Wild Stalker (3.5e Class)

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Wild Stalker[edit]

On first glance they appear to be skilled hunters, but they harness the power of animals to make them formidable foes in any situation and powerful allies. Their ability to mimic the beasts they take down makes them highly versatile and able react to any situation. When not mimicing beasts they are usually accomplished marksmen and quick agile fighters.

Making a Wild Stalker[edit]

Wild Stalkers are accomplished hunters even when not using a bestial power and usually try to dispatch of enemies quickly. They can be blessing in any fight as they are extremely versatile. However, without any beasts to kill their power will go untapped and can be a hindrance to their allies as they are skilled with only the simplest of hunting weapons.

Abilities: Strength and Dexterity are important for a Wild Stalker for damage and attack, and Constitution plays a secondary role. Intelligence, Wisdom, and Charisma and of minimal importance outside of skill checks.

Races: Wild Stalkers are found in all races but are more commonly found among Elves, Humans, and Half-elves. Orcs are sometimes lured to this this path by the promise of great strength, however Dwarves rarely choose this path due to living much of their lives in the mountains and underground.

Alignment: Any.

Starting Gold: 8d4×10 gp (200 gp).

Starting Age: As Ranger

Table: The Wild Stalker

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Beast Trophy, Hunter's Weapon
2nd +2 +3 +3 +0 Beastly Academia
3rd +3 +3 +3 +1 Weapon Focus: Hunters Weapon
4th +4 +4 +4 +1 Beast Trophyx2, Animal Speak
5th +5 +4 +4 +1 Bestial Imbibe, Weapon Specialization: Hunter's Weapon
6th +6/+1 +5 +5 +2 Hunter's Companion
7th +7/+2 +5 +5 +2 Greater Weapon Focus: Hunter's Weapon
8th +8/+3 +6 +6 +2 Beast Trophyx3, Mounted Combat
9th +9/+4 +6 +6 +3 Greater Weapon Specialization: Hunter's Weapon
10th +10/+5 +7 +7 +3 Bestial Imbibex2, Beast Form
11th +11/+6/+1 +7 +7 +3 Improved Weapon Focus: Hunter's Weapon
12th +12/+7/+2 +8 +8 +4 Beast Trophyx4
13th +13/+8/+3 +8 +8 +4 Improved Weapon Specialization: Hunter's Weapon
14th +14/+9/+4 +9 +9 +4 Hide in Plain Sight
15th +15/+10/+5 +9 +9 +5 Bestial Imbibex3, Beast Form 2/day, Beast Form Adept
16th +16/+11/+6/+1 +10 +10 +5 Beast Trophyx5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Pass Without a Trace
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Beast Trophyx6, Bestial Imbibex4, Beast Form 3/day, Beast Form Mastery

Class Skills (4+ Int modifier per level, ×4 at 1st level)
Balance(Dex), Climb(Str), Handle Animal(Cha), Heal(Wis), Hide(Dex), Knowledge(Nature)(Int), Listen(Wis), Move Silently(Dex), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Use Rope(Dex)

Class Features[edit]

All of the following are class features of the Wild Stalker.

Weapon and Armor Proficiency: A wild stalker is proficient with all light armors, simple weapons, and bows.

Hunter's Weapon: At 1st level a Wild Stalker chooses a Weapon which they will gain bonuses to as shown in the Table: Wild Stalker. Note: While any weapon may be chosen, if a simple weapon or bow is chosen then you will gain each bonus feat early (Weapon focus at 1st level, Weapon Specialization at 3rd level, etc.) And at level 13 will gain an additional +5 to attack and damage of Hunter's Weapon.

Beast Trophy (Ex): At 1st level the Wild Stalker gains the ability to make a piece of a fallen beast into a trophy. The trophy must be a wearable item. When the trophy is made the Wild Stalker will choose one ability and one feat of the monster, as described in the monster manual, that the trophy will hold. When a wild stalker wears a trophy s/he gains the ability to use the attack and feat stored in the trophy. A Wild Stalker may own as many trophies as they wish but can only use one at a time at 1st level and takes a move action to switch trophies.

In order to make a trophy it takes 24 hours plus the gold required for materials to make it. The more powerful the beast the more expensive it is to make a trophy (i.e. making a dragon scale into a trophy costs much more than making a bear claw into one). Trophies can be made of any creature so long as they are not a construct or humanoid (monstrous humanoid is the exception to this rule).

