Nari Character Class: The Savage Hunter
The Nari are largely a race of nomadic hunters, and the Savage Hunter is the most important and common members of any Nari clan.  They form the oldest tradition in Nari society, the backbone of Nari life and survival.  The Savage Hunters train in their primitive fighting styles and learn to use a variety of weapons and armors.  They protect the clan against rival clans and wild beasts, as well as hunting down the beasts that the clan needs for food.  Savage Hunters are the primary warriors of their clan when it goes to war.  They learn a variety of survival skills but not much more, besides a little bit of general athleticism and basic Nari lore.
Alignment: Any.
Hit Dice: d10.

Class Skills: A Savage Hunter's class skills (and the key ability modifier for each skill) are Animal Empathy (Cha, exclusive), Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Basic Nari Lore) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points per Level: 4 + Intelligence modifier.

Weapon and Armor Proficiency: Savage Hunters are proficient in all simple weapons, all light armors, and all medium armors.  They are also proficient in three martial weapons of their choice.  In addition, a Savage Hunter also gains one bonus feat from amongst Exotic Weapon Proficiency, Armor Proficiency (Heavy), and Shield Proficiency.  Any prerequisites of this bonus proficiency feat must be met.

Rage: Savage Hunters can enter a raging blood frenzy once per day at 1st-level, twice per day at 8th-level, and three times per day at 15th-level.  This functions as per the Barbarian class ability of the same name, except that a Savage Hunter gains extra rages at a slower rate, never gains greater rage, and never gains the capacity to rage without being winded afterward.

Bonus Feats: Savage Hunters gain a few bonus feats over time, as they progress in this class, due to their training and experience in combat, hunting, and wilderness survival.  They gain a bonus feat at 2nd-level, and another at every eighth level in this class beyond that, such as 10th and 18th-level.  Any prerequisites of these bonus feats must be met before they are taken.  The Savage Hunter chooses their bonus feats from the following list --- Alertness, Ambidexterity, Blind-Fight, Cleave, Clever Dodge, Combat Reflexes, Dodge, Endurance, Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Ride-By Attack, Run, Spring Attack, Sunder, Toughness, Track, Trample, Two-Weapon Fighting, Uncanny Toughness, Weapon Finesse, Weapon Focus, and Whirlwind Attack.

Stalk Prey: A Savage Hunter of the Nari typically develops rather keen hunting skills by necessity, since slaying animals for food is the Savage Hunter's primary role in the clan.  Thus, under certain conditions the 5th-level or higher Savage Hunter gains a +2 competence bonus on attack rolls, damage rolls, and Armor Class against a single target.  The damage bonus is multiplied normally on critical hits when applicable, but does not apply against targets who are not subject to critical hits, nor does it apply to nonphysical attacks; the bonus damage only applies with weapons, unarmed strikes, grapple checks (when applicable), and natural weapons.  The AC bonus is lost whenever the Hunter is immobilized or denied a Dexterity bonus to AC against his or her target.  Competence bonuses to the same statistic do not stack.  The bonuses from Stalk Prey increase to +4 at 11th-level, then to +6 at 17th-level.  Stalk Prey only applies after the Nari has studied their target for at least 3 rounds straight, which involves taking nothing more than move-equivalent actions, free actions, and 5-foot-steps during that timeframe.  Once they finish studying their target for this ability, or once their study of the target is interrupted, the benefits of Stalk Prey will apply (if they completed at least 3 straight rounds of studying the target).  Stalk Prey applies for up to 1 minute (10 rounds) after the study is finished or interrupted.  Once the Savage Hunter begins studying a target for this ability, they lose the benefits of this ability regarding previous targets.  If the Savage Hunter loses sight of his or her target prey for more than 2 straight rounds, or if the prey spends a full-round action refocusing, Stalk Prey ceases functioning against that target until studied again.

Agility (Ex): Some Savage Hunters are less offensively-focused than most, and rely more on outlasting their prey in a prolonged fight.  At 5th-level in this class, the Nari may choose to permanently forego gaining this class' Stalk Prey ability, in exchange for gaining access to the Agility ability of the Savage Hunter.  This Agility class ability is not available to Savage Hunters who take the Stalk Prey ability of the class.  Agility is an extraordinary ability that grants the Nari a +2 dodge bonus to Armor Class, but only against melee attacks and melee touch attacks.  This dodge bonus does not apply when immobilized or denied a Dexterity bonus to AC, nor does it apply when wearing medium or heavy armor, nor when carrying more than a light load.  The dodge bonus from Agility is increased to +4 at 11th-level and then to +6 at 17th-level, for those Savage Hunters who take Agility in place of Stalk Prey (this does not allow them to change their earlier decision about which ability to take; if they take Agility at 5th-level in this class, then they gain its improvements at 11th- and 17th-level in the class, never gaining Stalk Prey from this class, nor its improvements from this class).

