Author Topic: Wild Hunt  (Read 906 times)

oslecamo

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Wild Hunt
« on: June 26, 2017, 03:26:11 AM »
Wild Hunt



Table: Wild Hunt   HD: d8

Level Bab Fort Ref Will Feature
1 +1+2 +2 +0Wilderness Body, Track, Selected Prey, +1 Dex
2 +2 +3+3+0Hunter Initiate, +1 Wis
3 +3+3+3+1Sprite Skin, +1 Dex
4 +4+4+4+1Hounds
5 +5+4+4+1Hunting Steed, +1 Wis
6 +6+5+5+2Adept Hunter
7 +7+5+5+2Ascension
8 +8+6+6+2Hunter Freedom
9 +9+6+6+4Hunting Cry, +1 Dex
10 +10+7+7+4Master Hunter
11 +11+7 +7+4Group Hunt, +1 Wis
12 +12+8+8+4Ride the Storm, +1 Dex
13 +13+8+8+4Focused Mind, +1 Wis
14 +14+9+9+4Legendary Hunter, +1 Dex
15 +15+ 9+9+5Omen of Peril
16 +16 +10+10+5Hunter Eye, +1 Wis
17 +17 +10+10+5Gather the Dead
18 +18 +11+11+6Perfect Hunter, +1 Dex
19 +19 +11 +11+6Hunting Tools, +1 Wis
20 +20 +12 +12+6Immortality, +1 Dex
21 +21 +12 +12+6Heaven's Wrath, +1 Wis
22 +2 +13 +13+7God of Hunt, +1 Dex
Skill Points: 6+Int mod/level (x4 at 1st level). Class Skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Proficiencies: Simple and martial weapons, light armor, light and heavy shields.

Class Features:
Wilderness body:The Wild Hunt loses all other racial bonus and gains fey traits (basically low light vision) plus Darkvision 60 feet. It's a medium sized fey with base speed of 30 feet.

Track: The Wild Hunt gains Track as a bonus feat.

Selected Prey: As a standard action, 1/day per HD, the Wild Hunt points towards an opponent it can detect within 10 feet per HD, and it starts to glow as if under the effect of a faery fire spell. The effect lasts 1 minute per HD, and during that time the Wild Hunt gains a +1 morale bonus to attack rolls, damage rolls, ability checks and skill checks against the Selected Prey, plus an extra +1 for every 4 HD the Wild Hunt has. Also, critical threats against the Selected Prey are automatically confirmed. Only one Selected Prey is allowed at a time.

At 6 HD this ability may be used as a move action.
At 12 HD as a swift action.
At 18 HD as a free action.

Ability Increase: The Wild Hunt gains a permanent +1 to
   Dexterity at levels 1, 3, 9, 12, 14, 18, 20, 22
   Wisdom at levels 2, 5, 11, 13, 16, 19, 21
   For a total of +8 Dex and +7 Wis at level 22.

Hunter Initiate: At 2nd level the Wild Hunt is immune to fatigue, gains resistance to electricity equal to his HD and resistance to cold and fire equal to half his HD. He also ignores adverse wind conditions when firing a bow, including magic ones like Wind Wall.

Sprite Skin: At 3rd level the Wild Hunt gains DR/Cold Iron or Magic equal to 1/2 his HD, and SR equal to 11+HD. At 6 HD this increases to DR/Cold Iron and Magic. It may raise or drop his SR at any time as a free action.

Hounds: At 4th level, in a special 24 hour ritual, the Wild Hunt can summon mystical hounds to permanently aid him. He can have up to 1 Hound per 4 Wild Hunt levels, and they each have a number of d8 HD equal to the Wild Hunt's HD. Their stats are as follows:
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Hounds also gain the following abilities when the Wild Hunt gains them from this class: Hunter Freedom, Ascension, Hunting Cry, Adept Hunter, Master Hunter, Focused Mind.

Killed hounds vanish without a trace. The Wild Hunt can replace them by performing a new 24 hour ritual.

Hunting Steed: The Wild Hunt can now use Phantom Steed as an SLA 1/day for every 2 HD it has, except that it has double the normal HP and can be made to look like whatever you want. Observers can attempt to notice that it's an unnatural creature by succeeding on a Spot check opposed by your Hide check.

Adept Hunter: Whenever the Wild Hunt damages an opponent, 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.


Ascension:The Wild Hunt grows one size category, and can now fly by himself at double his base speed with perfect maneuverability. His Hunting Steed is now huge, and when the Wild Hunt rides it they gain a bonus to their speed equal to the Wild Hunt's base speed.

Hunter Freedom: The Wild Hunt now benefits from a permanent freedom of movement effect, and in addition it ignores the max Dexterity bonus of its armor.