At 4th level and every 4 levels thereafter (8th, 12th, 16th, 20th) a Wild Stalker gains the ability to use additional trophies at the same time. Note that effects of the same kind do not stack (i.e. two bite attacks don't stack). If a wild stalker tries to use two trophies with the same ability, then the stronger ability is all that is counted.

Beastly Academia: At 2nd level a Wild Stalker may use the ability Beastly Academia to learn all information about a particular creature. A Wild Stalker may make a check with a bonus of the Wild Stalker level+his/her intelligence modifier to try and Identify a creature and abilities, the DC is determined by the DM and should be based on how well known the creature is.

Weapon Focus: Hunter's Weapon: At 3rd level a Wild Stalker gains Weapon Focus as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain Weapon Specialization at this level instead.

Animal Speak: At 4th Level a Wild Stalker gains Animal Speak as a bonus language.

Bestial Imbibe (Ex): At 5th level a Wild Stalker gains the ability to make the effects of a trophy the own permanent. This is done by ingesting the trophy and meditating for 12 hours. Upon completion of the meditation a tattoo-like mark will appear on their body depicting the beast. Extraordinarily powerful beasts and magical beasts (i.e. dragons, rust monsters, etc) can not be imbibed as they possess too much power and would burn up the the Wild Stalkers body.

Weapon Specialization: Hunter's Weapon: At 5th level a Wild Stalker gains Weapon Specialization as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain Greater Weapon Focus at this level instead.

Hunter's Companion: At 6th level a Wild Stalker may choose an Animal Companion that would normally be used for hunting (i.e. wolves, falcons). In order to claim an animal as a companion the Wild Stalker must show it's dominance by besting the animal in solo combat and heal it to gain it's loyalty. Note: Dire animals are allowed at DM discretion

Greater Weapon Focus: Hunter's Weapon: At 7th level a Wild Stalker gains Greater Weapon Focus as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain Greater Weapon Specialization at this level instead.

Mounted Combat: At 8th level a Wild Stalker gains Mounted Combat as a bonus feat

Greater Weapon Specialization: Hunter's Weapon: At 9th level a Wild Stalker gains Greater Weapon Specialization as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain Improved Weapon Focus at this level instead.

Beast Form (Ex): At 10th level a Wild Stalker gains the Beast Form ability. Once a day a Wild Stalker may sacrifice all the power in a trophy to take the form of the beast the trophy came from. The transformation lasts for 3+Con modifier rounds and takes a full round action that incurs attacks of opportunity. You will revert at the end of you last transformation round and incur attacks of opportunity from all adjacent enemies for which the Wild Stalker is considered Flat Footed. Once reverted the wild stalker will fall unconscious for 1d10 rounds or until combat ends (Note: This is a special circumstance to illustrate to strain put on the Wild Stalker when transforming and therefore they do not lose any HP and can't be brought back to consciousness through any means) and the trophy they used loses all powers until they perform the ritual and purchase materials again. (Note: The trophy will regain the same powers and you are not able to choose new ones for it). The Wild Stalker's will take one half of the damage done to it while in beast form (This is calculated and taken after s/he reverts and can not be fatal).

When transformation is complete (the beginning of the following turn) you must roll a percentile die and 1d10 and if the total is less than 50% you will become confused and must attack the nearest person. If failed you may make the roll again but the limit increases by 10% for each time it is failed. If the limit reaches 100% then you will remain confused until the transformation wears off.

The transformation makes you completely the creature that the trophy is from (if using a creature where age is important for challenge rating then you are the age of the beast you made the trophy of). Your HP and saves will become that of the creatures as described in the monster manual. The transformation also costs 1d6 damage per every 2 challenge rating levels of the monster being transformed into. If this damage reduces your HP to 0 or below then you will immediately fall unconscious(This damage can be fatal). If you take enough damage to reduce your HP to 0 while in Beast Form you'll revert back to human and must make a Fortitude save, with a DC of 10+1 for every negative HP in beast form, to remain conscious. If successful you will gain 1HP if failed you will lose 1HP and fall unconscious (This does not incur attacks of opportunity). (Note: If a fatal blow is delivered to the beast form without it falling unconscious then the Wild Stalker dies and it's corpse reverts to human shape)

Improved Weapon Focus: Hunter's Weapon: At 11th level a Wild Stalker gains Improved Weapon Focus as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain Improved Weapon Specialization at this level instead.

Improved Weapon Specilization: Hunter's Weapon: At 13th level a Wild Stalker gains Improved Weapon Specialization as a bonus feat for their Hunter's Weapon. If they took a simple weapon or bow as their Hunter's Weapon then they gain a +5 bonus to their attack and damage rolls at this level instead.

