DeAnno
2011-11-17, 06:08 AM
The Beast
http://i1211.photobucket.com/albums/cc434/RhysDA/425theincrediblehulk033108.jpg
-Hulk Smash!
Some adventurers get by with arcane magic. Others make do with martial prowess. Yet more pray to gods, or hone numerous skills, or tap into powers unimaginably complex. Beasts aren't like them; they do things with brute force.
Beasts are stronger, tougher, and eventually even much larger than other members of their race. The reasons for this can vary: one Beast might have a monstrous ancestor whose blood triggered their brutish traits, another could owe his impressive physique to a random mutation, and some might even be the result of magical experiments gone horribly wrong (or horribly right...). Whatever the source of a Beast's powers, his strength and durability are second to none, and some might look more like monstrous creatures than normal adventurers.
Adventures: Beasts might adventure for a variety of reasons. Some seek the treasures that come with the high-risk profession, while others simply wish to prove their might to the world. Unlucky Beasts, especially those from civilized lands, are exiled from their homes either for an act of temper or out of simple discrimination.
Beasts might have more violent motives as well. Many will hold a grudge against an enemy for quite some time, and could go to extreme lengths to get their revenge. Others simply have a taste for blood, and use adventuring as an outlet to quench their primal urges.
Characteristics: The ways of the Beast are simple. They can go all out, every fight, since they don't have any abilities with limited uses to keep in reserve. They get right up in monsters' faces without worrying much about tactics, since unlike the rest of their party, they're probably stronger and tougher than most of them one on one. They don't care much about antimagic fields, since each and every one of their abilities are Extraordinary. Their best, and only, power is simply being themselves: they can knock down castle gates with a backhand swing or take as much punishment as some entire adventuring parties without going down.
Alignment: Beasts are generally of chaotic alignment, roaming the land and doing what they will, but this is by no means always the case. Some Beasts are lawful, and serve as henchmen to spellcasters or as warriors for a great nation. Beasts have no natural inclination towards good or evil, but the more savage specimens who revere nature tend to be neutral on the moral axis.
Religion: Many good Beasts follow Kord, who values their immense strength and steadfast demeanor. Beasts in tune with nature often worship Obad-Hai, and might feel more comfortable in the wild than their original homeland. Evil Beasts, or those from savage races, tend to follow Gruumsh, Vaprak, or Erythnul. While some Beasts are Lawful, few worship Lawful deities, disdaining even the tactical acumen of Heironeous or Hextor for the more direct style of the Chaotic gods.
Background: Beasts can be born from populations anywhere, and they often begin to manifest their nature young. Because of the disruptions this can cause to civilized life, few of any race have much of an education, and many lack even an accepting family to fall back on during hard times.
Some enterprising villains (or adventuring parties) will recruit a Beast from a young age, hoping to use their brute force as a counterpart to their more subtle talents. Such Beasts are often fanatically loyal, having been rescued from difficult situations and suddenly treated to luxuries they had never dreamed of.
Since Beasts get their powers from a variety of circumstances, they rarely feel any camaraderie towards each other. Two Beasts are as likely to be rivals as allies, and if one perceives a slight from another it is often judged all the more harshly due to their similarities.
Races: Beasts tend to come from strong or tough stock, and many wilder races prefer the Beast class; any race with Barbarian as its favored class may treat Beast as its favored class instead. Orcs and Half-Orcs, as well as Ogres and Half-Ogres routinely become Beasts. A variety of other races might become Beasts, but few Beasts start off with a size smaller than Medium.
Other Classes: Since Beasts are rarely clever, they don't lead others very often. A Beast might roam the lands alone, or might follow the lead of other characters in an adventuring party. Beasts are especially likely to follow Druids, and to associate with other natural classes such as Rangers and Barbarians.
Among Orcish or Ogre tribes however, a Beast's sheer ferocity might bring him to the top of the pecking order, leading a horde of savage warriors. Such tribes are often easily fragmented, and the Beast must constantly be vigilant or lose his elevated position to a challenger.
Role: A Beast is a tank in every sense: he hits hard and can take a pounding himself. Often Beasts try to get the brunt of attention on them, engaging in melee with either annoying lockdown tactics or charging for lots of damage and aggro. In some cases a party of spellcasters will rely on a Beast to get them out of bad situations if they run out of spells, or save the day when confronted with Antimagic Fields or enemies immune to magic. The Beast benefits in return, getting useful buffs from the spellcasters and favorable battlefield control to help him do his job.
