Swift Hunter (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search


Swift hunter[edit]

The swift hunter feat is widely considered to be the salvation of the scout class, mostly because it practically gestalts the ranger and scout. In fact, one way that some people balance low-tier classes against high-tier classes is by allowing players to gestalt two low-tier classes together. Why not take that to its natural conclusion with a little bit of homebrew? The swift hunter is a versatile wilderness explorer who functions as an all-around utility man and skill monkey, and provides solid combat support augmented by skirmish, favored enemy, and his combat style. As it is essentially a ranger//scout gestalt, the swift hunter replaces both the ranger and the scout, and is intentionally superior to either.

Making a Swift hunter[edit]

This class is designed as part of a comprehensive overhaul of 3.5 D&D intended to improve game balance and allow players who prefer martial characters to play on an even field with those who prefer casters.

Abilities: Dexterity is important for a swift hunter both because he tends to wear light armor and because several swift hunter skills are based on that ability. Strength is important because swift hunters frequently get involved in combat. Several swift hunter skills are based on Wisdom, and a Wisdom score of 16 or higher is required to get access to the most powerful swift hunter spells. A Wisdom score of 11 or higher is required to cast any swift hunter spells at all. One of the swift hunter's trademark skills, his ability to track foes, is based on Wisdom.

Races: .

Alignment: Any. Swift hunters in military service tend to be lawful.

Starting Gold: Like rangers.

Starting Age: Moderate.

Table: The Swift hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 1st favored enemy, skirmish (+1d6), track, trapfinding 2
2nd +1 +3 +3 +0 Combat style, uncanny dodge 3 0
3rd +2 +3 +3 +1 Swift hunter (+5 ft/+5/+1), skirmish (+2d6, +1 AC) 3 1
4th +3 +4 +4 +1 Animal companion 3 2 0
5th +3 +4 +4 +1 2nd favored enemy, skirmish (+3d6, +1 AC) 3 3 1
6th +4 +5 +5 +2 Improved combat style 3 3 2
7th +5 +5 +5 +2 Flawless stride, skirmish (+4d6, +2 AC) 3 3 3 0
8th +6/+1 +6 +6 +2 Swift hunter (+10 ft/+10/+2), swift tracker 3 3 3 1
9th +6/+1 +6 +6 +3 Evasion, skirmish (+5d6, +2 AC) 3 3 3 2
10th +7/+2 +7 +7 +3 3rd favored enemy, blindsense 30 ft. 3 3 3 3 0
11th +8/+3 +7 +7 +3 Greater combat style, skirmish (+6d6, +3 AC) 3 3 3 3 1
12th +9/+4 +8 +8 +4 Camouflage 3 3 3 3 2
13th +9/+4 +8 +8 +4 Swift hunter (+15 ft/+15/+3), skirmish (+7d6, +3 AC) 3 3 3 3 3 0
14th +10/+5 +9 +9 +4 Sudden step (swift) 4 3 3 3 3 1
15th +11/+6/+1 +9 +9 +5 4th favored enemy, skirmish (+8d6, +4 AC) 4 4 3 3 3 2
16th +12/+7/+2 +10 +10 +5 Combat style mastery 4 4 4 3 3 3 0
17th +12/+7/+2 +10 +10 +5 Hide in plain sight, skirmish (+9d6, +4 AC) 4 4 4 4 3 3 1
18th +13/+8/+3 +11 +11 +6 Free movement, swift hunter (+20 ft/+20/+4) 4 4 4 4 4 3 2
19th +14/+9/+4 +11 +11 +6 Skirmish (+10d6, +5 AC), sudden step (immediate) 4 4 4 4 4 4 3
20th +15/+10/+5 +12 +12 +6 5th favored enemy, blindsight 30 ft. 4 4 4 4 4 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
A swift hunter's class skills (and the key ability for each skill): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), 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), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: A swift hunter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spells: A swift hunter gains the ability to cast a small number of divine spells, which are drawn from the swift hunter spell list (see spoiler). A swift hunter must choose and prepare his spells in advance.

To prepare or cast a spell, a swift hunter must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a swift hunter's spell is 10 + the spell's level + the swift hunter's Wisdom modifier. Like other spellcasters, a swift hunter can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, he receives bonus spells per day for a high Wisdom score. When the table above indicates that the swift hunter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A swift hunter's caster level is equal to his swift hunter level. At the DM's discretion, the swift hunter may know other spells from the ranger spell list that are not reproduced below. The DM should use best judgment in deciding what level to assign to these spells, but as a rule of thumb, they should be learned and cast at one level higher than they appear on the ranger list.

