Article-At-A-Glance
- The Hell Pact Rider[1] enhances Warlock into melee powerhouse with sustained Hellfire Blasts.
- Binder’s Naberius mitigates Constitution damage, supporting uninterrupted Hellfire strategy.
- Legacy Champion class surpasses limits, increasing damage potential and surviving challenges.
- Technical gear choices boost survivability, overcoming weaknesses in armor and statistics.

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At level 1, the Hell Pact Rider[1]’s Warlock build focuses on the synergy of Devil’s Favor and Eldritch Blast, enhanced by Aberration Blood for extra reach. The character is slightly fragile due to flaws, but possesses abilities to offset this with superior attack range and magical enhancements.
Stat Block Level 1:
Unnamed Warlock: male, Hellbred(Spirit) Warlock 1; CR 1; Medium humanoid; HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +0; Atk Eldritch Blast +2 ranged touch (1d6) or Tail Whip +0 melee; Full Atk Eldritch Blast +2 ranged touch (1d6) or Tail Whip +0 melee; SA Eldritch Blast 1d6, Devil’s Favor, Beguiling Influence; SQ Detect Magic, Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity; AL Evil; SV Fort +0, Ref +2, Will +2; Str 10, Dex 15, Con 14, Int 10, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Intimidate 6, Knowledge (History) 5, Knowledge (The Planes) 12, Spellcraft 6; Devil’s Favor, Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity.
Special Attacks and Qualities:
Eldritch Blast allows ranged touch attacks with potent magic damage.
Possessions: Chainshirt.
This Level 5 Warlock build focuses on enhancing Eldritch Blast with Eldritch Claws, creating a formidable melee attacker with 3d6 damage per blast. It also boasts abilities like Deceive Item and Baleful Utterance, while maintaining defenses with DR 1/Cold Iron. The build has an intriguing mix of offensive and utility abilities grounded in its Hellbred race and Warlock class foundation.
Stat Block Level 5:
Unnamed Hell Pact Rider[1]: male, Hellbred Warlock 5; CR 6; Medium humanoid (hellbred); HD 5d6+10; hp 25; Init +2; Spd 20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; Grp +3; Atk Eldritch Claw melee +3 touch (3d6+Cha) or Aberrant Tail +5 melee (1d6+Str); Full Atk Eldritch Claw melee +3 touch (3d6+Cha) and Aberrant Tail +5 melee (1d6+Str); SA Eldritch Blast 3d6, Eldritch Claws; SQ Beguiling Influence, Deceive Item, DR 1/Cold Iron; AL Chaotic Neutral; SV Fort +3, Ref +3, Will +4; Str 10, Dex 15, Con 14, Int 10, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Intimidate +11, Knowledge (The Planes) +5, Spellcraft +4; Devil’s Favor, Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity, Deformity (Madness).
Special Attacks and Qualities:
Eldritch Blast, ability to detect magic at will, spiderwalk, and Baleful Utterance.
Possessions: Chainshirt.
At Level 10, this Hell Pact Rider[1] build begins to shine using the Binder class’s Soul Binding ability to strategically bind Naberius. This enables the recovery of Constitution damage, vital for continuous use of Hellfire Blast. Eldritch Claws, coupled with Hellfire infusion, dramatically increases your damage potential. Your goals include dishing out consistent damage through multiple attacks using eldritch claws and squeezing every bit of power from your pact’s dark gifts.
Stat Block Level 10:
Unnamed: Male, Hellbred Warlock 9/Binder 1; CR 10; Medium humanoid (hellbred); HD 9d6+1d8; hp 46 (average); Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 15; Base Atk +6; Grp +6; Atk +8 Melee (eldritch blast, 5d6) or +8 Melee (Hellfire Blast, 2d6 + eldritch blast); Full Atk +8 Melee (eldritch claws, 5d6) and +8 Melee (Hellfire Blast, 2d6 + eldritch blast); SA Eldritch Blast, Hellfire Blast, Beguiling Influence; SQ Fiendish Resilience, Fell Flight, Soul Binding; AL Chaotic Evil; SV Fort +5, Ref +5, Will +9; Str 10, Dex 15, Con 14, Int 10, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Intimidate 6, Knowledge (History) 5, Knowledge (The Planes) 12, Spellcraft 6; Devil’s Favor, Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity, Eldritch Claws.
Special Attacks and Qualities:
Hellfire Blast uses a Hellfire-infused eldritch essence, inflicting Constitution damage each usage, recoverable through Naberius. Able to walk unseen and resilient with infernal heritage.