Starting Age: As Barbarian
Game Rule Information
Abilities: Strength is obviously an important ability for a Beast, increasing his attack bonus and allowing him to perform ever more outrageous feats. Constitution is another of the Beast's favored abilities, especially since it adds its bonus twice to each Hit Die when calculating hit points. Some Beasts favor Dexterity as well for ranged combat and AC, but others neglect it by using Heavy Armor and get by with Strength alone in ranged combat. Beasts generally don't care very much about mental abilities, but some have enough Wisdom to let them Spot or Listen for enemies, and to augment their good Will Save.
Alignment: Any
Favored Classes: Any race with Barbarian as a favored class may instead choose to treat Beast as their favored class.
Starting Gold: As Barbarian: (4d4 x 10) gp
The Beast
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialStr BoostCon BoostNatural Armor Boost
1st
+1
+2
+2
+2
Doubled Hit Dice, Beastly Skills
+0
+0
+0
2nd
+2
+3
+3
+3
Unhindered Movement
+2
+0
+0
3rd
+3
+3
+3
+3
Darkvision 60 feet
+2
+2
+0
4th
+4
+4
+4
+4
Powerful Build
+2
+2
+1
5th
+5
+4
+4
+4
Lesser Beastly Defense
+4
+2
+1
6th
+6/+1
+5
+5
+5
Beast Trait
+4
+2
+1
7th
+7/+2
+5
+5
+5
Fast Movement +10 feet
+4
+4
+1
8th
+8/+3
+6
+6
+6
Lesser Beastly Defense
+6
+4
+2
9th
+9/+4
+6
+6
+6
Beast Trait
+6
+4
+2
10th
+10/+5
+7
+7
+7
Size Increase
+6
+4
+2
11th
+11/+6/+1
+7
+7
+7
Lesser Beastly Defense
+8
+4
+2
12th
+12/+7/+2
+8
+8
+8
Beast Trait
+8
+6
+3
13th
+13/+8/+3
+8
+8
+8
Fast Movement +20 feet, Giant Beast
+8
+6
+3
14th
+14/+9/+4
+9
+9
+9
Greater Beastly Defense
+10
+6
+3
15th
+15/+10/+5
+9
+9
+9
Beast Trait
+10
+6
+3
16th
+16/+11/+6/+1
+10
+10
+10
Size Increase
+10
+6
+4
17th
+17/+12/+7/+2
+10
+10
+10
Greater Beastly Defense
+12
+8
+4
18th
+18/+13/+8/+3
+11
+11
+11
Beast Trait
+12
+8
+4
19th
+19/+14/+9/+4
+11
+11
+11
Fast Movement +30 feet, Beast's Persistence
+12
+8
+4
20th
+20/+15/+10/+5
+12
+12
+12
Greater Beastly Defense
+14
+8
+5
Hit Die: 2d8
Note: Beasts add twice their Con modifier to their hit points per level instead of just their Con modifier.
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points for First Level: (4 + Int modifier) x 4
Skill Points for subsequent Levels: 4 + Int modifier
Note: Beasts can't invest skill points in cross-class skills keyed off Intelligence or Charisma, even at 1/2 rate.
Weapon and Armor Proficiency: A Beast is proficient in all Simple Weapons, and Light, Medium, and Heavy armor, but not shields. They have little actual martial skill, but their impressive physique makes wearing even the heaviest armor easy.
Doubled Hit Dice: Beast Hit Die are 2d8s, and you add twice your con modifier to the amount of hp you gain from the dice roll (or the average of 9), instead of just your con modifier.
Each HD from the Beast class counts as two for the purpose of all harmful effects on the Beast. For example, a 3rd level Beast (effective 6 HD) is immune to the Sleep spell, and an 11th level Beast (effective 22 HD) will take no effect from a CL 20 Blasphemy spell. In addition, a Beast's resilient Hit Dice make it impossible for them to permanently lose levels from negative levels, as long as the last level the Beast took was in the Beast class.
The Beast's HD don't count as doubled for any other purpose: he still gets BaB, Saves, Feats, and ability score boosts normally, and any of his own abilities that key off HD treat one Beast class level as one HD.
Beastly Skills: Beasts gain a bonus to Climb checks, Jump checks, Intimidate checks, Survival checks, Strength checks, and Constitution checks equal to half their Class level rounded down. However, Beasts can't invest any skill points in cross-class skills keyed off Intelligence or Charisma when they take levels in Beast. A Beast who takes levels in different classes doesn't have to heed this restriction for those classes.
In addition, Beasts do not know how to read and write. A Beast may spend 2 skill points to gain the ability to read and write all languages he is able to speak. If a Beast gains a level in any other class, he becomes literate, and a character who had levels in another class before he was a Beast does not lose any literacy he already had.
