(Races of the Wild variant, p. 139)

Wildrunners give themselves almost wholly to nature, seeking to return to their untamed roots and eventually become fey creatures.


Alignment: Any good or chaotic

Race: Elf or Half-elf

Skills: Hide 5 ranks , Knowledge (nature) 5 ranks , Move Silently 5 ranks , Survival 8 ranks

Feats: Endurance

Hit die


Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: You gain no proficiency with any weapons or armor. If you wear heavy armor, you do not benefit from your fast movement ability.

Fast Movement (Ex): Your land speed is faster than the norm for your race by 10 feet while wearing light, medium, or no armor. This increase stacks with similar increases, such as that from the barbarian class. See the barbarian class feature, page 25 of the Player's Handbook.

Trackless Step (Ex): You cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Primal Scream (Su): At 2nd level, you become able to bring forth the power inherent within and release it in a blood-chilling scream. Releasing a primal scream is a free action that does not provoke attacks of opportunity. A primal scream induces a state of feral frenzy that lasts for a number of rounds equal to 3 + your Con modifier (minimum 1). You can use your primal scream ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Using a primal scream always requires you to shout, so you cannot use a primal scream if you cannot speak.

In this frenzy, you gain a +2 bonus to Strength and a +6 bonus to Dexterity. In addition, your jaw elongates and your teeth become razor-sharp; you gain a bite attack that deals 1d6 points of damage (1d4 if you are Small, or 1d8 if you are Large). You can wield a weapon in one or both hands at your normal attack bonus and make a secondary bite attack, but in that case the bite attack takes a —5 attack penalty (or —2 with the Multiattack feat).

In addition to these effects, a primal scream confers additional benefits as you gain levels, as described below. All effects are cumulative.

Enemies Shaken: Starting at 4th level, your primal scream makes enemies within 30 feet shaken when you activate the ability. This is a sonic, mind-affecting fear effect. Creatures in the area must make Will saves (DC 10 + your class level + your Cha modifier). On a failed save, a creature is shaken for a number of rounds equal to your class level. Creatures with more Hit Dice than you are immune to this effect.

Pounce: At 6th level, you gain the ability to pounce on an opponent in the round in which you activate your primal scream. If you charge a foe in the same round that you scream, you may make a full attack, instead of the normal single attack allowed after a charge.

Enemies Cower: Beginning at 8th level, your primal scream can immobilize enemies with fear when you activate the ability. This is a sonic, mind-affecting fear effect. It functions like the enemies shaken ability described above, except that any enemy with less than half your Hit Dice that fails its Will save is cowering instead of shaken.

Fast Healing: At 10th level, when you activate your primal scream you gain fast healing 5 for the duration of your feral frenzy, as long as you have at least 1 hit point.

If you also have the rage class feature, you can rage and use your primal scream at the same time, gaining the benefits of both abilities.

Scent (Ex): At 2nd level, you learn to rely on senses that most other people never even suspect. You gain the scent special ability. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, it drops to 15 feet. You do not detect the exact location of the source—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source's location.

Endure Elements (Sp): Starting at 3rd level, you can use endure elements on yourself at will. Your caster level is equal to your wildrunner class level.

Hide in Plain Sight (Ex): Beginning at 5th level, you can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook.

Unfettered Stride (Ex): At 7th level, you gain the ability to move through or across a variety of terrain features without it affecting your movement or skill checks. This ability applies to bogs, rubble, undergrowth, ice sheets, and natural stone floors. See Chapter 3 of the Dungeon Master's Guide for the effect of terrain on movement and skill checks.

Feyheart: At 9th level, your mystic bond with nature changes your very being. Your type becomes fey (augmented humanoid), and you gain damage reduction 2/cold iron.


Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Fast movement, trackless step
2nd +2 +3 +3 +0 Primal scream, scent
3rd +3 +3 +3 +1 Endure elements
4th +4 +4 +4 +1 Primal scream (enemies shaken)
5th +5 +4 +4 +1 Hide in plain sight
6th +6 +5 +5 +2 Primal scream (pounce)
7th +7 +5 +5 +2 Unfettered stride
8th +8 +6 +6 +2 Primal scream (enemies cower)
9th +9 +6 +6 +3 Feyheart
10th +10 +7 +7 +3 Primal scream (fast healing)

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Handle Animal CHA yes no
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (nature) INT yes no
Listen WIS no no
Move Silently DEX no yes
Spot WIS no no
Survival WIS no no
Swim STR no yes

Spells for Wildrunner