Yaerin Hunter (3.5e Class)
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- 1 Yaerin Hunter
- 1.1 Making a Yaerin Hunter
- 1.2 Campaign Information
Making a Yaerin Hunter
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Constitution will be important most of all. As Yaerin Hunters are prohibited from using armor, they rely heavily on being able to take hits. In addition to this, their ability DC's and natural armor bonuses rely on constitution. Strength is recommended for athletic Yaerin Hunters, wisdom is recommended for those relying heavily on their senses, and dexterity is recommended for those wanting an extra amount of survivability.
Races: Most of the yaerin hunters are Humans, Half breeds.
Alignment: any non-lawful
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: Simple
|Saving Throws||Special||Forms Known||Natural
|1st||+1||+2||+0||+0||Yaerin Beast (move action), Natural Armor Bonus, Illiteracy||2||—||—||—||+1||1/silver|
|4th||+4||+4||+1||+1||Yaerin Beast (move action, swift action Dex modifier/day)||3||—||—||—||+2||2/silver|
|6th||+6/+1||+5||+2||+2||Yaerin Beast (swift action)||4||2||—||—||+2||3/silver|
|10th||+10/+5||+7||+3||+3||Natural Armor Bonus||4||3||2||—||+3||5/silver|
|11th||+11/+6/+1||+7||+3||+3||Yaerin Beast (swift action, free action Dex modifier/day)||4||4||2||—||+3||6/silver|
|16th||+16/+11/+6/+1||+10||+5||+5||Yaerin Beast (swift action, free action 1/round)||4||4||4||2||+4||8/silver|
|19th||+19/+14/+9/+4||+11||+6||+6||Natural Armor Bonus||4||4||4||3||+5||10/silver|
|20th||+20/+15/+10/+5||+12||+6||+6||Yaerin Beast (swift action, free action Dex modifier/round)||4||4||4||4||+5||10/silver|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Yaerin Hunter.
Weapon and Armor Proficiency: Yaerin Hunters are proficient with simple weapons
Yaerin Hunter can hold magical items; however, worn magical items are limited to brooches, necklaces, amulets, and medallions. Items grafted on to his body tear off when using the Yaerin Beast ability (wings, for instance).
Beast Toughness (Ex): A Yaerin Hunter benefits from a toughness derived from his animalistic nature.
At 1st and 4th level and every 5th level after, a Yaerin Hunter gets a +1 natural armor bonus to AC.
The Yaerin hunter adds 1/2 his constitution modifier to his AC as natural armor at 1st level, his full constitution modifier at 10th level, and 19th level he adds 1-1/2 his constitution modifier as a natural armor bonus to AC.
Starting at 1st level and continuing every other level, the Yaerin Hunter adds a +1 to damage reduction/silver.
Starting at 1st level, the Yaerin Hunter chooses an energy resistance of his choice. He then gains a +1 to that energy resistance at every level (including 1st) up through 5th level. He then chooses to either put his next five levels of energy resistance into a different energy resistance or continue putting his energy resistance into his current energy resistance. The process repeats at 10th level and 15th level.
Illiteracy: Yaerin Hunters do not automatically know how to read and write. A Yaerin Hunter may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
Bonus Feat (Ex):
At 2nd level, the Yaerin Hunter chooses between Wild Empathy or Predatory Presence.
Wild Empathy (Ex): A Yaerin Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Yaerin Hunter rolls 1d20 and adds his Yaerin Hunter level and his Diplomacy modifier to determine the wild empathy check result.
To use wild empathy, the Yaerin Hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Diplomacy is now a class skill.
Predatory Presence (Ex): A Yaerin Hunter can intimidate animals. This ability functions just like an Intimidate check made to intimidate a person. The Yaerin Hunter rolls 1d20 and adds his Yaerin Hunter level and his Intimidate modifier to determine the Predatory Presence check result.
