The Dragonlance Nexus

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Ironwood Hunter

D&D 3e (3.0/3.5) Rules

by Nighttree

The ironwood hunters are a group comprised mostly of elves and half-elves, who have dedicated themselves to restoring the elven forests.

Currently living within the Qualinesti forest, the hunters have been driving the human squatters from the forest while trying to correct the taint that the forest suffered during the War of Souls.

The hunters are under the leadership of an extremely beautiful elven half-fey woman named Goldvine (CN half-elven half-fey druid 5/ironwood hunter 5). Their patron is the Ironwood Guardian, a tree of incredible size and age that houses an equally old dryad. The dryad is mother to Goldvine, her father was a Qualinesti elf that was killed during the defeat of Beryl.

Goldvine is the undisputed leader of the hunters, and is almost fanatical about driving intruders from her mother's forest and correcting the unnatural damage done to the land. The hunters have been increasing in number, as they have taken on followers. The majority of hunters are rangers, druids, and bards.
Hit Die: d8.


Alignment: Any neutral (except neutral evil), or chaotic good.
Base Attack Bonus: +4.
Skills: Knowledge (nature) 7 ranks, Search 5 ranks, Spot 5 ranks, Survival 7 ranks.
Feats: Alertness, Track.
Special: The character must dedicate themselves to the guardianship of the wildlands of Krynn.

Class Skills

The ironwood hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Ironwood Hunter

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Kiss of the Ironwood Guardian, spells, nature sense, wild empathy
2nd +2 +3 +3 +3 Combat style, trackless step
3rd +3 +3 +4 +3 Weapon Focus, woodland stride
4th +4 +4 +5 +4 1st favored enemy, resist nature's lure, swift tracker
5th +5 +4 +6 +4 Hallow 1/day, one shot kill, evasion
6th +6 +5 +7 +5 Hide in plain sight, improved combat style
7th +7 +5 +8 +5 One shot one kill
8th +8 +6 +9 +6 2nd favored enemy, combat style mastery
9th +9 +6 +10 +6 Camouflage, venom immunity
10th +10 +7 +11 +7 Timeless body

Class Features

All of the following are class features of the ironwood hunter prestige class.

Weapon and Armor Proficiency: Ironwood hunters are proficient with the following weapons: bows (all), club, dagger, dart, longspear, long sword, quarterstaff, scimitar, shortspear, short sword, sickle, and sling. They gain no armor proficiencies, but are prohibited from wearing any metal armor.

Kiss of the Ironwood Guardian (Su): During their initiation ritual, the novice hunter receives the protection of the Ironwood Guardian. This protection manifests as a barkskin spell, granting the hunter a +2 natural armor bonus, +1 per class level thereafter, to a maximum of +5 at 4th level. This effect can be activated at will, but gives the hunter an appearance of having skin carved from dark wood and eyes that are glowing orbs (the hunter's eye color is the same as the character's). This effect on the appearance of the hunter is responsible for the current rumor that the hunters are "demons" stalking the forest and driving the human "settlers" out.

Spells: Ironwood hunters cast divine spells, which are granted jointly by Chislev and Habbakuk and are drawn from the domain spell list based on the hunter's alignment.

Neutral Good: Animal, Good, Water.
Chaotic Good: Animal, Chaos, Good, Water.
Lawful Neutral: Air, Animal, Earth, Plant.
True Neutral: Air, Animal, Earth, Plant.
Chaotic Neutral: Air, Animal, Chaos, Earth, Plant.

Spells per Day

Level 1 2 3 4 5
1st 0 - - - -
2nd 0 - - - -
3rd 1 - - - -
4th 1 1 - - -
5th 2 1 - - -
6th 2 2 1 - -
7th 2 2 2 - -
8th 3 2 2 - -
9th 3 3 2 1 -
10th 4 4 3 2 1

Nature Sense (Ex): As the druid ability.

Wild Empathy (Ex): As the druid ability.

Combat Style: As the ranger ability.

Trackless Step: As the druid ability.

Weapon Focus: At 3rd level, the ironwood hunter gains the Weapon Focus feat in a weapon of his choice.

Woodland Stride: As the druid ability.

Favored Enemy: As the ranger ability.

Resist Nature's Lure: As the druid ability.

Swift Tracker: As the ranger ability.

Hallow (Sp): At 5th level, the ironwood hunter can cast hallow once per day.

One Shot Kill (Ex): Also, the ironwood hunter increases the threat range on one weapon with which he has the Weapon Focus feat. The weapon's threat range increases to a natural roll of 18-20.

Evasion: As the ranger ability.

Hide in Plain Sight: As the ranger ability.

Improved Combat Style: As the ranger ability.

One Shot One Kill (Ex): At 7th level, the ironwood hunter's one shot kill ability improves. The hunter's favored weapon increases to a natural roll of 16-20.

Combat Style Mastery: As the ranger ability.

Camouflage: As the ranger ability.

Venom Immunity: As the druid ability.

Timeless Body: As the druid ability.

Ex-Hunters: Hunters who break their vow to the Ironwood Guardian immediately begin to suffer one negative level per day until they either "atone" or lose all hunter benefits. This -1 penalty affects the hunter's natural armor bonus, spellcasting ability, and all enhanced abilities from the hunter class.

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