SWIFT HUNTER SPELL LIST[edit]

The swift hunter spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.

0- dawn (SpC 59)

detect poison (PHB 219)

guidance (PHB 238)

know direction (PHB 246)

naturewatch (SpC 146)

read magic (PHB 269)

resistance (PHB 272)


1- accelerated movement (SpC 7)

alarm (PHB 197)

arrow mind (SpC 15)

aspect of the wolf (SpC 16)

blades of fire (SpC 31)

blockade (CS 95)

branch to branch (SpC 38)

calm animals (PHB 207)

camouflage (SpC 43)

charm animal (PHB 208)

claws of the bear (SpC 47)

climb walls (SpC 47)

climbing tree (CM 99)

conjure ice beast I (FB 91)

crabwalk (SpC 53)

crunchy snow (FB 92)

deep breath (SpC 61)

detect animals or plants (PHB 218)

detect favored enemy (SpC 64)

detect snares and pits (PHB 220)

endure elements (PHB 226)

enrage animal (SpC 82)

entangle (PHB 27)

ease of breath (FB 93)

guided shot (SpC 108)

hawkeye (SpC 110)

hide from animals (PHB 241)

horrible taste (SpC 116)

ice skate (FB 100)

impede sun's brilliance (SS 117)

instant search (SpC 124)

ivory flesh (FB 101)

jump (PHB 246)

locate city (RoD 166)

locate water (SS 117)

longstrider (PHB 249)

low-light vision (SpC 134)

magic fang (PHB 250)

omen of peril (SpC 149)

pass without trace (PHB 259)

quickswim (SW 120)

ram's might (SpC 166)

rapid burrowing (SpC 166)

raptor's sight (RotW 175)

remove scent (SpC 173)

resist planar alignment (SpC 174)

sniper's shot (SpC 194)

snowshoes (SpC 194)

snowsight (FB 104)

speak with animals (PHB 281)

summon desert ally I (SS 122)

summon nature's ally I (PHB 288)

towering oak (SpC 221)

traveler's mount (SpC 223)

vine strike (SpC 230)

waste strider (SS 128)

webfoot (SW 125)

wings of the sea (SpC 240)


2- align fang (SpC 9)

animal messenger (PHB 198)

animalistic power (PH2 101)

balancing lorecall (SpC 23)

barkskin (PHB 203)

bear's endurance (PHB 203)

bloodhound (SpC 34)

briar web (SpC 39)

burrow (SpC 41)

camouflage, mass (SpC 43)

cat's grace (PHB 208)

conjure ice beast II (FB 91)

cure light wounds (PHB 215)

curse of impending blades (SpC 56)

delay poison (PHB 217)

easy trail (SpC 76)

embrace the wild (SpC 79)

freedom of breath (SS 116)

halo of sand (Sand 117)

healing lorecall (SpC 110)

hold animal (PHB 241)

hunter's mercy (SpC 117)

hydrate (SS 117)

kuo-toa skin (SW 118)

lightfoot (SpC 132)

linked perception (PH2 117)

listening lorecall (SpC 133)

living prints (SpC 134)

marked object (SC 139)

nature's favor (SpC 146)

one with the land (SpC 149)

owl's wisdom (PHB 259)

primal hunter (DrM 71)

resist energy (PHB 272)

rhino's rush (SpC 177)

scent (SpC 180)

share talents (PH2 124)

smell of fear (SpC 193)

snow walk (FB 104)

stalking brand (SpC 204)

summon desert ally II (SS 122)

summon nature's ally II (PHB 288)

surefoot (SpC 216)

surefooted stride (SpC 216)

tern's persistence (SW 123)

tiger's tooth (SpC 221)

tojanida sight (SW 123)

train animal (SpC 221)

urchin's spines (SDW 124)

woodland veil (RotW 176)

zone of glacial cold (FB 106)


3- align fang, mass (SpC 9)

binding snow (FB 89)

bottle of smoke (SC 37)

charge of the triceratops (SpC 45)

conjure ice beast III (FB 91)

crown of clarity (PH2 107)

cure moderate wounds (PHB 216)

curse of arrow attraction (PH2 109)

curse of impending blades, mass (SpC 57)

darkvision (PHB 216), diminish plants (PHB 221)

easy climb (SpC 76)

exacting shot (SpC 85)

fell the greatest foe (SpC 90)

find the gap (Dra 113)

forestfold (SpC 98)

haboob (SS 117)

haste, swift (SpC 110)

hunter's eye (PH2 114)

jagged tooth (SpC 126)

lay of the land (SpC 131)