Damage Reduction (Ex): Savage Hunters toughen themselves through their difficult lives and harsh training.  Thus, at 7th-level they gain Damage Reduction 1/-, which increases to DR 2/- at 19th-level.  This functions as per the same ability of the Barbarian class, and it is an extraordinary ability.  This DR stacks with any similar Damage Reduction the character may gain, but it is handled separately and before any different DR abilities, such as DR 5/+1 or DR 15/silver for instance.

Savage Strike: A Savage Hunter of 13th-level knows how to really hurt an enemy or bust something good when he or she takes the time to prepare a sufficiently brutal attack.  As a special full-attack action, the Savage Hunter may perform a Savage Strike, where they forego their usual number of attacks with the full-attack action and instead make just one attack, at their highest Base Attack Bonus.  Savage Strike cannot be combined with other special full-attack or full-round actions, except for fighting defensively.  When using Savage Strike, the character's single attack deals double damage if it hits; only damage that could be multiplied on a critical hit gets doubled by this effect, however.  Nonetheless, Savage Strike is effective against targets that are not subject to critical hits, though as normal it still cannot score a critical hit against such targets.  As with the D20 System rules, the extra damage is rolled normally, and two doublings is a tripling, a doubling and a tripling is a quadrupling, and so on and so forth.  Thus, if a critical hit is scored with a weapon that normally deals double damage on a critical, then it deals triple damage instead if it is a critical hit with Savage Strike, and then only if the target is susceptible to critical hits.  If any effect would grant the character extra attacks when using Savage Strike, this ability's benefits only apply to the first attack.

Greater Savage Strike: At 20th-level onward, a Savage Hunter makes two attacks instead of one when using their Savage Strike class ability, and the benefits of that ability apply to both attacks.  However, they suffer a -3 penalty on both attack rolls for the Savage Strikes when doing so.  The Savage Hunter may choose not to use Greater Savage Strike, when desired.

Class        Base                      Base      Base      Base
Level        Attack                   Fort.     Ref.       Will      Special

1            +1                         +2         +0         +0        Rage 1/day
2            +2                         +3         +0         +0        Bonus Feat
3            +3                         +3         +1         +1
4            +4                         +4         +1         +1
5            +5                         +4         +1         +1        Stalk Prey +2, Agility +2
6            +6/+1                    +5         +2         +2
7            +7/+2                    +5         +2         +2        Damage Reduction 1/-
8            +8/+3                    +6         +2         +2        Rage 2/day
9            +9/+4                    +6         +3         +3
10          +10/+5                   +7         +3         +3        Bonus Feat
11          +11/+6/+1              +7         +3         +3        Stalk Prey +4, Agility +4
12          +12/+7/+2              +8         +4         +4
13          +13/+8/+3              +8         +4         +4        Savage Strike
14          +14/+9/+4              +9         +4         +4
15          +15/+10/+5            +9         +5         +5        Rage 3/day
16          +16/+11/+6/+1       +10        +5         +5
17          +17/+12/+7/+2       +10        +5         +5        Stalk Prey +6, Agility +6
18          +18/+13/+8/+3       +11        +6         +6        Bonus Feat
19          +19/+14/+9/+4       +11        +6         +6        Damage Reduction 2/-
20          +20/+15/+10/+5     +12        +6         +6        Greater Savage Strike




Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, feat names except for Clever Dodge and Uncanny Toughness, Rage class ability, Damage Reduction class ability, DR, Damage Reduction format, Base Attack Bonus, BAB, saving throws, saves, base saves, saving throw types, level, melee touch attacks, attack rolls, damage rolls, natural weapons, unarmed strikes, grapple checks, alignments, hit dice, skill names, skill points, skill ranks, skill types, ability score names, ability score abbreviations, class skills, key ability modifiers, weapon and armor proficiencies, weapon types, armor types, damage types, Barbarian class, Barbarian rage ability improvements, full-attack actions, full-round actions, fighting defensively action, D20 System, Armor Class, AC, rounds, dodge bonuses, competence bonuses, refocus actions, move-equivalent actions, free actions, 5-foot-steps, extraordinary abilities, and extraordinary ability abbreviations are, so far as I know, property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation.  All other content on this webpage is copyright (c) 2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom.  This material free for personal use but not for commercial distribution. 
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