Well, hopefully, I can figure these forums out quickly enough. Keep in mind, it's a pretty badly designed class, too complicated, too many frills, but there's some decent stuff in there. It is of course on a higher power level than the standard 3.5 Barbarian or Ranger - I tend to balance toward Tome of Battle classes.
The Wildman
Hit Dice: d8
Saves: Good Fort and Ref, Poor Will
LV Base Atk Bonus Class Features
1. +1 Instincts, Adrenaline Rush, AC Bonus, Darkvision, Wild Empathy
2. +2 Skirmish +1d6/+1, Resist Nature's Lure
3. +3 Gift of the Wild, Woodland Stride
4. +4 Uncanny Dodge, Trackless Step
5. +5 Skirmish +2d6/+1, Fast Movement +10
6. +6/+1 Extra Instincts, Camouflage
7. +7/+2 Improved Uncanny Dodge
8. +8/+3 Skirmish +2d6/+2
9. +9/+4 Gift of the Wild, Scent
10. +10/+5 Evasion, Fast Movement +20
11. +11/+6/+1 Skirmish +3d6/+2, Extra Instincts
12. +12/+7/+2 Improved Adrenaline Rush
13. +13/+8/+3 Tremorsense, Savage Stalker
14. +14/+9/+4 Skirmish +3d6/+3
15. +15/+10/+5 Gift of the Wild, Fast Movement +30
16. +16/+11/+6/+1 Extra Instincts, Hide in Plain Sight
17. +17/+12/+7/+2 Skirmish +4d6/+3
18. +18/+13/+8/+3 Mettle, Intuition
19. +19/+14/+9/+4 Earthtell 1/day
20. +20/+15/+10/+5 Skirmish +4d6/+4, Mighty Adrenaline Rush, Blindsense, Fast Movement +40
Class Skills (6+Int per level): Balance, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Proficiencies: Proficient with all simple weapons, all martial bows, and with light armor, but not with shields.
Instincts: At first level a Wildman chooses a terrain and a creature type. While within the selected terrain he gains a +3 competence bonus to all Balance, Climb, Disable Device, Heal, Hide, Jump, Move Silently, Search, Survival, Swim, and Tumble checks as well as to saving throws against traps. While fighting against the chosen creature type he gains a +3 competence bonus to all Escape Artist, Handle Animal, Intimidate, Listen, Sense Motive, Spot, and Wild Empathy checks, as well as to damage rolls against that creature type. Whenever a Wildman gains Extra Instincts he can choose an additional terrain and an additional creature type or choose to raise the bonus he gets from any existing terrain and creature type he has chosen.
Adrenaline Rush: As long as a Wildman is at or below 25% of his maximum hitpoints he gains a +2 circumstance bonus to melee attack and damage rolls, a +2 circumstance bonus to AC, a +10 bonus to his base land speed, and Fast Healing 1. At 12th level these bonuses improve to +4 to melee attack and damage, +4 to AC, +20 to base land speed, and Fast Healing 3. At 20th level these bonuses improve again to +8 to melee attacks and damage, +6 to AC, +30 to base land speed, and Fast Healing 5.
AC Bonus: As long as the Wildman wears light or no armor he adds his Wisdom modifier to his AC in addition to his Dexterity.
Darkvision: Wildmen have Darkvision out to a range equal to 10x(1/2 Wildman level rounded up+2). Wildmen also have low-light vision out to twice that.
Wild Empathy: As Druid.
Skirmish: At 2nd level a Wildman's fighting style begins to take shape. As Scout's ability.
Resist Nature's Lure: As Druid.
Gift of the Wild: At 3rd level, and every six levels thereafter, a Wildman gains a +1 inherent bonus to a any ability score. Wildmen must rely on a harmony between mind and body to survive.
Woodland Stride: As Druid.
Uncanny Dodge: As Barbarian. This becomes Improved Uncanny Dodge at 7th level.
Trackless Step: As Druid.
Fast Movement: At 5th level and every five levels thereafter a Wildman gains a +10 bonus to his speed.
Camouflage: As Ranger.
Scent: As in the Monster Manual.
Evasion: As Monk.
Tremorsense: As in the Monster Manual.
Savage Stalker: Creature's cannot perceive a Wildman with any scent, tremorsense, or blindsense qualities without first succeeding on a perception check against the Wildman's Stealth check.
Hide in Plain Sight: As Ranger.
Mettle: As Hexblade.
Intuition: As Justicar (Complete Warrior).
Earthtell: Once per day, at 18th level onward, a Wildman can scour an area for 1 minute to produce an effect like that of a Stone Tell spell, except that it can be used on any natural, unworked location.
Blindsense: As in the Monster Manual.