Possessions: Chainshirt.
This build exploits the Hellfire Warlock’s blasting power. At level 15, the Legacy Champion amplifies the Hellfire Warlock’s deadly potential. Utilizing Eldritch Claws and Hellfire Blast, it deals heavy damage. The Warlock can unleash over 200d6 damage per round with eldritch claws. The Binder levels nullify Constitution damage via Naberius, and the Legacy Champion enhances abilities. Vulnerable and Inattentive flaws are offset by dominance in damage output.
Stat Block Level 15:
Unnamed: male, Hellbred(Spirit) Warlock 9/Binder 1/Hellfire Warlock 3/Legacy Champion 2; CR 15; Medium humanoid (shapechanger[2]); HD 20d8+24; hp 114; Init +2; Spd 30 ft.; AC 19, touch 13, flat-footed 17; Base Atk +13; Grp +13; Atk Eldritch Claw +15 melee (1d6+8 Hellfire) or Eldritch Blast +15 ranged touch (8d6+8 Hellfire); Full Atk 4 eldritch claws +15 melee (1d6+8 Hellfire) and 2 tentacle attacks +13 melee (1d6+2) and bite attack +13 melee (1d6+2); SA Eldritch Blast, Hellfire Blast, Eldritch Claws, Tentacle Attack, Bite Attack; SQ DR 3/cold iron, Deceive Item, Fiendish Resilience 1, Immortality; AL CN; SV Fort +10, Ref +10, Will +13; Str 10, Dex 15, Con 14, Int 10, Wis 8, Cha 18.
Skills, Abilities, and Feats:
Intimidate +12, Knowledge (The Planes) +12, Spellcraft +6; Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity, Devil’s Favor, Eldritch Claws, Improved Unarmed Strike, Mindsight, Abominable Form.
Special Attacks and Qualities:
Hellfire Blast, Eldritch Blast, Eldritch Claws granting a massive damage output using Hellfire enhancements.
Possessions: Chainshirt.
This Warlock 9/Binder 1/Hellfire Warlock 3/Legacy Champion 7 build, also known as the ‘Hell Pact Rider[1],’ is optimized for massive damage output through the Hellfire Blast ability. With 4 eldritch claw attacks dealing over 200d6 damage per round, augmented by two tentacle attacks and possibly a bite or horn attack, this character defies the notion of Warlocks being low-damage dealers. The use of Constitution damage is mitigated by Naberius, and further enhanced by Legacy Champion abilities.
Stat Block Level 20:
Hell Pact Rider[1]: Male, Hellbred Warlock 9/Binder 1/Hellfire Warlock 3/Legacy Champion 7; CR 20; Medium Outsider (Extraplanar); HD 20d8+40; hp 130; Init +2; Spd 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +14; Grp +14; Atk Eldritch Claws +17 melee (dealing Hellfire Blast damage) or Eldritch Blast; Full Atk Eldritch Claws +17/+12/+7 melee (200d6 Hellfire Blast) or Eldritch Blast or Tentacle attack; SA Hellfire Blast, Eldritch Blast, Soul Binding; SQ Damage Reduction 5/Cold Iron, Deceive Item, Beguile Influence, Fiendish Resilience, Fell Flight, Walk Unseen, Hellfire Infusion, Resistance to Fire 10; AL Evil; SV Fort +14, Ref +8, Will +10; Str 10, Dex 15, Con 14, Int 10, Wis 8, Cha 22.
Skills, Abilities, and Feats:
Intimidate 6, Knowledge (History) 5, Knowledge (The Planes) 12, Spellcraft 6; Devil’s Favor, Aberration Blood (Tail), Inhuman Reach, Mortalbane, Willing Deformity, Deformity (Madness), Deepspawn, Deformity (Mouth), Improved Unarmed Strike, Mindsight, Abominable Form, Circle Kick.
Special Attacks and Qualities:
Eldritch Blast 8d6, Hellfire Blast +16d6 per attack, Enervating Shadow, Wall of Perilous Flame, Dark Discorporation, Extra Legacy Ability Use.
Possessions: Chainshirt.
Milestones Of Character Development
- Levels 1-5: The early development starts with essential feats like Devil’s Favor and Aberration Blood. The character begins with the fundamentals of Warlock, harnessing abilities such as Eldritch Blast, Beguiling Influence, and the flexibility of Spiderwalk. By Level 3, Eldritch Claws emerges as a key ability enhancing melee strikes. The Warlock now possesses defense with Detect Magic and Deceive Item at hand.