lion's charge (SpC 133)

magic fang, greater (PHB 250)

nature's rampart (SpC 146)

near horizon (CM 111)

neutralize poison (PHB 157)

phantasmal decoy

plant growth (PHB 262)

primal instinct (DrM 72)

protection from dessication (SS 119)

protection from energy (PHB 266)

reduce animal (PHB 269)

remove disease (PHB 271)

scales of the sealord (SW 121)

snare (PHB 280)

snowshoes, mass (SpC 194)

speak with plants (PHB 282)

spike growth (PHB 283)

spore field (CS 104)

summon desert ally III (SS 122)

summon nature's ally III (PHB 288)

tree shape (PHB 296)

water walk (PHB 300)

wind wall (PHB 302)


4- arrow storm (SpC 16)

blade storm (SpC 30)

blade thirst (SpC 31)

burrow, mass (SpC 41)

command plants (PHB 211)

conjure ice beast IV (FB 91)

cure serious wounds (PHB 216)

decoy image (SpC 61)

deeper darkvision (SpC 62)

find the gap (SpC 91)

freedom of movement (PHB 233)

land womb (SC 130)

magic fang, superior (SpC 136)

mark of the hunter (SpC 138)

nondetection (PHB 257)

planar tolerance (SpC 159)

primal senses (DrM 72)

repel vermin (PHB 271)

safe clearing (SpC 179)

skin of the cactus (SS 120)

slipsand (SS 121)

snakebite (SpC 193)

summon desert ally IV (SS 123)

summon nature's ally IV (PHB 288)

tremorsense (SpC 224)

wake trailing (SW 124)

wild runner (SpC 239)


5- animal growth (PHB 198)

aspect of the earth hunter (SpC 16)

aura of cold, lesser (FB 88)

commune with nature (PHB 211)

conjure ice beast V (FB 91)

cure critical wounds (PHB 215)

essence of the raptor (SpC 84)

foebane (SpC 96)

frostfell slide (FB 96)

fuse sand (SS 116)

heal animal companion (SpC 110)

implacable pursuer (SpC 120)

longstrider, mass

owl's insight (SpC 152)

sharptooth (SpC 187)

summon desert ally V (SS 123)

summon nature's ally V (PHB 289)

surefooted stride, mass (SpC 216)

swamp stride (SpC 217)

tree stride (PHB 296)

weather eye (SpC 238)


6- animalistic power, mass (PH2 101)

bear's endurance, mass (PHB 203)

cat's grace, mass (PHB 208)

conjure ice beast VI (FB 91)

find the path (PHB 230)

hide the path (SpC 114)

megalodon empowerment (SW 118)

nature's avatar (SpC 145)

owl's wisdom

mass (PHB 259)

primal speed (DrM 72)

stone tell (PHB 284)

summon desert ally VI (SS 123)

summon nature's ally VI (PHB 289)

tortoise shell (SpC 221)

transport via plants (PHB 295)


Favored Enemy (Ex): At 1st level, a swift hunter may select a type of creature from among those given on Table: Swift Hunter Favored Enemies, and declare it as a Rank I favored enemy. The swift hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Additionally, his natural weapons, manufactured weapons, and unarmed strikes deal damage as if they were one size category larger when he makes weapon damage rolls against such creatures. This increase is not cumulative with the mighty wallop series of spells, or with other magical effects that cause a weapon to deal damage as if it was of a larger size category.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the swift hunter may select an additional Rank I favored enemy from those given on the table. In addition, at each such interval, his rank for any one favored enemy (including the one just selected, if so desired) increases by 1, qualifying him for larger bonuses as shown on Table: Swift Hunter Favored Enemy Ranks.

If the swift hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the swift hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

Favored Enemy Tables: Spoiler

Table: Swift Hunter Favored Enemies

Type (Subtype)

Aberration Humanoid (reptilian) Animal Magical beast Construct Monstrous Humanoid Dragon Ooze Elemental Outsider (air) Fey Outsider (chaotic) Giant Outsider (earth) Humanoid (aquatic) Outsider (evil) Humanoid (dwarf) Outsider (fire) Humanoid (elf) Outsider (good) Humanoid (goblinoid) Outsider (lawful) Humanoid (gnoll) Outsider (native) Humanoid (gnome) Outsider (water) Humanoid (halfling) Plant Humanoid (human) Undead Humanoid (orc) Vermin Arcanist1 Organization2 1Favored enemy: arcanist grants bonuses against all creatures capable casting arcane spells or invocations. 2Favored enemy: organization must be selected for a specific organization, and grants bonuses against all creatures whom the swift hunter knows to be members of the named organization. Requires DM approval.

