zenanarchist
2010-10-03, 11:01 PM
Hunter-Slayers
Hunter-Slayers are an order of natural assassins. Born and bred with blades in their hands, trained that speed is key, that silence is critical and death is but a natural part of life's cycle.
These warriors are trained from birth in a variety of methods to enhance their movement, to kill a victim with but one swift strike and to create a bond with a hunting companion who aids them in the kill.
Their agility is almost unmatched- Able to run up or along walls, make humongous leaps and climb almost as fast as they run. They are master trap smiths, tacticians and strategists, able to prepare a battlefield for the fury to take place.
A hunter-slayer is a deadly foe to meet in combat, that is...If you actually manage to see their face.
Hunter-Slayer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Hunters Pounce Damage|0lvl|1st|2nd|3rd|4th
1st|+1|+2|+1|+0|Death Step, Fast Movement|
-|--||||
2nd|+2|+3|+1|+0|Hunters Pounce|
1d6|--||||
3rd|+3|+3|+2|+1|Hunting Style|
1d6|--||||
4th|+4|+4|+2|+1|Hunting Companion, Spell Casting|
2d6|1|0|||
5th|+5|+4|+3|+1|Hunting Instincts|
2d6|2|1|||
6th|+6/+1|+5|+3|+2|Improved Death Step|
2d6|2|2|||
7th|+7/+2|+5|+3|+2|Trap Setting|
2d6|2|2|||
8th|+8/+3|+6|+4|+2|Perfect Imitation|
3d6|2|2|1||
9th|+9/+4|+6|+4|+3|Acrobatics|
3d6|2|2|1||
10th|+10/+5|+7|+5|+3|Hunting Ground|
3d6|2|2|2||
11th|+11/+6/+1|+7|+5|+3|Hunters Bluff|
4d6|2|2|2|1|
12th|+12/+7/+2|+8|+6|+4|Greater Hunting Style|
4d6|2|2|2|2|
13th|+13/+8/+3|+8|+6|+4|Uncanny Dodge|
4d6|2|2|2|2|
14th|+14/+9/+4|+9|+6|+4|Survival Instincts|
5d6|3|3|2|2|1
15th|+15/+10/+5|+9|+7|+5|Trap Sense|
5d6|3|3|2|2|2
16th|+16/+11/+6/+1|+10|+7|+5|Called Shots|
5d6|3|3|3|2|2
17th|+17/+12/+7/+2|+10|+8|+5|Death Strike|
5d6|3|3|3|3|2
18th|+18/+13/+8/+3|+11|+8|+6|Hunters Precision|
6d6|3|3|3|3|2
19th|+19/+14/+9/+4|+11|+8|+6|Perfect Hunter|
6d6|3|3|3|3|3
20th|+20/+15/+10/+5|+12|+9|+6|Capstone|
6d6|3|3|3|3|3
[/table]
Alignment: Any Chaotic
Hit Die: d6
Class Skills:
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor proficiencies: The hunter slayer is proficient with all simple and martial weapons, as well as the net and the hand crossbow. They are proficient in light and medium armour but not heavy, nor with shields.
Class Features
Death Step (Su)
The hunter slayer have disassociated their movements so much from reality that existance just barely manages to acknowledge that the hunter has moved at all.
Their primal speed carries them from one spot to another in the blink of an eye, ignoring all obstacles and pitfalls in their way. This is almost exactly similar to regular movement except the hunter may ignore all difficult terrain and any obstacles so long as he has line of sight to the area. At first level he may do this once per movement action, however at fourth, eighth and twelfth level he may do this one more additional time (to a maximum of 120 feet per round if the characters base land speed is initially 30ft).
For example if a hunter slayer of eighth level was twenty feet away from an opponent who was over a ledge ten feet wide, he may death step (move) to his opponent, attack (using the hunters pounce class feature) then death step up to thirty feet away (presuming thirty feet is his base land speed) then death step one more time to carry himself out of running range of his opponent. Note, if the hunter is hidden this immediately makes him fully visible. Also, the hunter must still make move silently checks while utilising this method of movement, even at later levels. He is not teleporting, merely moving faster than the eye can follow.
The hunter slayer may not perform this act of speed if he is wearing greater than light armor.
Fast Movement (Ex)
The hunter is adept at moving swiftly through all types of terrain. However, he is unaccustomed to utilising such in a dense urban area. He immediately loses his fast movement bonus in an urban area that has an abundance of street dwellers or travellers.
