Lv 1 feat:
(using EitR): Weapon Focus (light blades)
(without EitR): Weapon Finesse
Lv 1 class features:
Ranger
Drake Warden archetype
Tidal Hunter archetype
1st favored enemy (evil outsiders +2): He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track
Wild Empathy
Waterborn (Su): A tidal hunter can breathe water for up to 10 minutes per ranger level each day. At 6th level, he can breathe underwater indefinitely. This replaces wild empathy and the 6th-level combat style feat.
Keen Scent (Ex): A tidal hunter gains scent, as per the universal monster rule. At 12th level, while in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away. This replaces track and camouflage.
Lv 2 class features:
Combat Style: Menacing
(bonus menacing combat style feat): Gory Finish
Lv 3 feat:
(using EitR): Skill Focus (Intimidate)
(without EitR): Weapon Focus (rapier)
Lv 3 class features:
Lv 3 (bonus ranger feat): Endurance
Aquatic Mastery (Ex): At 3rd level, a tidal hunter must select water as his favored terrain, and he doesn’t gain additional favored terrains. At 8th level and every 5 levels thereafter, the bonus from this favored terrain increases by 2. This alters favored terrain.
Favored Terrain (Water) (Ex): At 3rd level, a tidal hunter must select water as his favored terrain, and he doesn’t gain additional favored terrains. At 8th level and every 5 levels thereafter, the bonus from this favored terrain increases by 2. This alters favored terrain.
Lv 4 Ability Increase: +1 Cha (17)
Lv 4 class features:
Hunter's bond
Young Drake: At 4th level, a drake warden gains a drake companion instead of an animal companion, but his effective charge’s level is equal to his ranger level - 3. The young drake gains drake powers only when its charge reaches 3rd and 7th levels (not 11th or 15th level) and increases in size only when its charge reaches 5th level (not 9th, 13th, or 17th level). This ability replaces hunter’s bond, 2nd favored enemy, and swift tracker.
Cruncher (drake companion):
Size: Tiny (grows to Medium at 8th level)
Alignment: any non-good ==> Chaotic Neutral
Speed 20 ft., Swim 20 ft.
Attack bite (1d3), tail* (1d3) (damage dice increase by 1 die step at 8th level)
Ability Scores Str 8, Dex 17, Con 11, Int 4, Wis 10, Cha 7; Languages: Draconic
Darkvision
low-light vision
Immunities: sleep and paralysis
Subtype (water)
Cruncher's skill ranks: max skill ranks in Fly, Stealth, Swim; he gains 3 ranks in Knowledge (planes) each time Fergus reaches 7th, 11th, 15th and 19th levels.
Cruncher's additional drake powers:
@6th level: Glide
@10th level: Fly 40' (clumsy)
Cruncher's Feats:
starting feat: Weapon Finesse (if not using EitR); Hover (if using EitR)
@6th level: Hover (if not using EitR); Fly-By Attack (if using EitR)
@9th level: Fly-By Attack (if not using EitR); Wingover (if using EitR)
@12th level: Wingover (if not using EitR); Improved Natural Attack (bite) (if using EitR)
@14th level: Improved Natural Attack (bite) (if not using EitR); Improved Natural Armor (if using EitR)
@17th level: Improved Natural Armor
@20th level: Improved Natural Armor
Lv 5 feat:
(using EitR): Deific Obedience (Cayden Cailean)
(without using EitR): Skill Focus (Intimidate)
Deific Obedience (Cayden Cailean): Sing a song in praise of freedom, bravery, and your god's glory (and good looks). The song must be audible to those nearby-friend or foe. Between stanzas, you must pause to drink from a full mug of ale, wine, or other spirits. When the song is done, drink the remaining alcohol while mentally composing the song you will sing on the morrow. If a creature is attracted by your song, do your best to engage it in conversation about the merits of Cayden Cailean. If hostil ities become inevitable, leap boldly into the fight without hesitation. Gain a +4 sacred bonus on saving throws against poison effects.
Lv 5 class features:
2nd Favored Enemy
Lv 6 class features:
Combat style feat
Drake Companion (Cruncher) gains Glide
Cruncher's natural armor increases by +2
Cruncher's feat: Hover (if not using EitR); Fly-By Attack (if using EitR)
1st mythic tier mythic feat: Mythic Skill Focus (Intimidate)
1st mythic tier base abilities:
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Mythic Path: Champion
Champion's Strike: Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
1st mythic tier path ability: (universal list): Legendary Item (Fiend-Ender)
1st mythic tier Legendary Item (Fiend-Ender) ability: Unyielding
Lv 7 feat:
(using EitR): Vital Strike
(without using EitR): Deific Obedience (Cayden Cailean)
Lv 7 class features:
Woodland stride
Wave Rush (Ex): At 7th level, a tidal hunter gains a swim speed equal to his base speed. If he already has a swim speed, it increases by 10 feet. This replaces woodland stride.