Table: Swift Hunter Favored Enemy Ranks Rank Skill Bonus Damage Bonus I 2 +1 size II 5 +2 sizes III 10 +3 sizes IV 15 +4 sizes V 20 +5 sizes


Skirmish (Ex): A swift hunter relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the swift hunter's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

The extra damage is precision damage, so it only applies against living creatures that have a discernable anatomy, and the swift hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. However, the swift hunter can deal skirmish damage to his favored enemies even if these enemies would normally be immune to precision damage.

At 3rd level, the swift hunter gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet and improved by 1 every four levels. The bonus applies as soon as the swift hunter has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every two levels gained above 1st.

A swift hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Track: The swift hunter gains Track as a bonus feat.

Trapfinding (Ex): A swift hunter can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps.

Combat Style (Ex): At 2nd level, a swift hunter must select one of three combat styles to pursue: archery, two-weapon combat, or shapeshifting. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the swift hunter selects shapeshifting, this ability (and the improvements to this ability gained every five levels thereafter) is supernatural rather than extraordinary. If Combat Style or one of its advancements ever grants you a feat that you already have, you may immediately retrain your existing feat.

Combat Style options: If the swift hunter selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

Rapid Shot has been improved:

RAPID SHOT [Fighter, General, Ranger] You can use ranged weapons with exceptional speed. Prerequisite: Dex 13, Point Blank Shot Benefit: You get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each ranged attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat. Advancement: If you also have the Manyshot feat, then when using this feat, you may ignore the -2 penalty on all ranged attack rolls.

If the swift hunter selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Two-Weapon Fighting has been improved:

TWO-WEAPON FIGHTING [Fighter, General, Ranger] You fight effectively with a weapon in each hand, and you can make extra attacks each round with the second weapon. Prerequisite: Dex 15 Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lesses by two and the one for your off hand lessens by 6.

You gain an additional attack at your highest base attack bonus with the offhand weapon. You gain additional attacks with the offhand weapon at progressively lower attack bonuses whenever your base attack bonus grants you additional attacks with your primary weapon.

If the swift hunter selects shapeshifting, he gains the shapeshift ability, similar to the ability gained by the shapeshift druid variant described in the Player's Handbook 2 (pp. 39-41). He can only shapeshift into a predator form, as described here:

Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting swift hunter learns.

While in predator form, the swift hunter gains a primary bite attack that deals 1d6 points of damage. He has the reach of a long creature of his size (5 feet for Small or Medium). He gains a +4 enhancement bonus to Strength, and his natural armor bonus improves by 4. His base land speed becomes 50 feet.

At 5th level, the swift hunter gains Mobility as a bonus feat (ignoring prerequisites) whenever he is in predator form.

The benefits of the swift hunter's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Uncanny Dodge (Ex): At 2nd level, a swift hunter retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a swift hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Swift Hunter (Ex): At 3rd level, the swift hunter learns his eponymous ability, and gains a +5 ft bonus to his speed, a +5 competence bonus to Tumble checks, and a +1 competence bonus to initiative checks. With a DC 30 Tumble check, the swift hunter can move 10 feet as a “5-foot step” while also performing a full-round action during the round (such as a full attack).

These bonuses increase by a like amount for every five levels gained above 3rd.

Animal Companion (Ex): After reaching 4th level, the swift hunter may acquire an animal companion as a druid does. He uses his swift hunter level as his druid level when determining what animal he may select and what advancement benefits the animal companion receives.

Improved Combat Style (Ex): At 6th level, a swift hunter's aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves.

Improved Combat Style options:

If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

Manyshot has been improved:

MANYSHOT [Fighter, General] You can fire multiple arrows simultaneously against nearby targets. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot , base attack bonus +6 Benefit: As a standard action, you may fire two arrows at the same or different targets within 30 feet, but both attacks take a -4 penalty to hit.

For every five points of base attack bonus you have above +6, you may fire one additional arrow, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack rolls for all arrows.

Damage reduction and other resistances apply separately against each arrow fired. Likewise, precision-based damage is applied separately with each arrow, and if you score a critical hit with multiple arrows, each critical hit deals critical damage. You may not combine Manyshot with Rapid Shot, but you may combine it with Shot on the Run.


If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat.

Two-Weapon Defense has been improved:

TWO-WEAPON DEFENSE [Fighter, General, Ranger] Your two-weapon fighting style bolsters your defense as well as your offense. Prerequisites: Dex 15, Two-Weapon Fighting Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. Advancement: This bonus increases by +1 for each 5 base attack bonus you have above 1 (to +2 when you reach a +6 base attack bonus, +3 when you reach a +11 base attack bonus, and so on). When you are fighting defensively or using the total defense action, double the bonus.