Ability Score Boosts: In addition to normal ability score boosts, which Beasts get once per four levels (just like other characters), Beasts get an extra boost to Strength and Constitution as they level up, as noted on the table (the number on the table is sum of all the Beast's boosts up to that level).
Natural Armor Boosts: The thick Hide of a Beast provides some protection against attack. A Beast's natural armor bonus is increased by the amount noted on the table (the number on the table is sum of all the Beast's boosts up to that level).
Unhindered Movement (Ex): At 2nd level, a Beast no longer takes any movement penalty from any armor he is proficient in. In addition, he takes no armor check penalties to any skills except swim, for which he takes only the normal ACP instead of double it.
Darkvision (Ex): At 3rd level, a Beast gains Darkvision 60 feet. If a Beast already had Darkvision from some other source, add 30 feet to the range of his Darkvision.
Powerful Build (Ex): At 4th level, a Beast gains the Powerful Build ability. Whenever a Beast is subject to a size modifier or special size modifier for an opposed check (such as grapple checks, bull rush attempts, or trip attempts), the Beast is treated as one size larger if doing so is advantageous to him. A Beast is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Beast can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size.
If the Beast already had Powerful Build or later gains it again from some other source, he instead gains an additional +4 bonus to grapple checks, bull rush attempts, and trip attempts.
Lesser Beastly Defense (Ex): At 5th, 8th, and 11th level, the Beast chooses a defensive ability from the following list. He can't make the same choice twice, and can't change his choices once he's already made them.
Lesser Beastly Defenses:
Dancing Beast: The Beast gains the Evasion ability from the Rogue class in the SRD. Evasion works for the Beast in any armor he is proficient in.
Deathless Beast: The Beast becomes immune to ability damage and negative energy damage.
Dodging Beast: The Beast gains a dodge bonus to AC equal to half his Hit Dice (rounded down), and the Uncanny Dodge ability from the Barbarian class in the SRD. Uncanny Dodge works for the Beast in any armor he is proficient in.
Healing Beast: The Beast gains fast healing equal to his Constitution modifier (minimum +1).
Laughing Beast: The Beast gains DR 5/-. In addition, he chooses two energy types from Fire, Cold, Electricity, Acid, and Sonic and gains Resistance 15 to both.
Oblivious Beast: The Beast gains Spell Resistance equal to his HD + 10.
Tough Beast: The Beast gains the Mettle ability. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. This works even when the Beast is helpless.
Willful Beast: The Beast gains the Slippery Mind ability from the Rogue class in the SRD.
Beast Trait (Ex): At 6th level, and once every three levels thereafter, a Beast gains an ability of his choice from the following list. He can't make the same choice twice, and can't change his choices once he's already made them.
Beast Traits:
Grasping Limbs: The Beast gains a Climb speed equal to his land speed, and can attack with light weapons normally while climbing. Having a Climb Speed grants him a +8 racial bonus on Climb checks and allows him to take 10 on Climb checks even when rushed or threatened. He retains his Dexterity bonus to AC while climbing, and enemies gain no special bonus on attacks against him while he is climbing.
Hooked Nose: The Beast gains the Track Feat and the Scent ability from the SRD, and may add his Constitution modifier to Survival checks instead of his Wisdom modifier.
Martial Training: The Beast gains proficiency with all Martial Weapons, and all Shields, including Tower Shields.
Monstrous Mien: When the Beast uses an Intimidate check to demoralize an opponent, he can demoralize all opponents that he threatens that can see him instead of a single enemy he threatens. He makes a separate check to demoralize each opponent. In addition, he may add his Strength modifier to his Intimidate checks instead of his Charisma modifier.
Nomadic Grace: The Beast gains the Mounted Combat feat, and may add his Constitution modifier to Ride checks instead of his Dexterity modifier.
Primal Instincts: The Beast gains Blindsense 30 feet, as described in the SRD. In addition he can add his Constitution modifier to Listen checks instead of his Wisdom modifier.
Sharp Claws: The Beast gains primary claw attacks on his hands, which deal 1d8 damage if he is medium, 2d6 is he is large, and 3d6 is he is Huge (consult the SRD on Effect of Weapon Size for appropriate damage for other sizes). He can still hold weapons or manipulate objects with any of his hands, but if he does so he can not use his claw attack with that hand. Creatures hit by the claws must save against Poison, with Fort DC 10 + 1/2 your HD + your Con modifier, or take 1d4 Constitution damage (1d4 secondary Constitution damage).
