Wildheart Warrior (Ranger/Barbarian)

From the vast plains and deep forests to the mired swaps and frozen mountain peaks come the strong, survivors who rely upon their hearts for strength. Through adversity, the wildheart warrior draws power from very land itself, allowing him to unleash his rage, gain knowledge of his surroundings, and learn new tactics that enable him to obtain victory in battle. While often adorned in furs, feathers, and other primitive apparel, the wildheart warrior possesses a noble bearing that grants him the strength to endure the trials of life. (Original Concept by Elghinn Lightbringer

Primary Class: Ranger.

Secondary Class: Barbarian.

Alignment: Any nonlawful. 

Hit Dice: d10. 

Bonus Skills and Ranks: The wildheart warrior selects three barbarian skills to add to his class skills in addition to the normal ranger class skills. The wildheart warrior gains a number of ranks at each level equal to +6 Int modifier.

Weapon and Armor Proficiency: The wildheart warrior is proficient with all simple and martial weapons, plus the bola, boomerang, falcate, net, and totem spear. The wildheart warrior is also proficient with light and medium armor, and with shields (except tower shields).

Wild Fighting (Ex): At 1st level, a wildheart warrior often fights with reckless, savage abandon. A wildheart warrior using the full-attack action can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, he takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces 1st favored enemy. 

Wild Talents (Ex): Starting at 2nd level, a wildheart warrior learns a variety of abilities meant to aid in his survival in the wild. He can choose either a ranger’s combat style feat or the uncanny dodge ability. At 4th level and every two levels thereafter, he adds barbarian’s rage powers to the list of abilities he can choose. At 6th level or higher, a wildheart warrior can choose the improved uncanny dodge ability as a wild talent. This ability replaces combat style feats, 2nd favored terrain, 3rd favored terrain, 4th favored terrain, and camouflage. 

Favored Terrain (Ex): At 3rd level, a wildheart warrior has a favored terrain representing his native homeland. This ability functions as the ranger class feature, and the wildheart warrior’s bonuses in that terrain improve by +2 at 8th level and every five levels thereafter. However, he does not gain any additional favored terrains. This ability otherwise functions as and replaces favored terrain.

Rage of the Wild (Ex): At 4th level, a wildheart warrior gains the barbarian’s rage ability, but his barbarian level is considered to be equal to his wildheart warrior level –3. This ability replaces hunter’s bond.

Raging Enemy (Ex): This is exactly like the ranger’s favored enemy ability, except that the wildheart warrior only gains the benefits of the favored enemy ability while raging. 

Warrior’s Tricks: At 5th level, a wildheart warrior learns the use of warrior’s tricks, which typically grant a boon or bonus to the wildheart warrior or a nearby ally. At 5th level, the wildheart warrior learns one trick, selected from the list below. At 9th level, and every four levels thereafter, he learns another trick. A wildheart warrior can use these tricks a total number of times per day equal to 1/2 his wildheart warrior level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. Unless otherwise noted, a wildheart warrior cannot select an individual trick more than once. 

The following is a list of hunter tricks and their effects.

Aiding Attack (Ex): The wildheart warrior can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the wildheart warrior’s next turn gains a +2 circumstance bonus on that attack roll.

Catfall (Ex): The wildheart warrior can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the wildheart warrior takes no damage from the fall, he does not fall prone.

Chameleon Step (Ex): The wildheart warrior can move up to twice his speed as a move action. The wildheart warrior does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the wildheart warrior can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the wildheart warrior suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

Defensive Bow Stance (Ex): The wildheart warrior can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The wildheart warrior can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The wildheart warrior can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The wildheart warrior can use this trick as a free action when he makes an attack against one of his favored enemies. The wildheart warrior doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

Hobbling Attack (Ex): The wildheart warrior can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Penetrating Strike (Ex): The wildheart warrior can ignore 1 point of damage reduction each time the wildheart warrior deals damage from a weapon or a natural attack. A wildheart warrior can select this trick five times. Each time it is chosen, the amount of damage reduction the wildheart warrior ignores increases by 1.

Quick Climb (Ex): The wildheart warrior can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the wildheart warrior can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the wildheart warrior can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The wildheart warrior can swim at his full speed as a move action without penalty.

Ranger’s Counsel (Ex): As a swift action, the wildheart warrior can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The wildheart warrior must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Rattling Strike (Ex): The wildheart warrior can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When he misses with a melee attack, the wildheart warrior may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Skill Sage (Ex): As a free action, the wildheart warrior can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

Stag’s Leap (Ex): As a free action, the wildheart warrior can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The wildheart warrior can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The wildheart warrior can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the wildheart warrior can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the wildheart warrior gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The wildheart warrior can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The wildheart warrior can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The wildheart warrior can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

Wildheart warriors do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. This ability replaces the ranger’s spellcasting.

Tireless Rage (Ex): At 17th level, a wildheart warrior gains the barbarian’s tireless rage ability. This ability replaces hide in plain sight.

Table: Wildheart Warrior