Hunters Pounce (Ex)
Any time the hunter slayer death steps more than 10 feet to an opponent his attack in that round is granted xd6 additional damage (where x is the number of dice indicated on the hunter slayer chart). This damage is considered to be precision damage for the purposes of what and who it can affect. This attack must be within 40' of the opponent to successfully add the precision damage. This attack may be a single standard attack or a full attack.
Hunting Style (Ex)
At third level the hunter has studied with his chosen weapon most of his known life. This grants him +1 to hit and damage with this weapon as well as +1 deflection bonus to AC that stacks with other forms of deflection bonuses granted. At sixth level this bonus increases to +2/+1, at ninth it becomes +2/+2 and at twelfth it becomes +3/+2. At this level they may also choose one type of enemy (similar to the ranger ability Favored Foe), from this list the hunter gains a +2 untyped bonus to all charisma based checks regarding the foe as well as +1 to hit and AC versus that particular type. At twelfth level this bonus raises to +2 and he chooses one more type of foe to add to this list. At twelfth level his precision damage also bypasses any immunity that the creature may have against critical hits.
Hunting Companion (Ex)
At fourth level the hunter gains an animal companion that aids him in the hunt for his prey. This ability is in all respects identical to the Druid's class feature Animal Companion, including the rules for advancing the HD of your chosen companion. This hunting companion must always be of an alignment no more than two steps opposite on the alignment chart.
Spell Casting (Ex)
At fourth level the hunter also gains access to a limited number of spells. He must have a Charisma score of 10+Spell level to be able to cast. The hunter does not need to prepare these spells like a wizard or a cleric and casts spontaneously like a sorceror.
Hunting Instincts (Ex)
The hunters instincts are raised to a level unlike any other individual. At fifth level the hunter slayer gains Touch Sight, as per the third level psionic power, out to ten feet and Bling Sight out to thirty feet. Additionally, when on natural footing (cave floor, forest floor, grass lands) he gains tremor sense out to fifteen feet.
Improved Death Step (Su)
At sixth level the hunters death step becomes even more deadly. Now, the hunter slayer does not immediately become visible after making a death step. However, he will still become visible if he attacks a foe. This class feature also allows the hunter to touch one other and move them in the same fashion.
Trap Setting (Su)
The hunter has learned to utilise the traps he meets in field and turn them against his clever foe. Any traps disarmed by the hunter slayer may now be taken and redeployed so long as they are small enough to carry. The craft DC for arming a trap is the same DC of the disarmed trap.
Perfect Imitation (Ex)
At eighth level the hunter has perfected his skills of mimicking his prey's surrounds and acquiantances. At this level the hunter slayer may mimic any voice or sound he has heard before (Will Save DC10+1/2 hunter level+Cha will allow the listener to notice a difference (Will Save DC20+1/2 hunter level+Cha will allow the listener to know that it is not their acquaintance) the hunter earns a +10 to his disguise modifier when imitating an acquintance of his target which becomes +15 if he has had more than an hour to study the behaviour and mannerisms of the acquintance.
Acrobatics (Ex)
A hunter of ninth level has taken his physical fitness to new heights. He gains +5 to jump, tumble, balance, swim checks and may, any time he is between two opposite facing walls no more than ten feet apart, use his movement to leap between the two (carrying himself no more than 10 feet per jump). Additionally, any time the hunter falls and is within five feet of an uneven surface (cave wall, tree, broken brick wall) may slow his fall so that he takes no falling damage at all. Finally, if he tumbles past an opponent successfully he may immediately take one death step as a free action.
Hunting Ground (Ex)
A hunter is a tactician, understanding that the perfect time, the perfect place, the perfect strategy never survives contact with the enemy, but one can enhance the chances of success greatly through preperation. If a hunter has an hour to prepare a thirty foot square area, any foe taking damage in that area takes an additional +2 damage every time they are struck in melee. Additionally, every time they are tripped, bullrushed, or overrun in this area, they immediately take +1d6 untyped damage unless a Reflex Save (DC10+1/2 hunter levels+Intelligence modifier) is made. If the hunter has six hours to prepare for this combat, the bonuses are raised to +3 and +2d4. If he has a full day to prepare an area the bonuses are raised to +4 and +2d8.