Stealthy Strides: The Beast may add his Constitution modifier to Hide and Move Silently checks instead of his Dexterity modifier. In addition, the Beast gains permanent Nondetection, as the spell from the SRD, on himself, except that it is an Extraordinary ability he can temporarily lower as a Standard action. His effective caster level equals his HD, and for the purposes of DCs the effect is treated as if he cast it on himself.
Webbed Feet: The Beast gains a Swim speed equal to his land speed. Having a Swim Speed grants him a +8 racial bonus on Swim checks and allows him to take 10 on Swim checks even when rushed or threatened. In addition, he can breathe water as well as air.
Wild Behavior: The Beast gains the Wild Empathy ability, as the Druid in the SRD, but may add his Constitution modifier to the check result instead of his Charisma modifier. In addition, the Beast may add his Constitution modifier to Handle Animal checks instead of his Charisma modifier.
Fast Movement: At 7th level, a Beast gains a +10 foot bonus to all his speeds. At 13th level, a Beast gains a further +10 foot bonus to all his speeds, for a total of +20 feet. At 19th level, a Beast gains a further +10 foot bonus to all his speeds, for a total of +30 feet.
Size Increase: At 10th level, a Beast grows by one size category. His reach and space increase as normal, and his height, weight, and carrying capacity are appropriately adjusted, but do not adjust his ability scores or natural armor for size as noted in the monster manual. This ability stacks with the Beast's Powerful Build ability.
At 16th level, a Beast grows by one size category again. As before, his reach and space increase as normal, and his height, weight, and carrying capacity are appropriately adjusted, but do not adjust his ability scores or natural armor for size as noted in the monster manual. This ability stacks with the Beast's Powerful Build ability.
Giant Beast: At 13th level, all Beasts which are Humanoids or Monstrous Humanoids change their type to Giant (don't recalculate previous racial HD). All Beasts which are Animals instead change their type to Magical Beast (don't recalculate previous racial HD). If the Beast isn't any of those types, don't change his type. If the Beast's type changed, he gains the Augmented subtype as usual.
In addition, the Beast's class HD change from 2d8 to 2d10. Recalculate hit points from previous class levels appropriately.
Greater Beastly Defense (Ex): At 14th, 17th, and 20th level, the Beast can either choose a Lesser Beastly Defense ability he hasn't taken yet, or choose a Greater Beastly Defense ability he's already taken the Lesser version of. To choose an ability from this list, he must already have the corresponding ability from the Lesser Beastly Defense list.
Greater Beastly Defenses:
Dancing Beast: The Beast gains the Improved Evasion ability from the Rogue class in the SRD. Improved Evasion works for the Beast in any armor he is proficient in. In addition, the Beast gains a bonus to his Reflex save equal to half his Hit Dice (rounded down).
Deathless Beast: The Beast becomes immune to negative levels, death effects, ability drain, and any penalties to his ability scores.
Dodging Beast: The dodge bonus to AC from the lesser version of this feature is increased to a dodge bonus equal to the Beast's HD. The Beast also gains the Improved Uncanny Dodge ability from the Barbarian class in the SRD. Improved Uncanny Dodge works for the Beast in any armor he is proficient in.
Healing Beast: The Beast gains the Regeneration ability, and heals an amount of nonlethal damage per turn equal to his Constitution modifier (minimum +1). This is in addition to damage healed by his fast healing ability. Choose an energy type from Fire, Cold, Electricity, and Acid: the Beast loses any Resistances or Immunities he had to that energy type (and can never gain any), and that energy does lethal damage to him.
Laughing Beast: The Beast's Damage Reduction is increased to DR 10/-, and he becomes immune to the two energy types he chose with the Lesser ability.
Oblivious Beast: The Beast's Spell Resistance increases by 10, and the Beast gains temporary hit points equal to five times the spell's level whenever his Spell Resistance negates a spell's effects on him.
Tough Beast: Whenever the Beast rolls a natural 1 on a saving throw, he automatically rerolls the save. In addition, the Beast gains a bonus to his Fort save equal to half his Hit Dice (rounded down).
Willful Beast: The Beast becomes immune to Compulsions, and supernatural effects based on Compulsions (such as a Vampire's Dominate ability). In addition, the Beast gains a bonus to his Will save equal to half his Hit Dice (rounded down).
Beast's Persistence (Ex): At 19th level, when the Beast is brought back to life by a spell or effect that normally causes loss of a level (such as Raise Dead) he doesn't lose a level. In addition, he can't permanently lose levels as a result of failing saves against negative levels.
In addition, the Beast's class HD change from 2d10 to 2d12. Recalculate hit points from previous class levels appropriately.
--------------------------------
Feats
(For Beasts and other classes)
Extra Beast Trait
Prerequisite: At least one Beast Trait
Gain a Beast trait from the Beast class list you don't already have.