Your Intimidate check is opposed by the animal's modified level check (1d20 + Hit Dice + animal's Wisdom bonus [if any] + animal's modifiers on saves against fear). If you beat the animal's check result, animals 4 HD or less are frightened, animals 5 HD-9 HD are shaken, and animal's 10 HD or higher are unaffected. The animal will remain under its respective effect when in your presence or for 1d6 minutes.
To use Predatory Presence, the Yaerin Hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1-2 rounds but, as with influencing people, it might take more or less time.
Intimidate is now a class skill.
Yaerin Beast (Su): Yaerin Hunters can modify their body structure, physic, and even their mind in order to gain advantages in battle and in the fight for survival.
At 1st level, a Yaerin Hunter can morph into a beast form as a move action. At 4th level, a Yaerin Hunter may improve the morph time to a swift action a number of times per day equal to his dexterity modifier. At 6th level, he can morph as a swift action. At 11th level, he may improve the morph time to a free action a number of times per day equal to his dexterity modifier, and once per round at 16th level. At epic level, the Yaerin Hunter may morph a number of times per round equal to his Dexterity modifier. When morphing, all objects, weapons, and items held in hand are dropped.
A Yaerin Hunter begins able to morph into 1st tier beast forms. At 5th, 10th, and 15th levels, he unlocks new tiers of beast forms. The number of beast forms known are given on Table: The Yaerin Hunter. When a Yaerin Hunter learns a new beast form, he may choose any form up to the highest tier he can access.
At first level, the Yaerin Hunter chooses a 1st tier beast form to specialize in. He may revert back to this beast form as an immediate action once per day, and gains a +1 to hit, AC, damage, and saves while in this form.
Unarmed strikes executed by the Yaerin Hunter are considered primary natural weapons and do damage based on the highest tier accessible by the Yaerin Hunter: 1st - 1d6; 2nd - 1d8; 3rd - 2d6; 4th - 2d8. For the purpose of getting through damage reduction, the natural weapons accessible to all beast forms do slap/slam damage; however, certain beast forms have extra options if specified. Unlike the normal rules for natural weapons, the Yaerin Hunter attacks a number of times per round allotted to him by his base attack bonus, rather than the number of natural weapons: he has. Any other special natural weapons granted by beast forms are also considered primary natural weapons unless otherwise specified.
Each beast form comes with an innate bonus; a statistical bonus that applies regardless of beast form. It also comes with special attacks and special abilities that are only accessible when in their respective beast form. A Yaerin Hunter may be in only 1 beast form at once. Each form has
Natural Weapons: Claws (slashing, piercing)
Attack Bonus: +1 base attack
Low Light Vision (Ex): 60 ft.
Swiftly and Softly (Ex): Move normal speed while moving silently without penalties, and a -10 penalty (instead of the normal -20 penalty) while running or charging.
Spider Climb (Ex): The Yaerin Hunter can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. He must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Lick (Ex): The Yaerin Hunter grows an abnormally long and sticky tongue while in Lizard form. As a standard action, he may make a 10 ft. disarm, trip, or grapple check. Using his tongue in this manner still provokes an attack of opportunity.
Skill Bonus: +4 bluff
Tail (Ex): While in Opossum form, the Yaerin Hunter sprouts a dexterous tail. He can use this tail to secure himself in as long as there is an object around which he can wrap his tail. While secured, the Yaerin Hunter's hands are free, and he need not make climb checks to remain secured while attacking or being attacked.
Play Dead (Ex): The Yaerin Hunter has the ability to look convincingly dead while in Opossum form. As an immediate action, the Yaerin Hunter goes limp and makes a bluff check opposed by all targeted creatures' sense motive check. Creatures whose sense motive checks do not beat the Yaerin Hunter's bluff check view him as dead and will act accordingly. If the Yaerin Hunter is below half heath or appears injured, he gets a +4 bonus to his bluff check; however, if he does not release all held items and objects he takes a -4 penalty, and if he shows no sign of damage, he takes another -4 penalty.