- Levels 6-10: This phase introduces Brimstone Blast for fiery touch, and Deepspawn enhancing combat versatility. The Hellbred spirit gains DR 2/Cold Iron, strengthening defenses. Approach of Hellfire Warlock serves as a game changer, initiating use of Hellfire Blast for explosive power, culminating in Chilling Tentacle to diversify attack forms.
- Levels 11-15: Becoming a strategic Hellfire Warlock, the character utilizes Hellfire Infusion and Resistance to Fire 10, benefiting from protection and assault in equal measure. Legacy Champion steps into the frame, bringing Bonds of Lore and increased ritual effectiveness. Offensively, gains in Eldritch and Hellfire damage, particularly with Enervating Shadow, underscore power escalation.
- Levels 16-20: At peak, the character fuses acquired expertise, preparing to tackle significant enemies. Enhanced with Extra Legacy Ability Use and reduced ritual costs, defenses are bolstered. New forms—like that of Dark Discorporation—allow energy adaptation, while Wall of Perilous Flames offers control of terrain, consolidating attack and defense prowess in alignment with the character’s ultimate power expression.
Core Abilities & Features
The Hell Pact Rider[1] is a dynamic build, turning the Warlock from merely a spellcaster into a melee powerhouse. At its core, this build uses the Warlock’s potent Eldritch Blast and upgrades it through the Hellfire Warlock class, enabling massive damage output with the Hellfire Blast.
One unique feature is the synergy between Binder’s Naberius and Constitution damage mitigation. Typically, using Hellfire Blast inflicts Constitution damage. However, by binding Naberius, the damage is healed every round, allowing constant use of Hellfire abilities without detriment, making it a sustainable option in protracted battles.
The Legacy Champion further amplifies the Warlock’s power. It allows the player to surpass standard limits, such as accessing additional Eldritch Blast dice and Hellfire Blasts. Combined with Infernal and Abyssal boons, including DR reduction and multiple attack enhancements, the Hell Pact Rider[1] emerges as a formidable threat capable of close combat dominance and overwhelming area destruction.
Equipment Progression
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Chainshirt | Starting armor offering base protection; enhances agility while retaining some AC. Light and affordable choice for early levels. |
| L6-10 | Cloak of Resistance +1 | Boosts saves, important for resilience against spells and environmental hazards. |
| L11-15 | Amulet of Health +2 | Increases Constitution, enhancing hit points crucial for maintaining Hellfire attacks without overwhelming HP deduction. |
| L16-20 | Belt of Magnificence +4 | Comprehensive stat booster providing +4 to all stats, amplifying Charisma for stronger blasts and overall survivability. |
Combat Scenarios
- Dungeon Crawls:
- In the dark corridors of a dungeon, this build excels by using Walk Unseen and Spiderwalk abilities to stealthily navigate through. The Warlock can unleash devastating Hellfire Blasts to clear tightly packed enemy groups, while Chilling Tentacle provides control in narrow spaces.
- Open Fields:
- With the benefit of Fiendish Resilience, the Warlock can adeptly manage encounters in open areas. Use Fell Flight for aerial mobility, granting tactical advantage by attacking from above with Hellfire Blasts. Eldritch Claws ensure any close-quarters threats are promptly dealt with, leveraging the reach advantage from Inhuman Reach.
- Ambushes:
- During ambushes, open with Eldritch Blast to catch foes off guard. Activate Hellfire Shield for defense and retaliate against melee attackers. The Deformity (Madness) gives an edge in chaotic environments, ensuring decisive control over the battle pace.
- Defensive Stands:
- When holding a position, set up with Wall of Perilous Flames to create strong defensive lines. Use Eldritch Blast combined with Hellfire Infusion to bombard approaching enemies. In high-pressure situations, Dark Discorporation allows the Warlock to evade harm while contributing effectively to defensive efforts.