Special: This feat can be taken multiple times.
Extra Beastly Defense
Prerequisite: At least one Greater Beastly Defense
Gain a Lesser Beastly Defense from the Beast class list you don't already have.
Special: This feat can be taken multiple times.
Compact Form
Prerequisite: Size Large or larger
As a full-round action, you can reduce your size from your current size to any size Medium or larger. For each size category you shrink, you gain a +2 bonus to Dexterity and a -2 penalty to Strength. Your reach, space, weight, and carrying capacity change as normal. This effect is an extraordinary ability, and lasts until you dismiss it as a full-round action.
Blurry with Speed
Prerequisite: Fast Movement Class Feature
All your speeds increase by 10 feet, plus 5 additional feet per 6 HD you have.
Indomitability
Prerequisite: At least one HD with all three good saving throws
Gain a +2 bonus to all saving throws, plus an additional +1 bonus per 6 HD you have. This feat counts as Great Fortitude, Lightning Reflexes, and Iron Will for the purpose of meeting prerequisites.
--------------------------------
Class Development Notes (Round Three): Language issues and some legacy text with the Doubled HD should be clarified now, they no longer provide anything except defense against Blasphemy etc and all the extra HP.
Some of the more vanilla abilities (vision, fast healing, DR) have been incorporated into various choices the Beast can make as he levels up to customize his abilities. I like the way the class develops from 1-20 now, as I think it allows for a a good cost/benefit ratio to multiclassing in terms of what you get for how many levels. This should more or less be the final setup for how the class works, but anyone with any suggestions with regards to abilities feel free to speak up.
(Round Four): I added a useful and flavorful capstone which shouldn't really boost the power any (since ideally you wont be winding up dead in the first place, especially with this class). I also added a couple feats for Beasts. Lastly, HD hp was cut back to the "original" 2d8, mostly to limit power at very early levels (and because Giants use d8s). HD hp does however scale with Giant Beast and Persistent Beast, which were moved to 13 and 19 respectively to juice up what were probably the weakest two levels in the progression.
The Deathless Beast line was buffed a bit, with immunity to Death effects (sort of a silly thing to miss there) added to the Greater Ability. Greater Willful Beast was switched to immunity to Compulsions, and Nondetection was moved to the Stealthy Strides Beast Trait.
http://i1211.photobucket.com/albums/cc434/RhysDA/425theincrediblehulk033108.jpg
-Hulk Smash!
Some adventurers get by with arcane magic. Others make do with martial prowess. Yet more pray to gods, or hone numerous skills, or tap into powers unimaginably complex. Beasts aren't like them; they do things with brute force.
Beasts are stronger, tougher, and eventually even much larger than other members of their race. The reasons for this can vary: one Beast might have a monstrous ancestor whose blood triggered their brutish traits, another could owe his impressive physique to a random mutation, and some might even be the result of magical experiments gone horribly wrong (or horribly right...). Whatever the source of a Beast's powers, his strength and durability are second to none, and some might look more like monstrous creatures than normal adventurers.
Adventures: Beasts might adventure for a variety of reasons. Some seek the treasures that come with the high-risk profession, while others simply wish to prove their might to the world. Unlucky Beasts, especially those from civilized lands, are exiled from their homes either for an act of temper or out of simple discrimination.
Beasts might have more violent motives as well. Many will hold a grudge against an enemy for quite some time, and could go to extreme lengths to get their revenge. Others simply have a taste for blood, and use adventuring as an outlet to quench their primal urges.
Characteristics: The ways of the Beast are simple. They can go all out, every fight, since they don't have any abilities with limited uses to keep in reserve. They get right up in monsters' faces without worrying much about tactics, since unlike the rest of their party, they're probably stronger and tougher than most of them one on one. They don't care much about antimagic fields, since each and every one of their abilities are Extraordinary. Their best, and only, power is simply being themselves: they can knock down castle gates with a backhand swing or take as much punishment as some entire adventuring parties without going down.
Alignment: Beasts are generally of chaotic alignment, roaming the land and doing what they will, but this is by no means always the case. Some Beasts are lawful, and serve as henchmen to spellcasters or as warriors for a great nation. Beasts have no natural inclination towards good or evil, but the more savage specimens who revere nature tend to be neutral on the moral axis.
Religion: Many good Beasts follow Kord, who values their immense strength and steadfast demeanor. Beasts in tune with nature often worship Obad-Hai, and might feel more comfortable in the wild than their original homeland. Evil Beasts, or those from savage races, tend to follow Gruumsh, Vaprak, or Erythnul. While some Beasts are Lawful, few worship Lawful deities, disdaining even the tactical acumen of Heironeous or Hextor for the more direct style of the Chaotic gods.