If the swift hunter selected shapeshifting at 2nd level, he can now assume an aerial form when he shapeshifts.

Aerial Form: At 6th level, the swift hunter can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm's way.

While in aerial form, the swift hunter gains a primary talon attack that deals 1d6 points of damage. He has the reach of a long creature of his size (5 feet for Small or Medium). He gains a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and his natural armor bonus improves by 2. He gains a fly speed of 40 feet (good maneuverability).

At 8th level, he gains Flyby Attack as a bonus feat whenever he is in aerial form.

As before, the benefits of the swift hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Flawless Stride (Ex): Starting at 7th level, a swift hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment.

This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate. However, it is effective against terrain or undergrowth (such as the area of an entangle or spike growth spell, or a wall of thorns) that has been magically manipulated to impede motion.

A swift hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Swift Tracker (Ex): Beginning at 8th level, a swift hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): At 9th level, a swift hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the swift ranger is wearing light armor or no armor. A helpless swift hunter does not gain the benefit of evasion.

Blindsense (Ex): At 10th level, a swift hunter gains the blindsense ability out to 30 feet.

Greater Combat Style (Ex): At 11th level, a swift hunter’s aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves again.

Greater Combat Style options:

If he selected archery at 2nd level, he is treated as having the Uncanny Accuracy feat, even if he does not have the normal prerequisites for that feat.

When throwing or shooting a ranged weapon, you can ignore any cover bonus to the target's AC (up to a maximum of nine-tenths cover) or any miss chance conferred by the target's concealment . If the target has total cover, the AC bonus applies normally.

If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

In addition to the standard extra attack the hunter gets with an off-hand weapon and the second attack with the off-hand weapon provided by Improved Two-Weapon Fighting, the hunter gets a third attack with the off-hand weapon, albeit at a -10 penalty.

If the swift hunter selected shapeshifting at 2nd level, his Predator Form gains 2 secondary claw attacks that deal 1d6 damage.

At level 13 the hunter gains Dire Predator: You can increase the size of your Predator form by one size category when shifting. You gain an additional +4 enhancement bonus to strength and an additional 2 Natural Armor in your larger size. Your reach increases to match a creature of your type and size.

Camouflage (Ex): A swift hunter of 12th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. He loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Sudden Step (Ex): As a swift action, a swift hunter of 14th level or higher can move a distance equal to his Swift Hunter bonus movement. This movement does not provoke attacks of opportunity.

Upon reaching 19th level, he can instead move this distance as an immediate action. If the swift hunter uses Sudden Step to interrupt a melee or ranged attack targeting him, the attack automatically fails and is wasted.

Combat Style Mastery (Ex): At 16th level, a swift hunter's aptitude in his chosen combat style (archery, two-weapon combat, or shapeshifting) improves again.

Combat Style Mastery options:

If the swift hunter selected archery at 2nd level, he is treated as having the Penetrating Shot feat (PH2 81), even if he does not have the normal prerequisites for that feat.

If the swift hunter selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Rend feat (PH2 84), even if he does not have the normal prerequisites for that feat.

If the swift hunter selected shapeshifting at 2nd level, he gains the ability to assume a Forest Avenger Form.

Forest Avenger Form: At 16th level, the swift hunter can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Swift hunters not native to forest terrains typically rename this form to fit their environment.)

While in forest avenger form, the swift hunter gains a pair of primary slam attacks that deal 1d8 points of damage each. His size increases by one size category (to a maximum of Colossal) and he has the reach of a tall creature of his size (5 feet for Medium, 10 feet for Large). He gains a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and his natural armor bonus improves by 12. His base land speed becomes 20 feet.

The swift hunter gains damage reduction 5/slashing while in forest avenger form.

At 18th level, the swift hunter gains Improved Overrun as a bonus feat while in forest avenger form (even if he doesn't meet the normal prerequisites).

As before, the benefits of the swift hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a swift hunter of 17th level or higher can use the Hide skill even while being observed. He loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Free Movement (Ex): At 18th level and higher, a swift hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. The swift hunter loses this benefit when wearing medium or heavy armor or carrying a medium or heavy load.

Blindsight (Ex): A 20th-level swift hunter gains the blindsight ability out to 30 feet. His senses become so acute that he can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the swift hunter must have line of effect to a creature or object to discern it.


Back to Main Page3.5e HomebrewClassesBase Classes