Hunters Bluff (Ex)
At eleventh level the hunter learns from the prey he hunts that sometimes deceit is a key tool in a hunters arsenal. At this level a hunter gains access to three abilities. Play Dead; the ability to nullify his own vital signs so that, in all regards, he is effectively dead. He may continue this state for an amount of minutes equal to his class levels + his charisma modifier. Pure Conviction; the ability to speak with such conviction in what the hunter is saying that the lie is almost impossible to detect. The hunter may lie even while under magical influence not to and, additionally, gains +2 to his bluff check for every fifth level the hunter possesses. Combat Bluff Mastery: In combat, any time the hunter succeeds on a successful feign, he then receives either a free action disarm or trip attempt against that foe and, additionally, is granted +2 to AC for the round in which the hunter successfully feigned.
Greater Hunting Style (Ex)
At twelfth level the hunter adds another weapon to his studied list and grants all bonuses previously applied to his hunting style to both weapons.
Uncanny Dodge (Ex)
The hunter gains the rogue ability Uncanny Dodge, even if they do not meet the prerequisites for the ability.
Survival Instincts (Ex)
The hunter gains access to the special ability Scent. Additionally, any time the hunter fails a roll to evade damage he may, once per encounter, reroll the failed save. Finally, if he successfully makes the save, he is allowed one immediate death step as a free action, even if this takes place in another players turn.
Trap Sense (Ex)
The hunter gains a second sense as he travels, able to feel danger before it arrives. This ability is identical to the rogue ability of the same name, except that it grants a flat +4 bonus to Reflex saves made to avoid traps and +2 dodge AC against attacks made by traps.
Called Shots (Ex)
The hunter may make a called shot on an area of the opponents body. This attack is made at a -6 penalty and precision damage gained from movement does not apply. The result is dependant on the area of the body that the hunter chooses to strike. If he successfully strikes the head the foe takes -2 to intelligence and wisdom checks for the round following the attack. If he successfully strikes the arm, all attacks made in the following round are made at a -4. If he successfully strikes a leg, movement is reduced by 50% in the following two rounds. If he successfully strikes the chest, his damage is doubled for his next attack.
Death Strike (Su)
The hunter may, so long as he has studied his foe for at least three rounds prior to the attack, make a strike so precise, quick and powerful that the foe instantly drops to the floor, stone cold dead. This attack is made at -2 to the hunters attack and the victim receives a fortitude saving throw (DC10+1/2 hunter class levels+Str bonus).
Hunters Precision (Ex)
The hunter observes his foe carefully during combat, watching his every move, watching his strikes, watching for weak spots. Any time the hunter successfully strikes a foe in melee, he gains +1 cumulative bonus to his next attack until he misses, wherein all bonuses from Hunters Precision disappear.
Perfect Hunter (Ex)
The hunter slayer is adept at long range, perfectly aimed, precise shots. In an amazing display of talent and skill in ranged weaponry the hunter slayer, when an opponent is denied their dexterity bonus, applies their current level of Hunters Pounce damage to a ranged shot, anywhere up to 100ft away.
Spell List
Level 0
Cure Minor Wounds
Guidance
Light
Purify Food and Drink
Virtue
Level 1
Animal Messenger
Calm Animals
Charm Animal
Cure Light Wounds
Detect Animals and Plants
Detect Snares and Pits
Endure Elements
Entangle
Hide From Animals
Jump
Long Strider
Magic Fang
Produce Flame
Speak With Animals
Summon Natures Ally
Level 2
Barkskin
Bears Endurance
Cats Grace
Hold Animal
Owls Wisdom
Protection from Energy
Snare
Speak with Plants
Spike Growth
Spider Climb
Summon Natures Ally II
Tree Shape
Warp Wood
Wood Shape
Wind Wall
Level 3
Command Plants
Cure Moderate Wounds
Darkvision
Diminish Plants
Magic Fang, Greater
Neutralize Poison
Plant Growth
Reduce Animal
Remove Disease
Repel Vermin
Summon Natures Ally III
Water Walk
Level 4
Animal Growth
Commune with Nature.
Cure Serious Wounds
Freedom of Movement
Nondetection
Summon Natures Ally IV
Tree Stride
Author Note: Yep, you guessed it. Slightly modified, slightly more deadly ranger. The rangers pretty good all round, I consider them a really nice base class. Add the scout in and it gets even better. So this base class is meant to emulate that a little, plus adding some unique movement, a few extra abilities, some options to mess around socially and hopefully ties it all into one nice little package.