AC Bonus: +1 dodge AC
Evasion (Ex): A Yaerin 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. A helpless Yaerin Hunter does not gain the benefit of evasion.
Burrow (Ex): 10 ft.
Skill Bonus: +2 hide
Poison Fangs (Ex): While in Snake form, a new natural weapon option is at the Yaerin Hunter's disposal. The Yaerin Hunter grows fangs that he can use for a bite attack (piercing) that, in addition to the Yaerin Hunter's normal natural attack damage does constitution damage. On a successful hit, the targeted creature must make a will save with a DC of 12 + 1/2 Yaerin Hunter level or take 1 constitution damage or 1d4 constitution damage on a critical hit. Even if the Yaerin Hunter has multiple attacks, he may only use his bite attack once per round.
Constrict (Ex): On a successful grapple check, the Yaerin Hunter crushes an opponent, dealing bludgeoning damage equal to a tier above his current natural weapon damage.
AC Bonus: +1 Natural Armor
Defensive Curl (Ex): If a Yaerin Hunter in Turtle form uses a total defense action, he gains a +6 armor bonus to AC rather than the normal +4 dodge bonus to AC. This bonus negates the dodge bonus from tumble on total defense actions.
Natural Weapons: Bite (piercing, slashing, bludgeoning)
Skill Bonus: +4 survival (when following tracks)
Scent (Ex): The Yaerin Hunter is able to detect approaching enemies, sniff out hidden foes, and track by sense of smell. He can identify familiar odors just as humans do familiar sights. He can detect creatures within 30 ft. and can pinpoint their location within 5 ft.
Swift Tracker (Ex): A Yaerin 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.
Natural Weapons: Claws (slashing, piercing), bite (piercing, slashing, bludgeoning)
Speed Bonus: +10 ft
Camouflage (Ex): The Yaerin Hunter can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Sprint (Ex): The Yaerin Hunter, while in Cheetah form, is capable of blinding bursts of speed. Once per encounter, the Yaerin Hunter may move x5 move speed on a charge.
Skill Bonus: +4 swim.
Speed Swimming (Ex): Forming his arms into fins, the Yaerin Hunter gains increased swimming ability. He can swim his normal move speed with a -5 penalty, and double his speed with a -10 penalty (instead of the normal -20 penalty).
Sustenance, Water Breathing (Ex): The Yaerin Hunter sprouts the gills of a fish, allowing him to breathe underwater.
Ability Bonus: +2 Intelligence
Uncanny Dodge (Ex): A Yaerin Hunter can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his dexterity bonus to AC if immobilized.
Ability Bonus: +4 Strength (for carrying capacity)
Steed (Ex): When other creature's attempt to ride a willing Yaerin Hunter, they get a +10 to ride.
Trample (Ex): The Yaerin Hunter grows hooves and uses them and the sheer weight of his body to run over his opponents. He makes an overrun check. In addition to the normal overrun rules, he also deals damage on a successful check equal to his current natural weapon damage. For the purpose of this check, the Yaerin Hunter is considered as having the Improved Overrun feat.
Skill Bonus: +2 Climb, +2 Jump
Ability Bonus: +2 Dexterity
Swift Climber (Ex): Move at half speed while climbing without penalties (instead of the normal -5 penalty). He can also take a -10 on his climb check in order to move at normal speed.
Natural Weapons: Talons (slashing, piercing)
Skill Bonus: +2 spot, +2 listen
Deathwatch (Ex): Using the foul sight granted by the powers of unlife, the Yaerin Hunter can determine the condition of creatures near death within the ability's range. He instantly knows whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Flying, Good (Ex): 50 ft.
Energy Resistance Bonus: Energy resistance 5/fire, cold, electricity, acid
Tremorsense (Ex): The Yaerin Hunter is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the Yaerin Hunter to those that he's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a Yaerin Hunter to detect them.
Burrow (Ex): 20 ft.
Skill Bonus: +4 Listen
Flying, Clumsy (Ex): 30 ft.