Hide in Pain Sight: At 14th level a wild stalker gains Hide in Plain Sight as a bonus feat.

Beast Form Adept (Ex): At 15th level a Wild Stalker is more use to going into beast form and it is, therefore, less strenuous on their body. They take 1d4 damage per every 2 challenge rating levels of the creature they are transforming into. Transformation now lasts for 3+1.5xCon modifier (rounded down) rounds. At the end of transformation they are Exhausted for 1d8 rounds or until end of combat (this is a special circumstance and therefore do not need to rest in order to cure their exhausted state). The starting percent for maintaining control is now 30% and goes up by 10% for each failed save. If HP is reduced to 0 while in Beast Form you will transform to Human Form and must make a fortitude save at half the normal DC. The Human form will only take one fourth of the damage dealt to the beast form (calculated after reverting to human. Can't be fatal)

Pass Without a Trace: At 18th level a Wild Stalker gains Pass Without a Trace as a bonus feat

Beast Form Mastery (Ex): At 20th level the Wild Stalker gains mastery over his/her Beast Form. The damage is reduced to 1d4 per 3 challenge rating levels. Transformation lasts for 3+2xCon modifier rounds after which they are fatigued for 1d6 rounds. In order to maintain control the percent starts at 10% and goes up by 5% for each failed save. If HP is reduced to 0 while in Beast Form a fortitude save is no longer necessary and their Human form will be at 1HP. The Human form will only take one eighth of the damage done to the beast form (calculated after reverting to human. Can't be fatal)

Human Wild Stalker Starting Package[edit]

Weapons: Longbow(Hunter's Weapon), Dagger, Short Spear.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Wild Stalker[edit]

Religion: Wild Stalkers are varied as any section of society when it comes to Religion, however most of them tend to worship deities of nature and of the hunt.

Other Classes: Wild Stalkers works well with Fighters on the front lines or from a distance with the Ranger. They tend to get along well with any group although may come at odds with Druids due to the nature of their abilities

Combat: They can be used to replace or in addition to the ranger or fighter in any combat situation.

Wild Stalkers in the World[edit]

The most terrifying Beasts are those that walk in Human Skin
—Marros Wolfswift, Human Wild Stalker

Daily Life: Wild Stalkers often live in the woods, in cabins they, or their ancestors, built. Often they choose woods relatively close to small towns so they will be able to sell their game. All that they need comes from the woods. They are typically achieved builders and make a decent living selling skins and meat at local markets. Their cabins are usually large as they simply add more room as the family grows. It's rare to find an entire family in the cabin at one time however because many wish to push their boundaries as hunters and find strange and rare beasts to turn into trophies. The exception is any person born into one of the main families, each of whom owns a large house in large cites near the woods.

Notables: Marros Wolfswift, Udotumal Dragonsbane, Xanaver Serpenthelm, Kevfalcon Windstalker.

Organizations: Wild Stalkers don't tend to meet up out side of their own family. There are hundreds of branch families which are all linked to the four main families: the Wolfswifts, who favor the powers of wolves and other fearsome predators; the Dragonbanes who use their power to hunt dragons and take their powers, the Serpanthelms who favor beasts of stealth; and the WindStalkers who favor all winged creatures. Any branch family member may be adopted by their respective main family if they show promise and skill. Many times throughout history there have been wars between the four families for various reasons, usually it is over the remains of a powerful beast each head wishes to make a trophy or keep away from the others. The most recent was over the scales of a White Great Wyrm that had been terrorizing a kingdom, that all four houses helped to kill.

NPC Reactions: NPCs tend to treat Wild Stalkers as they would any local hunter. If they have seen their power they may be slightly fearful or in awe of them. They are mostly tolerated so long as they remain in control with in city limits and are don't kill humans. Any cities that were affected by one of the family wars tend to be hostile towards any member of the main families but less so to the branch families.

Wild Stalker Lore[edit]

Characters with ranks in Knowledge Local and Knowledge Natue can research Wild Stalkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local or Knowledge Nature
DC Result
5 Wild Stalkers are very skilled hunters and fighters.
10 Wild Stalkers can use the powers of the animals they have killed through wearing a trophy.
15 Powerful Wild Stalkers can use multiple Trophies at once.
20 Experienced and powerful Wild Stalkers can transform fully into the beasts they have killed but it puts great strain on their bodies.



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