- Urban Encounters:
- In compact city environments, utilize Detect Magic to scout hidden threats. The build’s Deceive Item feature aids in infiltrating locked areas, while Hellfire Blasts can dissuade pursuing authorities. For quick escapes or repositioning, Spiderwalk offers an unconventional route across urban architecture.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Constitution | Use equipment with Constitution bonuses like the Amulet of Health (+4 Con) to increase survivability. |
| Vulnerabilities due to Flaws | Negotiate with your DM for specific magical items or class features that provide Deflect Arrows or Shield spells to counteract the Vulnerable flaw. |
| High Charisma Dependency | Acquire items like the Cloak of Charisma (+2, +4, or +6 Cha) to enhance these limitations and optimize blasts. |
| Constitution Damage from Hellfire Blasts | Utilize the Binding Naberius for swift healing, or use wands of Restoration to mitigate Constitution damage effects. |
| Low Wisdom Score | Carry a Periapt of Wisdom to improve saving throws against wisdom-based effects or spells. |
Roleplaying the Hell Pact Warlock
The Allure of Hellfire
Your character, a Hellbred Warlock, is infused with the very essence of hell. This journey is about redemption, or perhaps the joy of chaos. Focus on the conflict between your past life and your current hell-touched form. Keep interactions intense, using your demonic presence to dominate conversations. Colleagues might distrust your devilish ancestry, sparking paranoia even among allies.
Delight in the command of hellish powers. When you unleash a Hellfire Blast, relish the reaction of fear and awe from those around you. Roleplay the struggle between relishing this power and the potential yearning for your relinquished humanity. Your character may scare small children, but a knowing smile can tell worlds of the battle waging within.
Binding the Abyss
With your abilities as a Binder, your connection to vestiges from lost worlds opens dramatic character development. Establish elaborate rituals when binding—say, the vestige Naberius. Describe the haunting whispers or chilling cold that accompany these rites, building a mysterious atmosphere. Use these elements to develop your personal backstory, perhaps connecting with a tragic or cursed familial legacy.
Embrace your character’s plan—be it evil plotting or noble quests. Engage in manipulation and trickery, fueled by your magical prowess and skills in deception. Allies could question your motives, creating fabulous roleplaying opportunities. Decide if you’re just misunderstood or truly as fiendish as they worry. The struggle between these dualities can add depth to your narrative.

FAQ
What makes the Hell Pact a powerful Warlock build?
The Hell Pact build maximizes the Warlock’s Eldritch Blast through the Hellfire Warlock class. It converts a caster into a melee threat with immense damage potential. The synergy with Naberius eliminates Constitution damage, enabling continual Hellfire Blast use. Strengthened by the Legacy Champion, this build becomes a master of close combat and area control. Both Infernals and Abyssal boons enhance both attacks and survival.
How can a Hell Pact Warlock mitigate the weaknesses of the Hellfire Blast?
Hellfire Blast typically drains your Constitution, but Bind Naberius for swift healing. Utilize wands of Restoration to address any leftover effects. Opt for equipment like Amulets of Health to boost Constitution. Communicate with your DM for stronger defenses against vulnerabilities. Select spells or features that provide evasive maneuvers like the Shield spell. Craft a party strategy that includes support roles to bolster defenses.
What’s the best equipment progression for a Hell Pact Warlock?
Initially, invest in a Chainshirt for agility and base defense. As you progress, acquire a Cloak of Resistance for better saves against spells. Upgrade to an Amulet of Health to sustain Hellfire abilities without health loss. In higher levels, seek a Belt of Magnificence to boost all stats. Ensure your equipment balances defense with spellcasting excellence. This enhances your strategic capability across combat scenarios.
How does the Hell Pact perform in different combat settings?
In dungeon crawls, Stealth and Hellfire Blasts are key for quick enemy takedown. Open fields require aerial maneuvering with Fell Flight for tactical positioning. In ambushes, surprise foes with Eldritch Blasts and retaliate with Hellfire Shield. Defensive stands leverage Wall of Perilous Flames for strong protective lines. Urban encounters use Deceive Item to infiltrate and escape effectively. Each setting utilizes different Hell Pact strengths.
What roleplaying opportunities does the Hell Pact offer?
The Hell Pact Warlock is a being torn between past lives and hellish power. This internal conflict creates intense interactions with allies and foes. Embrace the character’s demonic presence for dominating conversations. Explore themes of redemption or chaos, depending on your narrative. Establish elaborate rituals when binding vestiges for mystique and depth. Engage your party by adding layers to your motives and intentions.
Join us at Stellar Dragons!
Explore the thrilling gameplay of the Hell Pact in your next D&D 3.5 session. Do you think the Hell Pact is the ultimate build in D&D 3.5? Share your thoughts and join engaging discussions on our Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
Hell Pact Rider
A sudden pulse of magic rippled around the four of them. Two women – a wererat and a witch, and two men – a dark elf ranger and a human warlock. The two women turned to see a blur of emerald flame leap between them, an figure within the midst.