Hunter-Slayers are an order of natural assassins. Born and bred with blades in their hands, trained that speed is key, that silence is critical and death is but a natural part of life's cycle.
These warriors are trained from birth in a variety of methods to enhance their movement, to kill a victim with but one swift strike and to create a bond with a hunting companion who aids them in the kill.
Their agility is almost unmatched- Able to run up or along walls, make humongous leaps and climb almost as fast as they run. They are master trap smiths, tacticians and strategists, able to prepare a battlefield for the fury to take place.
A hunter-slayer is a deadly foe to meet in combat, that is...If you actually manage to see their face.
Hunter-Slayer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Hunters Pounce Damage|0lvl|1st|2nd|3rd|4th
1st|+1|+2|+1|+0|Death Step, Fast Movement|
-|--||||
2nd|+2|+3|+1|+0|Hunters Pounce|
1d6|--||||
3rd|+3|+3|+2|+1|Hunting Style|
1d6|--||||
4th|+4|+4|+2|+1|Hunting Companion, Spell Casting|
2d6|1|0|||
5th|+5|+4|+3|+1|Hunting Instincts|
2d6|2|1|||
6th|+6/+1|+5|+3|+2|Improved Death Step|
2d6|2|2|||
7th|+7/+2|+5|+3|+2|Trap Setting|
2d6|2|2|||
8th|+8/+3|+6|+4|+2|Perfect Imitation|
3d6|2|2|1||
9th|+9/+4|+6|+4|+3|Acrobatics|
3d6|2|2|1||
10th|+10/+5|+7|+5|+3|Hunting Ground|
3d6|2|2|2||
11th|+11/+6/+1|+7|+5|+3|Hunters Bluff|
4d6|2|2|2|1|
12th|+12/+7/+2|+8|+6|+4|Greater Hunting Style|
4d6|2|2|2|2|
13th|+13/+8/+3|+8|+6|+4|Uncanny Dodge|
4d6|2|2|2|2|
14th|+14/+9/+4|+9|+6|+4|Survival Instincts|
5d6|3|3|2|2|1
15th|+15/+10/+5|+9|+7|+5|Trap Sense|
5d6|3|3|2|2|2
16th|+16/+11/+6/+1|+10|+7|+5|Called Shots|
5d6|3|3|3|2|2
17th|+17/+12/+7/+2|+10|+8|+5|Death Strike|
5d6|3|3|3|3|2
18th|+18/+13/+8/+3|+11|+8|+6|Hunters Precision|
6d6|3|3|3|3|2
19th|+19/+14/+9/+4|+11|+8|+6|Perfect Hunter|
6d6|3|3|3|3|3
20th|+20/+15/+10/+5|+12|+9|+6|Capstone|
6d6|3|3|3|3|3
[/table]
Alignment: Any Chaotic
Hit Die: d6
Class Skills:
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor proficiencies: The hunter slayer is proficient with all simple and martial weapons, as well as the net and the hand crossbow. They are proficient in light and medium armour but not heavy, nor with shields.
Class Features
Death Step (Su)
The hunter slayer have disassociated their movements so much from reality that existance just barely manages to acknowledge that the hunter has moved at all.
Their primal speed carries them from one spot to another in the blink of an eye, ignoring all obstacles and pitfalls in their way. This is almost exactly similar to regular movement except the hunter may ignore all difficult terrain and any obstacles so long as he has line of sight to the area. At first level he may do this once per movement action, however at fourth, eighth and twelfth level he may do this one more additional time (to a maximum of 120 feet per round if the characters base land speed is initially 30ft).
For example if a hunter slayer of eighth level was twenty feet away from an opponent who was over a ledge ten feet wide, he may death step (move) to his opponent, attack (using the hunters pounce class feature) then death step up to thirty feet away (presuming thirty feet is his base land speed) then death step one more time to carry himself out of running range of his opponent. Note, if the hunter is hidden this immediately makes him fully visible. Also, the hunter must still make move silently checks while utilising this method of movement, even at later levels. He is not teleporting, merely moving faster than the eye can follow.
The hunter slayer may not perform this act of speed if he is wearing greater than light armor.
Fast Movement (Ex)
The hunter is adept at moving swiftly through all types of terrain. However, he is unaccustomed to utilising such in a dense urban area. He immediately loses his fast movement bonus in an urban area that has an abundance of street dwellers or travellers.