Vampiric Bite (Ex): While in Bat form, a new natural weapon option is at the Yaerin Hunter's disposal. The Yaerin Hunter grows fangs that he can use for a bite attack (piercing). On a successful hit, the Yaerin Hunter gains temporary hit points equal to the damage the attack deals. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Natural Weapons: Gore (piercing)
Ability Bonus: +2 Strength
Rage (Ex): A Yaerin Hunter in Bull form my go into rage a number of times per day equal to 1/2 his constitution modifier. The Yaerin Hunter gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves, and a –2 penalty to AC. The effects last for rounds equal to his new constitution modifier or until the Yaerin Hunter changes beast forms. The effect is otherwise identical with a barbarian’s rage. Horns (Ex): While in Bull form, a new natural weapon option is at the Yaerin Hunter's disposal. The Yaerin Hunter grows horns that he can use for a gore attack (piercing) that deals an extra 4d6 on a charge.
Traveller (Ex): White in Camel form, the Yaerin Hunter takes no penalties for hustling or running continuously.
Sustenance (Ex): A Yaerin Hunter can go a week without water and a month without food. This ability is innate and applies to the Yaerin Hunter regardless of the beast form he is in.
Natural Weapons: Gore (piercing)
Woodland Stride (Ex): A Yaerin Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Charging Takedown (Ex): While in Elk form, a new natural weapon option is at the Yaerin Hunter's disposal. The Yaerin Hunter grows antlers that he can use for a gore attack (piercing). With these antlers, the Yaerin Hunter may attempt to pin an opponent to the ground. As a full round action, the Yaerin Hunter declares a charge touch attack. If the charge hits, he may immediately make a trip check against the subject of the charge instead of dealing damage. If the trip is successful, the opponent is prone and the Yaerin Hunter may immediately make a grapple check against his opponent. If the grapple check succeeds, the opponent is grappled and is dealt damage equal to the Yaerin Hunter's normal natural weapon damage. During this attack, the Yaerin Hunter provokes no attacks of opportunity from the subject; however, if the Yaerin Hunter fails any of the checks along the way, his turn automatically ends.
Skill Bonus: +4 Jump
Venom Immunity (Ex): The Yaerin Hunter gains poison immunity while in Frog form.
Poison Spray (Ex): While in Frog form, the Yaerin Hunter gains the ability to spray poison as a standard action. This attack is a touch attack with a range of 20 ft. that deals 1d4 constitution damage with a successful hit. The fortitude save DC for the poison is 14 + 1/2 caster level
Natural Weapons: Gore (piercing)
Attack Bonus: +4 to hit while charging
AC Bonus: +2 natural armor bonus
Tough Hide (Ex): The Yaerin Hunter gains temporary hit points per day equal to his level while in Rhinoceros form. These temporary hit points last until the Yaerun Hunter changes beast forms but will reappear if the Yaerun Hunter changes back into Rhinoceros form. These hit points reset at the beginning of the day.
Natural Weapons: Claws (slashing, piercing)
Skill Bonus: +4 Intimidate, +2 Con
Diehard (Ex): When reduced to between –1 and –9 hit points, the Yaerin Hunter automatically become stable. He don’t have to roll d% to see if he loses 1 hit point each round. When reduced to negative hit points, he may choose to act as if disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if you were disabled, he immediately falls unconscious. When using this feat, he can take either a single move or standard actions each turn, but not both, and he cannot take a full round action. The Yaerin Hunter can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) he takes 1 point of damage after completing the act. If the Yaerin Hunters reaches –10 hit points, he immediately dies.
Maul (Ex): The Yaerin Hunter throws himself recklessly, but ferociously at a target, losing his dodge bonus to AC for the round and provoking an attack of opportunity. He may then make the maximum number of attacks allotted by his base attack bonus all at his maximum base attack bonus.