Both, attempted to avoid the incandescent claws coated in fire. But the wererat was too slow and held his neck. He gurgled something at the witch and collapsed. When his body hit the ground, his head rolled and landed at her foot.
The man in a chainshirt gave a quiet rattle as the witch turned to watch her ally fall. He did not waste the moment, and lept at her. A vicious boot struck her squarely between the ribs.
With a crunch the woman slumped onto her back. Heavy gore dripped down her leg as the man pulled himself straight and turned to the two remaining.
The warlock uttered, wide-eyed, “Wh-what in the nine! Why? We did as he asked!” His eyes darted to his fallen compatriots.
The dark elf turned to the warlock, and intoned with disdain, “Correct, you did. However, you still failed. This is inexcusable”.
The attacker, an increasing wreath of hellfire, closed in.
In short order, the cowering warlocks screams of pain were the only thing to be heard across the sewers…
Race
Hellbred(Spirit)
Class
Warlock 9/Binder 1/Hellfire Warlock 3/Legacy Champion 7 (Worships Elder Evil)
Ability Scores
Str 10/Dex 15/Con 14/Int 10/Wis 8/Cha 18
Skills
Intimidate 6, Knowledge(History) 5, Knowledge(The Planes) 12, Spellcraft 6
Equipment
A Chainshirt.
Flaws
Vulnerable, Inattentive
Goal
By dealing yourself a single Constitution damage(which you heal each round by Binding Naberius from your level of Binder, or your Intelligent Legacy Item can heal with Restoration), you can attack four times with your eldritch claws, each powered by your Hellfire Blast ability, dealing over 200d6 damage per round, and that’s before I tell you you also have two tentacle attacks, a bite attack, and possibly a horn attack if you bind Amon. In the old Tier list, they claim warlock deals mediocre damage. This build completely annihilates that claim.
| Level | Class | HD | Feat | Special |
| 1 | Warlock | 8 | Devil’s Favor, Aberration Blood(Tail), Inhuman Reach, Mortalbane, Willing Deformity | Eldritch Blast 1d6, Beguiling Influence |
| 2 | Warlock | 1d6+2 | – | Detect Magic, Spiderwalk |
| 3 | Warlock | 1d6+2 | Eldritch Claws | DR 1/Cold Iron, Eldritch Blast 2d6 |
| 4 | Warlock | 1d6+2 | – | Deceive Item, +1 Cha, Baleful Utterance |
| 5 | Warlock | 1d6+2 | Deformity(Madn ess) | Eldritch Blast 3d6 |
| 6 | Warlock | 1d6+2 | Deepspawn | Brimestone Blast |
| 7 | Warlock | 1d6+2 | – | DR 2/Cold Iron, Eldritch Blast 4d6 |
| 8 | Warlock | 1d6+2 | – | Fiendish Resilience, +1 Cha, Fell Flight |
| 9 | Warlock | 1d6+2 | Least Legacy | Eldritch Blast 5d6 |
| 10 | Binder | 1d8+2 | Deformity(Mout h) | Soul Binding |
| 11 | Hellfire Warlock | 1d6+2 | – | Hellfire Blast +2d6, Walk Unseen |
| 12 | Hellfire Warlock | 1d6+2 | Improved Unarmed Strike | Hellfire Blast +4d6, Hellfire Infusion, Resistance to Fire 10, Eldritch Blast 6d6, +1 Cha, Chilling Tentacle |
| 13 | Hellfire Warlock | 1d6+2 | – | Hellfire Blast +6d6, Hellfire Shield |
| 14 | Legacy Champion | 1d8+2 | – | Reduced Ritual Cost(Lesser), Bond of Lore |
| 15 | Legacy Champion | 1d8+2 | Mindsight, Abominable Form | Replace Legacy Ability(Least), Hellfire Blast +8d6, Enervating Shadow |
| 16 | Legacy Champion | 1d8+2 | – | Extra Legacy Ability Use(Least), Hellfire Blast +10d6, Eldritch Blast 7d6, +1 Cha |
| 17 | Legacy Champion | 1d8+2 | Lesser Legacy | Hellfire Blast +12d6, Wall of Perilous Flames |
| 18 | Legacy Champion | 1d8+2 | Circle Kick | Replace Legacy Ability(Lesser), Hellfire Blast +14d6, Dark Discorporation |
| 19 | Legacy Champion | 1d8+2 | – | Extra Legacy Ability (Lesser), Hellfire Blast +16d6, Eldritch Blast 8d6 |
| 20 | Legacy Champion | 1d8+2 | Deformity (Face) | Reduced Ritual Cost(Greater), +1 Cha |
Shapechanger

-“What happened to her after you defeated the beast?” Asked one of the kids, the old man across from them gave a mild chuckle, their curiosity always bringing a smile to him. He scratched his chin slowly, collecting his thoughts as the fire cracked in the fireplace. The whole inn was listening to the half-elf’s story now.