Hunters Pounce (Ex)
Any time the hunter slayer death steps more than 10 feet to an opponent his attack in that round is granted xd6 additional damage (where x is the number of dice indicated on the hunter slayer chart). This damage is considered to be precision damage for the purposes of what and who it can affect. This attack must be within 40' of the opponent to successfully add the precision damage. This attack may be a single standard attack or a full attack.
Hunting Style (Ex)
At third level the hunter has studied with his chosen weapon most of his known life. This grants him +1 to hit and damage with this weapon as well as +1 deflection bonus to AC that stacks with other forms of deflection bonuses granted. At sixth level this bonus increases to +2/+1, at ninth it becomes +2/+2 and at twelfth it becomes +3/+2. At this level they may also choose one type of enemy (similar to the ranger ability Favored Foe), from this list the hunter gains a +2 untyped bonus to all charisma based checks regarding the foe as well as +1 to hit and AC versus that particular type. At twelfth level this bonus raises to +2 and he chooses one more type of foe to add to this list. At twelfth level his precision damage also bypasses any immunity that the creature may have against critical hits.
Hunting Companion (Ex)
At fourth level the hunter gains an animal companion that aids him in the hunt for his prey. This ability is in all respects identical to the Druid's class feature Animal Companion, including the rules for advancing the HD of your chosen companion. This hunting companion must always be of an alignment no more than two steps opposite on the alignment chart.
Spell Casting (Ex)
At fourth level the hunter also gains access to a limited number of spells. He must have a Charisma score of 10+Spell level to be able to cast. The hunter does not need to prepare these spells like a wizard or a cleric and casts spontaneously like a sorceror.
Hunting Instincts (Ex)
The hunters instincts are raised to a level unlike any other individual. At fifth level the hunter slayer gains Touch Sight, as per the third level psionic power, out to ten feet and Bling Sight out to thirty feet. Additionally, when on natural footing (cave floor, forest floor, grass lands) he gains tremor sense out to fifteen feet.
Improved Death Step (Su)
At sixth level the hunters death step becomes even more deadly. Now, the hunter slayer does not immediately become visible after making a death step. However, he will still become visible if he attacks a foe. This class feature also allows the hunter to touch one other and move them in the same fashion.
Trap Setting (Su)
The hunter has learned to utilise the traps he meets in field and turn them against his clever foe. Any traps disarmed by the hunter slayer may now be taken and redeployed so long as they are small enough to carry. The craft DC for arming a trap is the same DC of the disarmed trap.
Perfect Imitation (Ex)
At eighth level the hunter has perfected his skills of mimicking his prey's surrounds and acquiantances. At this level the hunter slayer may mimic any voice or sound he has heard before (Will Save DC10+1/2 hunter level+Cha will allow the listener to notice a difference (Will Save DC20+1/2 hunter level+Cha will allow the listener to know that it is not their acquaintance) the hunter earns a +10 to his disguise modifier when imitating an acquintance of his target which becomes +15 if he has had more than an hour to study the behaviour and mannerisms of the acquintance.
Acrobatics (Ex)
A hunter of ninth level has taken his physical fitness to new heights. He gains +5 to jump, tumble, balance, swim checks and may, any time he is between two opposite facing walls no more than ten feet apart, use his movement to leap between the two (carrying himself no more than 10 feet per jump). Additionally, any time the hunter falls and is within five feet of an uneven surface (cave wall, tree, broken brick wall) may slow his fall so that he takes no falling damage at all. Finally, if he tumbles past an opponent successfully he may immediately take one death step as a free action.
Hunting Ground (Ex)
A hunter is a tactician, understanding that the perfect time, the perfect place, the perfect strategy never survives contact with the enemy, but one can enhance the chances of success greatly through preperation. If a hunter has an hour to prepare a thirty foot square area, any foe taking damage in that area takes an additional +2 damage every time they are struck in melee. Additionally, every time they are tripped, bullrushed, or overrun in this area, they immediately take +1d6 untyped damage unless a Reflex Save (DC10+1/2 hunter levels+Intelligence modifier) is made. If the hunter has six hours to prepare for this combat, the bonuses are raised to +3 and +2d4. If he has a full day to prepare an area the bonuses are raised to +4 and +2d8.
