*Revised* Wild Hunter of the Green Hand (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Grithfang

07-25-07, 05:56 PM
Cyphdieus slipped through the leafy underbrush without disturbing a leaf. His quarry was two human mercenaries, clumsily making their way along a forest trail. He watched them coldly, invisible in the shadows of the forest canopy. He had warned the Lord Arvice about trespassing in ancient wood; it was time to provide an example.

Wild Hunter Prestige Class

The Green Hand is a militant order accosting all who do not treat the ancient wood with respect and care. They have exacting standards, and expect all to meet them. They have a rabid hatred for orcs and other despoilers.
The elite of this group are the feared Wild Hunters. Masters of stealth, spell and blade they hunt from the shadows, striking with a terrible precision. This power comes at a great cost, as the rituals embrace shadow and strain the tie between hunter and the material plane. Tested past the point of breaking each supplicant permanently sacrifices two points of constitution as they are battered and broken to be rebuilt as an unflagging agent of the green hand.

Hit Die: d8

Requirements
To qualify to become a Wild Hunter, a character must fulfill all the following criteria.
Race: Any elven
Alignment: Any non-evil
Base Attack Bonus: +5
Skills: Hide 8 ranks, Knowledge (Nature) 4 ranks, Move Silently 8 ranks, Survival 4 ranks
Special: Must be a member of, and perform an exceptional service to, the Green Hand.
Spellcasting: Must be able to cast 2nd-level divine spells.
Patron: Fife

BAB Fort Ref Will
1st +1 +2 +2 +0 Hide in Plain Sight
2nd +2 +3 +3 +0 sneak attack 1d6 +1 level in existing class
3rd +3 +3 +3 +1 ShadowMeld (1/day) +1 level in existing class
4th +4 +4 +4 +1 sneak attack 2d6 +1 level in existing class
5th +5 +4 +4 +2 ShadowMeld (2/day) +1 level in existing class


Class Skills: Climb (Str); Concentration (Con); Craft (Int); Hide (Dex); Jump (Str); Knowledge (dungeoneering)(Int), Knowledge (Nature)(Int); Listen (Wis); Move Silently (Dex); Profession (Wis); Search (Int); Spellcraft (Wis); Spot (Wis); Survival (Wis)

Skill Points: 6 + Intelligence bonus

Class Features:

Sneak Attack (ex): A Wild hunter of 2nd level or higher gains the sneak attack ability (as per the rogue class feature). If the wild hunter already has this ability from a previous class it stacks.

Shadowmeld (sa): At the cost of 2 points of temporary constitution damage the Wild Hunter gains the shadow creature template for 10 minutes per level.

While a shadow creature the Wild Hunters type changes to the extraplanar subtype (native). Due to their lack of substance their speed increases x 1-1/2.
Special Qualities: A Wild Hunter retains all the special qualities of the base creature, and also gains the following:
- Resistance to cold equal to 5 + 1 per Hit Die, to a maximum of 15.
- Darkvision out to 60 feet.
- Low-light vision (if they already have low light vision their range is doubled).
- Shadow Blend (Su): In any conditions other than full daylight, a Wild Hunter can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual Flame spell, does not negate this ability, but a daylight spell will.
Wild Hunters also have one additional special ability for every 4 total levels they possess (minimum of one additional ability) from the following list:

% roll result
01-15 +2 luck bonus on all saving throws.
16-40 Cause Fear (Sp): 1/day. Caster level 5th. The save DC is Charisma-based.
46-55- Damage reduction 5/magic.
56-65 Evasion, as the rogue class feature.
66-75 Fast healing 2.
76-95 Mirror Image (Sp): 1/day. Caster level 5th.
96-00 plane shift (Sp): 1/day, to or from the plane of Shadow only. Caster level 15th.

1 If results are duplicated, reroll or DM chooses.
2 If the Wild Hunter already has evasion from another class, she instead gains Improved Evasion.
Skills: Same as base creature. Wild Hunters gain a +6 racial bonus on Hide and Move Silently checks.

If a Wild Hunters constitution is reduced to zero through use of her shadowmeld ability her hold on the material plane is lost and she becomes a shadow, native of the plane of shadow.