Background: Beasts can be born from populations anywhere, and they often begin to manifest their nature young. Because of the disruptions this can cause to civilized life, few of any race have much of an education, and many lack even an accepting family to fall back on during hard times.
Some enterprising villains (or adventuring parties) will recruit a Beast from a young age, hoping to use their brute force as a counterpart to their more subtle talents. Such Beasts are often fanatically loyal, having been rescued from difficult situations and suddenly treated to luxuries they had never dreamed of.
Since Beasts get their powers from a variety of circumstances, they rarely feel any camaraderie towards each other. Two Beasts are as likely to be rivals as allies, and if one perceives a slight from another it is often judged all the more harshly due to their similarities.
Races: Beasts tend to come from strong or tough stock, and many wilder races prefer the Beast class; any race with Barbarian as its favored class may treat Beast as its favored class instead. Orcs and Half-Orcs, as well as Ogres and Half-Ogres routinely become Beasts. A variety of other races might become Beasts, but few Beasts start off with a size smaller than Medium.
Other Classes: Since Beasts are rarely clever, they don't lead others very often. A Beast might roam the lands alone, or might follow the lead of other characters in an adventuring party. Beasts are especially likely to follow Druids, and to associate with other natural classes such as Rangers and Barbarians.
Among Orcish or Ogre tribes however, a Beast's sheer ferocity might bring him to the top of the pecking order, leading a horde of savage warriors. Such tribes are often easily fragmented, and the Beast must constantly be vigilant or lose his elevated position to a challenger.
Role: A Beast is a tank in every sense: he hits hard and can take a pounding himself. Often Beasts try to get the brunt of attention on them, engaging in melee with either annoying lockdown tactics or charging for lots of damage and aggro. In some cases a party of spellcasters will rely on a Beast to get them out of bad situations if they run out of spells, or save the day when confronted with Antimagic Fields or enemies immune to magic. The Beast benefits in return, getting useful buffs from the spellcasters and favorable battlefield control to help him do his job.
Starting Age: As Barbarian
Game Rule Information
Abilities: Strength is obviously an important ability for a Beast, increasing his attack bonus and allowing him to perform ever more outrageous feats. Constitution is another of the Beast's favored abilities, especially since it adds its bonus twice to each Hit Die when calculating hit points. Some Beasts favor Dexterity as well for ranged combat and AC, but others neglect it by using Heavy Armor and get by with Strength alone in ranged combat. Beasts generally don't care very much about mental abilities, but some have enough Wisdom to let them Spot or Listen for enemies, and to augment their good Will Save.
Alignment: Any
Favored Classes: Any race with Barbarian as a favored class may instead choose to treat Beast as their favored class.
Starting Gold: As Barbarian: (4d4 x 10) gp
The Beast
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialStr BoostCon BoostNatural Armor Boost
1st
+1
+2
+2
+2
Doubled Hit Dice, Beastly Skills
+0
+0
+0
2nd
+2
+3
+3
+3
Unhindered Movement
+2
+0
+0
3rd
+3
+3
+3
+3
Darkvision 60 feet
+2
+2
+0
4th
+4
+4
+4
+4
Powerful Build
+2
+2
+1
5th
+5
+4
+4
+4
Lesser Beastly Defense
+4
+2
+1
6th
+6/+1
+5
+5
+5
Beast Trait
+4
+2
+1
7th
+7/+2
+5
+5
+5
Fast Movement +10 feet
+4
+4
+1
8th
+8/+3
+6
+6
+6
Lesser Beastly Defense
+6
+4
+2
9th
+9/+4
+6
+6
+6
Beast Trait
+6
+4
+2
10th
+10/+5
+7
+7
+7
Size Increase
+6
+4
+2
11th
+11/+6/+1
+7
+7
+7
Lesser Beastly Defense
+8
+4
+2
12th
+12/+7/+2
+8
+8
+8
Beast Trait
+8
+6
+3
13th
+13/+8/+3
+8
+8
+8
Fast Movement +20 feet, Giant Beast
+8
+6
+3
14th
+14/+9/+4
+9
+9
+9
Greater Beastly Defense
+10
+6
+3
15th
+15/+10/+5
+9
+9
+9
Beast Trait
+10
+6
+3
16th
+16/+11/+6/+1
+10
+10
+10
Size Increase
+10
+6
+4
17th
+17/+12/+7/+2
+10
+10
+10
Greater Beastly Defense
+12
+8
+4
18th
+18/+13/+8/+3
+11
+11
+11
Beast Trait
+12
+8
+4
19th
+19/+14/+9/+4
+11
+11
+11
Fast Movement +30 feet, Beast's Persistence
+12
+8
+4
20th
+20/+15/+10/+5
+12
+12
+12
Greater Beastly Defense
+14
+8
+5
Hit Die: 2d8
Note: Beasts add twice their Con modifier to their hit points per level instead of just their Con modifier.
Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points for First Level: (4 + Int modifier) x 4
Skill Points for subsequent Levels: 4 + Int modifier
Note: Beasts can't invest skill points in cross-class skills keyed off Intelligence or Charisma, even at 1/2 rate.
Weapon and Armor Proficiency: A Beast is proficient in all Simple Weapons, and Light, Medium, and Heavy armor, but not shields. They have little actual martial skill, but their impressive physique makes wearing even the heaviest armor easy.
Doubled Hit Dice: Beast Hit Die are 2d8s, and you add twice your con modifier to the amount of hp you gain from the dice roll (or the average of 9), instead of just your con modifier.
Each HD from the Beast class counts as two for the purpose of all harmful effects on the Beast. For example, a 3rd level Beast (effective 6 HD) is immune to the Sleep spell, and an 11th level Beast (effective 22 HD) will take no effect from a CL 20 Blasphemy spell. In addition, a Beast's resilient Hit Dice make it impossible for them to permanently lose levels from negative levels, as long as the last level the Beast took was in the Beast class.
The Beast's HD don't count as doubled for any other purpose: he still gets BaB, Saves, Feats, and ability score boosts normally, and any of his own abilities that key off HD treat one Beast class level as one HD.
Beastly Skills: Beasts gain a bonus to Climb checks, Jump checks, Intimidate checks, Survival checks, Strength checks, and Constitution checks equal to half their Class level rounded down. However, Beasts can't invest any skill points in cross-class skills keyed off Intelligence or Charisma when they take levels in Beast. A Beast who takes levels in different classes doesn't have to heed this restriction for those classes.
In addition, Beasts do not know how to read and write. A Beast may spend 2 skill points to gain the ability to read and write all languages he is able to speak. If a Beast gains a level in any other class, he becomes literate, and a character who had levels in another class before he was a Beast does not lose any literacy he already had.
Ability Score Boosts: In addition to normal ability score boosts, which Beasts get once per four levels (just like other characters), Beasts get an extra boost to Strength and Constitution as they level up, as noted on the table (the number on the table is sum of all the Beast's boosts up to that level).
Natural Armor Boosts: The thick Hide of a Beast provides some protection against attack. A Beast's natural armor bonus is increased by the amount noted on the table (the number on the table is sum of all the Beast's boosts up to that level).
Unhindered Movement (Ex): At 2nd level, a Beast no longer takes any movement penalty from any armor he is proficient in. In addition, he takes no armor check penalties to any skills except swim, for which he takes only the normal ACP instead of double it.
Darkvision (Ex): At 3rd level, a Beast gains Darkvision 60 feet. If a Beast already had Darkvision from some other source, add 30 feet to the range of his Darkvision.
Powerful Build (Ex): At 4th level, a Beast gains the Powerful Build ability. Whenever a Beast is subject to a size modifier or special size modifier for an opposed check (such as grapple checks, bull rush attempts, or trip attempts), the Beast is treated as one size larger if doing so is advantageous to him. A Beast is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Beast can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size.
If the Beast already had Powerful Build or later gains it again from some other source, he instead gains an additional +4 bonus to grapple checks, bull rush attempts, and trip attempts.
Lesser Beastly Defense (Ex): At 5th, 8th, and 11th level, the Beast chooses a defensive ability from the following list. He can't make the same choice twice, and can't change his choices once he's already made them.
Lesser Beastly Defenses:
Dancing Beast: The Beast gains the Evasion ability from the Rogue class in the SRD. Evasion works for the Beast in any armor he is proficient in.
Deathless Beast: The Beast becomes immune to ability damage and negative energy damage.
Dodging Beast: The Beast gains a dodge bonus to AC equal to half his Hit Dice (rounded down), and the Uncanny Dodge ability from the Barbarian class in the SRD. Uncanny Dodge works for the Beast in any armor he is proficient in.
Healing Beast: The Beast gains fast healing equal to his Constitution modifier (minimum +1).
Laughing Beast: The Beast gains DR 5/-. In addition, he chooses two energy types from Fire, Cold, Electricity, Acid, and Sonic and gains Resistance 15 to both.
Oblivious Beast: The Beast gains Spell Resistance equal to his HD + 10.