Natural Weapons: Bite (piercing, slashing, bludgeoning)
Skill Bonus: +6 grapple
Death Roll (Ex): When a Yaerin Hunter in Crocodile form grapples, he rolls in order to disrupt the subject's footing. Successful grapple checks deals 6d6 damage and force the subject to make a balance check with a DC equal to the Yaerin Hunter's class level or fall prone. When the Yaerin Hunter is grappling a prone opponent, the opponent cannot use an opposed grapple check to escape.
Natural Weapons: Talons (slashing, piercing)
Skill Bonus: +2 Cha
Fly, Average (Ex): 60 ft.
Snatch (Ex): The Yaerin Hunter sprouts massive talons that it can use to carry away enemies. With a successful grapple check, the Yaerin Hunter can fly while retaining his grapple, carrying the subject weighing up to a heavy load into the sky. Doing so reduces the Yaerin Hunter's total flying speed (after calculating flight direction) by half. The Yaerin Hunter can fly in this manner for rounds equal to his constitution modifier, at which point he must descend or release the grappled subject. If at any time the subject breaks or escapes the Yaerin Hunter's grapple, the subject will fall and take fall damage accordingly.
Natural Weapons: Gore (piercing)
Skill Bonus: +12 against trip attempts
Tanky (Ex): Damage reduction 5/magic
Mock Charge (Ex): The Yaerin Hunters stocky frame and pounding footsteps terrify foes. The Yaerin Hunter declares a charge; however, instead of doing damage, he stops 10 ft. from his target. All creatures under 16 HD that would have been in his threat range had he finished the charge make a will save with a DC equal to 16 + 1/2 the Yaerin's class level. Creatures that succeed the save are unaffected. Creatures that fail the save will react depending on their hit dice: 0-5 HD are panicked; 6-10 HD are frightened; 11-15 HD are shaken.
Freedom of Movement (Ex): The Yaerin Hunter can move and attack normally while in Rat form, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. He automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
Chew (Ex): As a standard action, the Yaerin Hunter can target a piece of armor, shield, or weapon in the same way a rust monster would. This provokes an attack of opportunity. The subject holding the item must succeed on a DC 18 Reflex save or have his or her item be dissolved.
Natural Weapons: Bite (piercing)
Skill Bonus:+8 Swim
Sustenance, water breathing (Ex): The Yaerin Hunter sprouts gills, gaining the ability to breath underwater.
Tremorsense, Underwater (Ex): 500 ft.
Natural Weapons: Claws (slashing, piercing), Bite (slashing, piercing, bludgeoning)
Skill Bonus: +4 move silently
Spinal Chomp (Ex): The Yaerin Hunter uses a pouncing bit attack to instantly kill his foes. Against an unaware or flanked enemy, the Yaerin Hunter may declare a charge that, on a successful hit, forces the subject to make a fortitude in addition to taking normal damage. The save DC is equal to the Yaerin Hunter's class level. The Yaerin Hunter chooses to either Paralyze or kill the creature if it fails the save. Creatures that possess no discernible anatomy or are without immune to critical hits are immune to this ability. Spinal Chomp only affects living creatures.
Rend (Ex): The Yaerin Hunter grows claws on his feet and hands. On a full attack action, for every two strikes that hit, he deals an extra 1d10 damage.
A yaerin hunter who becomes lawful in alignment cannot progress in levels as a yaerin hunter, though he retains all his yaerin hunter abilities
Epic Yaerin Hunter
|21st||+1 Natural Armor|
|22nd||+1 Yaerin form|
|24th||Damage Reduction +10/magic|
|25th||+1 Yaerin form|
|27th||+1 Natural Armor|
|28th||+1 Yaerin form|
|30th||Energy Resistance +10/chosen energy resistance|
4 + Int modifier skill points per level.
Yaerin Beast: Every 3rd level beginning at level 22, the Yaerin Hunter chooses a new form from any of the five tiers.
At 21st level, the Yaerin Hunter may choose a new beast or to specialize in.
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.