TR] [TR] [TD]3rd[/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD]Sprite Skin, +1 Dex[/TD] [/TR] [TR] [TD]4th[/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD]Hounds[/TD] [/TR] [TR] [TD]5th[/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD]Hunting Steed, +1 Cha[/TD] [/TR] [TR] [TD]6th[/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD]Adept Hunter[/TD] [/TR] [TR] [TD]7th[/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD]Ascension[/TD] [/TR] [TR] [TD]8th[/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD]Hunter Freedom[/TD] [/TR] [TR] [TD]9th[/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD]Hunting Cry, +1 Dex[/TD] [/TR] [TR] [TD]10th[/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD]Master Hunter[/TD] [/TR] [TR] [TD]11th[/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD]Group Hunt, +1 Cha[/TD] [/TR] [TR] [TD]12th[/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD]Ride the Storm, +1 Dex[/TD] [/TR] [TR] [TD]13th[/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD]Focused Mind , +1 Cha[/TD] [/TR] [TR] [TD]14th[/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD]Legendary Hunter, +1 Dex[/TD] [/TR] [TR] [TD]15th[/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD]Omen of Peril[/TD] [/TR] [TR] [TD]16th[/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD]Hunter Eye, +1 Cha[/TD] [/TR] [TR] [TD]17th[/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD]Gather the Dead[/TD] [/TR] [TR] [TD]18th[/TD] [TD][CENTER]+13[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD]Perfect Hunter, +1 Dex[/TD] [/TR] [TR] [TD]19th[/TD] [TD][CENTER]+14[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD]Hunting Tools, +1 Cha[/TD] [/TR] [TR] [TD]20th[/TD] [TD][CENTER]+15[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD]God of Hunt, Heaven's Wrath, The Eternal Hunt, +1 Dex. +1 Cha[/TD] [/TR] [/TABLE] [B]Class Skills[/B] (6 + Int modifier per level): [U]Acrobatics[/U] ([U]Dex[/U]), [U]Bluff[/U] ([U]Cha[/U]), [U]Climb[/U] ([U]Str[/U]), [U]Craft[/U] ([U]Int[/U]), [U]Diplomacy[/U] ([U]Cha[/U]), [U]Disguise[/U] ([U]Cha[/U]), [U]Escape Artist[/U] ([U]Dex[/U]), [U]Fly[/U] ([U]Dex[/U]), [U]Intimidate[/U] ([U]Cha[/U]), [U]Knowledge[/U] (geography) ([U]Int[/U]), [U]Knowledge[/U] (local) ([U]Int[/U]), [U]Knowledge[/U] (nature) ([U]Int[/U]), [U]Perception[/U] ([U]Wis[/U]), [U]Perform[/U] ([U]Cha[/U]), [U]Sense Motive[/U] ([U]Wis[/U]), [U]Sleight of Hand[/U] ([U]Dex[/U]), [U]Stealth[/U] ([U]Dex[/U]), [U]Swim[/U] ([U]Str[/U]) and [U]Use Magic Device [/U]([U]Cha[/U]). [B]Weapon and Armor Proficiency[/B] Wild Hunt is proficient with all [U]simple and martial weapons[/U], light [U]armor[/U] and shields (except tower shields). [B]Wilderness body[/B] 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. [B]Track (Ex)[/B] A Wild Hunt adds half his level (minimum 1) to [U]Survival[/U] [U]skill checks[/U] made to follow tracks. [B]Selected Prey (Su)[/B] 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 [U]Cha[/U] 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 [U]DR[/U] 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 [U]Charisma[/U] modifier (if any) to his [U]AC[/U] 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. [B]Ability Increase[/B] 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. [B]Hunter Initiate (Ex)[/B] 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 [B]Sprite Skin (Ex)[/B] 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. [B]Hounds (Su)[/B] 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):[I] [/I]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: [I]Adept Hunter, Ascension, Focused Mind, Hunting Cry, Hunter Freedom, and Master Hunter [/I]. Killed hounds vanish whitout a trace. The Wild Hunt can replace them by performing a new 24 hour ritual. [B]Hunting Steed (Sp)[/B] 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. [B]Adept Hunter (Su)[/B] 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. [B]Ascenscion[/B] 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. [B]Hunter Freedom (Su)[/B] At 8th level the Wild Hunt benefits from a permanent [I]freedom of movement[/I] effect, and in addition it ignores the max Dexterity bonus on armors. [B]Hunting Cry (Su)[/B] 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. [B]Master Hunter (Ex)[/B] 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. [B]Group Hunt (Su)[/B] 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. [B]Ride the Storm (Su)[/B] 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. [B]Focused Mind (Ex)[/B] At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities. [B]Legendary Hunter (Ex)[/B] 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. [B]Omen of Peril (Su)[/B] 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. [B]Hunter Eye (Sp)[/B] 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. [B]Gather the Dead (Su)[/B] 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. [B]Perfect Hunter (Ex/Sp)[/B] 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 [I]true seeing[/I]. [B]Hunting Tools (Su):[/B] 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. [B]God of Hunt (Su)[/B] 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 [U]outsider[/U] with the lawful subtype, a lawful-aligned [U]dragon[/U], 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). [I][/I] [B]Heaven's Wrath (Su)[/B] 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. [I][/I] [B]The Eternal Hunt (Su)[/B] 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. [/QUOTE]
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