Hunting Cry: At 9th level, as a standard action the Wild Hunt can release a fearsome shout. All in a radius of 5’ / HD must make a Will save DC 10+1/2HD+Wis modifier or be shaken for 1 minute. A successful 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 Hunting Cries.

At 13 HD this ability may be used as a move action, at 17 HD as a swift action, and at 21 HD 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, and/or exclude allies from it.

Master Hunter: At 10th level, the Wild Hunt deals extra damage with all manufactured and natural weapons equal to his Wis modifier. He's also now immune to exhaustion.

Group Hunt: At 11th level, when the Wild Hunt selects a prey, his allies receive the same morale bonus. In addition, Selected Prey now lasts 1 hour per HD and the Wild Hunt can have a number of prey at the same time equal to his Wis modifier.

Ride the Storm:At 12th level, as a full round action you can produce a Control Weather effect as per the spell 1/day for every 3 HD you have. You count as a druid for the purposes of this ability.

At 16 HD, you can use this as a standard action.

At 20 HD, as a move action.

In addition, when you use this ability you may also replicate a teleport or plane shift SLA, except that you must end up in an open non-enclosed area, your hounds don't count towards the max number of passengers and the Control Weather effect only manifests in your ending point.

Focused Mind: At 13th level the Wild Hunt becomes immune to mind-affecting spells and abilities, except for morale bonuses.

Legendary Hunter: At 14th level creatures slain by the Wild Hunt cannot be brought back to life except by a true resurrection combined with a Miracle or Wish spell.

In addition, the Wild Hunt gains an Insight bonus to AC equal to his Wis modifier.

Omen of Peril: At 15th level, no good can come from crossing the path of the Wild Hunt. You gain a gaze attack with a range of 5’ / HD. Creatures must succeed on a Will save DC 10+1/2HD+Wis modifier or be cursed as a Bestow Curse spell (only one curse per individual from this effect). Activating it is a standard action, and it lasts for 1 round per HD. It can be ended earlier as a free action and any remaining rounds used later that day (minimum of 1 round used each time).

Unlike normal Gaze attacks, the Wild Hunt can willingly choose not to affect specific individuals without penalty.

Hunter Eye: At 16th level, the Wild Hunt can see much farther than anyone would think. He can use Discern Location as an SLA 1/day for every 4 HD it has, except that this effect can pierce Mindblank effects if the Wild Hunt succeeds on a spot check against the CL or HD (whichever's higher) of the target, but the Wild Hunt only uses its ranks in Spot for this, without any other modifier.

Gather the Dead: At 17th level, the Wild hunt can guide the spirits of those who recently passed away.

1/day as a 10 minute ritual involving lots of dancing and chanting in circles, the Wild Hunt can make all deceased creatures in a 5’ / HD radius rise as spirits. Treat them as the original creatures with 2 levels of the Ghost improved class, except they don't lose racial modifiers. The Wild Hunt can directly control up to twice his HD of spirits (including ghost levels) 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.

Those spirits do this for 24 hours, after which they depart to the afterlife. They cannot be brought back except by true resurrection + Wish or Miracle.

Perfect Hunter: 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 many range increments as he wishes. His ranged weapon attacks have basically infinite reach as long as he can spot the opponent and has valid line of effect.

Hunting Tools: Weapons wielded by the Wild Hunt automatically gain an enhancement bonus equal to 1/4 his HD. This bonus can be used to replicate specific weapon enhancements like returning, vorpal, holy, speed, etc. If a weapon leaves the Wild Hunt's hands it returns to normal at the end of his turn. This ability doesn't allow the Wild Hunt to further enhance already enchanted weapons, but he can temporally "overwrite" a weapon's enhancements with Hunting tools for something specific. So for example if a 19th level Wild Hunt has a +5 frost spear and finds himself facing an epic troll, he can turn his weapon in a +3 flaming spear (total of +4 enhancement) to bypass his regeneration. Activating this change is a free action but may only be taken once per round per weapon.

Immortality: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 rises 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 within one hour then he stays dead for good.

If one hour passes after immortality is triggered the Wild Hunt's wounds heal naturally and he can resurrect again if killed.

In addition his DR can now only be bypassed by cold iron and epic.

Heaven's Wrath: At 21st level the Wild Hunt can now use his Selected Prey and Ride the Storm abilities at will.

His Hunter's Cry ability now makes opponents frightened on a failed save and shaken on a successful save.

God of Hunt: The Selected Prey bonuses now are untyped (as thus stack with other morale bonuses). Wild Hunt attacks automatically bypass all DR, regeneration, and bonuses to AC derived from spells and Su abilities on its Selected Prey (including but not limited to any and all deflection, sacred, and insight bonuses).

In addition, Selected Prey stricken by the Wild Hunt must make a Fort Save equal to 10+1/2 HD+Dex modifier or be slain (or destroyed on the case of non-living enemies).

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