Cruncher gains 3 ranks in Knowledge (planes)
Lv 8 ability increase: +1 Cha (18)
Lv 8 class features:
Swift tracker
2nd favored terrain
Favored Terrain (Water +4) (Ex)
Drake Companion (Cruncher) becomes size Small. Cruncher’s natural armor bonus to its AC increases by 2, its natural attacks increase in damage based on the new size category, and it gains the following ability scores adjustments: Str +4, Dex –2, Con +2. ==> Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 4 (-3), 10 (+0), Cha 7 (-2)
Cruncher increases his Dex by +1 (16)
2nd mythic tier ability increase: +2 Dex (16)
2nd mythic tier base abilities:
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
2nd mythic tier path ability: Crusader
2nd mythic tier Legendary Item (Fiend-Ender) ability: Returning
Lv 9 feat: Diverse Obedience (Cayden Cailean)
Lv 9 class features:
Evasion (Ex): When he reaches 9th level, a ranger 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. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Cruncher's natural armor increases by +2
Cruncher's feat: Fly-By Attack (if not using EitR); Wingover (if using EitR)
Lv 10 (1st tier deific boon): (exalted boon) Libations (Sp) bless water 3/day, delay poison 2/day, or create food and water 1/day
Lv 10 class features:
3rd favored enemy (evil outsiders +4, monstrous humanoids +2)
(menacing combat style bonus feat): Dreadful Carnage
Drake Companion (Cruncer) gains Fly 40' (clumsy)
3rd mythic tier mythic feat: Mythic Dreadful Carnage
3rd mythic tier base abilities:
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
3rd mythic tier path ability: Legendary Item (taken for 2nd time)
3rd mythic tier Legendary Item (Fiend-Ender) ability: Unstoppable Strike
Lv 11 feat:
Lv 11 class features:
Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Cruncher gains 3 additional ranks in Knowledge (planes)
Lv 12 ability increase: +1 Cha (19)
Lv 12 class features:
Camouflage
Cruncher's natural armor increases by +2
Cruncher's feat: Wingover (if not using EitR); Improved Natural Attack (bite) (if using EitR)
4th mythic tier ability increase: +2 Dex (18)
4th mythic tier base abilities[/i]:
[b]Surge +1d8
4th mythic tier path ability: Maneuver Master
4th mythic tier Legendary Item (Fiend-Ender) ability: Foe-Biting
Lv 13 feat:
Lv 13 class features:
3rd favored terrain
Favored Terrain (Water +6) (Ex)
Cruncher increases his Dex by +1 (17)
Lv 14 (2nd tier deific boon): (evangelist boon): Drinking Buddy
Drinking Buddy (Su): Once per day as a standard action, you can create an i l lusory double of yourself that appears in a square adjacent to you. Your double acts on your initiative count, and can move up to your speed each round. It always attempts to flank with you against a single target you designate. If it must use Acrobatics to avoid an attack of opportunity during this movement, your double uses your bonus. Though your double can't attack, it is treated as threatening adjacent squares for the purposes of flanking with you. Anyone attacking your double or otherwise physically interacting with it can attempt a Will save (DC 25) to recognize the double as an illusion. The double has your AC, and if any hit would deal damage to it, the double dissipates. An opponent who recognizes your double as an il lusion can't be flanked by it. The double lasts 1 round for every Hit Die you possess or until it is hit with an attack, whichever comes first.
Lv 14 (menacing combat style bonus feat): Improved Critical
Lv 14 class features:
Cruncher gains 3 additional ranks in Knowledge (planes)
Cruncher's feat: Improved Natural Attack (bite) (if not using EitR); Improved Natural Armor (if using EitR)
5th mythic tier mythic feat: Mythic Improved Critical
5th mythic tier base abilities:
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
5th mythic tier path ability: Clean Blade
5th mythic tier Legendary Item (Fiend-Ender) ability: Eternal Bond
Lv 15 feat:
Lv 15 class features:
4th favored enemy (Evil Outsiders +6, Monstrous Humanoids +2, Magical Beasts +2)
Cruncher's natural armor increases by +2
Cruncher gains 3 additional ranks in Knowledge (planes)
Lv 16 ability increase: +1 Cha (20)
Lv 16 class features:
Improved evasion
Tidal Surge (Sp): At 16th level, a tidal hunter gains control over water, and he can use the tides to attack his foes. Once per day, he can cast tidal surge as a spell-like ability. This replaces improved evasion.
6th mythic tier ability increase: +2 Dex (20)
6th mythic tier base abilities:
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
6th mythic tier path ability: Legendary Item (taken for 3rd time)
6th mythic tier Legendary Item (Fiend-Ender) ability: Perfect Surge
Lv 17 feat:
Lv 17 class features:
Hide in Plain Sight (Ex): While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Cruncher's feat: Improved Natural Armor
Lv 18 (3rd tier deific boon): (sentinel boon): Critical Luck (Ex)
Critical Luck (Ex): Keep a record of every time you roll a natural 1 on an attack roll, to a maximum number equal to your Charisma bonus. Anytime you roll a critical threat on an attack roll, you can trade in one of your tallied natural ls to automatically confirm the critical hit. This tally resets to O every day, and any tallied natural ls from the day before are lost.
Lv 18 class features:
4th favored terrain
Favored Terrain (Water +8) (Ex)
Cruncher increases his Dex by +1 (18)
Cruncher's natural armor increases by +2
(menacing combat style bonus feat): Martial Dominance
7th mythic tier mythic feat: Extra Path Ability (Always a Chance)
7th mythic tier base abilities:
Surge +1d10
7th mythic tier path ability: Critical Master
7th mythic tier Legendary Item (Fiend-Ender) ability: Adroit (Intimidate)
Lv 19 feat:
Lv 19 class features:
Improved Quarry (Ex): At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Cruncher gains 3 additional ranks in Knowledge (planes)
Lv 20 ability increase: +1 Cha (21)
Lv 20 class features:
5th favored enemy(Evil Outsiders +6, Monstrous Humanoids +2, Magical Beasts +2, Aberrations +2)
Master Hunter (Ex): A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
Cruncher's feat: Improved Natural Armor
8th mythic tier ability increase: +2 Dex (22)
8th mythic tier base abilities:
Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
8th mythic tier path ability: Critical Master (taken for 2nd time)
8th mythic tier Legendary Item (Fiend-Ender) ability: Returning (taken for 2nd time)