-“Well, as well traveled as I am, there were many things I could teach her, I could teach everything about listening to nature, how to hunt beasts and how to recognize plants and prints. Though, as with all teachers, there were some things I could never teach her. How to be a beast, as she already was, being a werewolf and all. She wanted to learn to better control and use that part of her. So she left too, eventually, in search of the Lady of the Woods.”
There were whispers in the inn when that name came out of the storyteller’s mouth. The traveling woman pulled out a smoke pipe and started cleaning it, and prepared some dried herbs. The half-elf continued unfazed.
-“The Lady is said to be as old as the forest, and its most ancient guardian, capable of taking the form of all the beasts who walk its depths. From the smallest insect to the most majestic dragon, she is one with each of these forms. If someone could teach our young wolf lady how to control her inner beast, it was the Lady.”
Race
Changeling
Class
Wildshaping Ranger 5(Variant)/Master of Many Forms 10/Nature’s Warrior 3/Warshaper 2
Ability Scores
Str 12/Dex 16/Con 16/Int 10/Wis 14/Cha 8
Skills
Knowledge(Nature) 8, Knowledge(the Planes) 2, Survival 8
Equipment
A shortbow, a Shortsword. Any light armor.
Goal
You are a ranger capable of Wildshaping like the druid. But you take that ability and crank it to eleven. You have more than ten uses per day, can change your form in the same use of wild shape, and can take nearly any form in the monster manual. This makes you a fantastic swiss army knife of a character, with a form for every situation, and by gaining the Extraordinary abilities of your forms, your toolset only expands even more. Take the form of a fly to spy on a conversation or the form of a friggin’ Dragon to fight virtually any enemy as two examples.
And they say only Tier 1 characters have a backpocket plan for any situation…
| Level | Class | HD | Feat | Special |
| 1 | Ranger | 11 | Track, Weapon Finesse | Wild Empathy, 1st Favored Enemy, Fast Movement |
| 2 | Ranger | 1d8+3 | – | – |
| 3 | Ranger | 1d8+3 | Endurance, Alertness | – |
| 4 | Ranger | 1d8+3 | – | Animal Companion, +1 Con |
| 5 | Ranger | 1d8+3 | – | Wildshape 1/Day, 2nd Favored Enemy |
| 6 | Nature’s Warrior | 1d10+9 | Improved Toughness | Nature’s Weapon, Wildling |
| 7 | Master of Many Forms | 1d8+4 | – | Shifter’s Speech, Improved Wildshape 2/Day, Humanoid |
| 8 | Master of Many Forms | 1d8+12 | – | Improved Wildshape 3/Day (Large), Giant, +1 Con |
| 9 | Master of Many Forms | 1d8+5 | Improved Initiative | Fast Wildshape, Improved Wildshape 4/Day, Monstrous Humanoid |
| 10 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 5/Day(Tiny), Fey |
| 11 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 6/Day, Vermin |
| 12 | Master of Many Forms | 1d8+5 | Combat Reflexes | Improved Wildshape 7/Day (Huge), Aberration, +1 Con |
| 13 | Master of Many Forms | 1d8+5 | – | Extraordinary Wildshape, Improved Wildshape 8/Day, Plant |
| 14 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 9/Day(Diminutiv e), Ooze |
| 15 | Master of Many Forms | 1d8+5 | Robilar’s Gambit | Improved Wildshape 10/Day, Elemental |
| 16 | Master of Many Forms | 1d8+21 | – | Evershifting Form, Improved Wildshape 11/Day (Gargantuan), Dragon, +1 Con |
| 17 | Warshaper | 1d8+6 | – | Morphic Immunities, Morphic Weapons |
| 18 | Warshaper | 1d8+42 | Stand Still | +4 Str, +4 Con |
| 19 | Nature’s Warrior | 1d10+8 | – | – |
| 20 | Nature’s Warrior | 1d10+8 | – | Water’s Flow, +1 Con |
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