Hunters Bluff (Ex)
At eleventh level the hunter learns from the prey he hunts that sometimes deceit is a key tool in a hunters arsenal. At this level a hunter gains access to three abilities. Play Dead; the ability to nullify his own vital signs so that, in all regards, he is effectively dead. He may continue this state for an amount of minutes equal to his class levels + his charisma modifier. Pure Conviction; the ability to speak with such conviction in what the hunter is saying that the lie is almost impossible to detect. The hunter may lie even while under magical influence not to and, additionally, gains +2 to his bluff check for every fifth level the hunter possesses. Combat Bluff Mastery: In combat, any time the hunter succeeds on a successful feign, he then receives either a free action disarm or trip attempt against that foe and, additionally, is granted +2 to AC for the round in which the hunter successfully feigned.
Greater Hunting Style (Ex)
At twelfth level the hunter adds another weapon to his studied list and grants all bonuses previously applied to his hunting style to both weapons.
Uncanny Dodge (Ex)
The hunter gains the rogue ability Uncanny Dodge, even if they do not meet the prerequisites for the ability.
Survival Instincts (Ex)
The hunter gains access to the special ability Scent. Additionally, any time the hunter fails a roll to evade damage he may, once per encounter, reroll the failed save. Finally, if he successfully makes the save, he is allowed one immediate death step as a free action, even if this takes place in another players turn.
Trap Sense (Ex)
The hunter gains a second sense as he travels, able to feel danger before it arrives. This ability is identical to the rogue ability of the same name, except that it grants a flat +4 bonus to Reflex saves made to avoid traps and +2 dodge AC against attacks made by traps.
Called Shots (Ex)
The hunter may make a called shot on an area of the opponents body. This attack is made at a -6 penalty and precision damage gained from movement does not apply. The result is dependant on the area of the body that the hunter chooses to strike. If he successfully strikes the head the foe takes -2 to intelligence and wisdom checks for the round following the attack. If he successfully strikes the arm, all attacks made in the following round are made at a -4. If he successfully strikes a leg, movement is reduced by 50% in the following two rounds. If he successfully strikes the chest, his damage is doubled for his next attack.
Death Strike (Su)
The hunter may, so long as he has studied his foe for at least three rounds prior to the attack, make a strike so precise, quick and powerful that the foe instantly drops to the floor, stone cold dead. This attack is made at -2 to the hunters attack and the victim receives a fortitude saving throw (DC10+1/2 hunter class levels+Str bonus).
Hunters Precision (Ex)
The hunter observes his foe carefully during combat, watching his every move, watching his strikes, watching for weak spots. Any time the hunter successfully strikes a foe in melee, he gains +1 cumulative bonus to his next attack until he misses, wherein all bonuses from Hunters Precision disappear.
Perfect Hunter (Ex)
The hunter slayer is adept at long range, perfectly aimed, precise shots. In an amazing display of talent and skill in ranged weaponry the hunter slayer, when an opponent is denied their dexterity bonus, applies their current level of Hunters Pounce damage to a ranged shot, anywhere up to 100ft away.
Spell List
Level 0
Cure Minor Wounds
Guidance
Light
Purify Food and Drink
Virtue
Level 1
Animal Messenger
Calm Animals
Charm Animal
Cure Light Wounds
Detect Animals and Plants
Detect Snares and Pits
Endure Elements
Entangle
Hide From Animals
Jump
Long Strider
Magic Fang
Produce Flame
Speak With Animals
Summon Natures Ally
Level 2
Barkskin
Bears Endurance
Cats Grace
Hold Animal
Owls Wisdom
Protection from Energy
Snare
Speak with Plants
Spike Growth
Spider Climb
Summon Natures Ally II
Tree Shape
Warp Wood
Wood Shape
Wind Wall
Level 3
Command Plants
Cure Moderate Wounds
Darkvision
Diminish Plants
Magic Fang, Greater
Neutralize Poison
Plant Growth
Reduce Animal
Remove Disease
Repel Vermin
Summon Natures Ally III
Water Walk
Level 4
Animal Growth
Commune with Nature.
Cure Serious Wounds
Freedom of Movement
Nondetection
Summon Natures Ally IV
Tree Stride
Author Note: Yep, you guessed it. Slightly modified, slightly more deadly ranger. The rangers pretty good all round, I consider them a really nice base class. Add the scout in and it gets even better. So this base class is meant to emulate that a little, plus adding some unique movement, a few extra abilities, some options to mess around socially and hopefully ties it all into one nice little package.