Tough Beast: The Beast gains the Mettle ability. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. This works even when the Beast is helpless.
Willful Beast: The Beast gains the Slippery Mind ability from the Rogue class in the SRD.
Beast Trait (Ex): At 6th level, and once every three levels thereafter, a Beast gains an ability of his choice from the following list. He can't make the same choice twice, and can't change his choices once he's already made them.
Beast Traits:
Grasping Limbs: The Beast gains a Climb speed equal to his land speed, and can attack with light weapons normally while climbing. Having a Climb Speed grants him a +8 racial bonus on Climb checks and allows him to take 10 on Climb checks even when rushed or threatened. He retains his Dexterity bonus to AC while climbing, and enemies gain no special bonus on attacks against him while he is climbing.
Hooked Nose: The Beast gains the Track Feat and the Scent ability from the SRD, and may add his Constitution modifier to Survival checks instead of his Wisdom modifier.
Martial Training: The Beast gains proficiency with all Martial Weapons, and all Shields, including Tower Shields.
Monstrous Mien: When the Beast uses an Intimidate check to demoralize an opponent, he can demoralize all opponents that he threatens that can see him instead of a single enemy he threatens. He makes a separate check to demoralize each opponent. In addition, he may add his Strength modifier to his Intimidate checks instead of his Charisma modifier.
Nomadic Grace: The Beast gains the Mounted Combat feat, and may add his Constitution modifier to Ride checks instead of his Dexterity modifier.
Primal Instincts: The Beast gains Blindsense 30 feet, as described in the SRD. In addition he can add his Constitution modifier to Listen checks instead of his Wisdom modifier.
Sharp Claws: The Beast gains primary claw attacks on his hands, which deal 1d8 damage if he is medium, 2d6 is he is large, and 3d6 is he is Huge (consult the SRD on Effect of Weapon Size for appropriate damage for other sizes). He can still hold weapons or manipulate objects with any of his hands, but if he does so he can not use his claw attack with that hand. Creatures hit by the claws must save against Poison, with Fort DC 10 + 1/2 your HD + your Con modifier, or take 1d4 Constitution damage (1d4 secondary Constitution damage).
Stealthy Strides: The Beast may add his Constitution modifier to Hide and Move Silently checks instead of his Dexterity modifier. In addition, the Beast gains permanent Nondetection, as the spell from the SRD, on himself, except that it is an Extraordinary ability he can temporarily lower as a Standard action. His effective caster level equals his HD, and for the purposes of DCs the effect is treated as if he cast it on himself.
Webbed Feet: The Beast gains a Swim speed equal to his land speed. Having a Swim Speed grants him a +8 racial bonus on Swim checks and allows him to take 10 on Swim checks even when rushed or threatened. In addition, he can breathe water as well as air.
Wild Behavior: The Beast gains the Wild Empathy ability, as the Druid in the SRD, but may add his Constitution modifier to the check result instead of his Charisma modifier. In addition, the Beast may add his Constitution modifier to Handle Animal checks instead of his Charisma modifier.
Fast Movement: At 7th level, a Beast gains a +10 foot bonus to all his speeds. At 13th level, a Beast gains a further +10 foot bonus to all his speeds, for a total of +20 feet. At 19th level, a Beast gains a further +10 foot bonus to all his speeds, for a total of +30 feet.
Size Increase: At 10th level, a Beast grows by one size category. His reach and space increase as normal, and his height, weight, and carrying capacity are appropriately adjusted, but do not adjust his ability scores or natural armor for size as noted in the monster manual. This ability stacks with the Beast's Powerful Build ability.
At 16th level, a Beast grows by one size category again. As before, his reach and space increase as normal, and his height, weight, and carrying capacity are appropriately adjusted, but do not adjust his ability scores or natural armor for size as noted in the monster manual. This ability stacks with the Beast's Powerful Build ability.
Giant Beast: At 13th level, all Beasts which are Humanoids or Monstrous Humanoids change their type to Giant (don't recalculate previous racial HD). All Beasts which are Animals instead change their type to Magical Beast (don't recalculate previous racial HD). If the Beast isn't any of those types, don't change his type. If the Beast's type changed, he gains the Augmented subtype as usual.
In addition, the Beast's class HD change from 2d8 to 2d10. Recalculate hit points from previous class levels appropriately.
Greater Beastly Defense (Ex): At 14th, 17th, and 20th level, the Beast can either choose a Lesser Beastly Defense ability he hasn't taken yet, or choose a Greater Beastly Defense ability he's already taken the Lesser version of. To choose an ability from this list, he must already have the corresponding ability from the Lesser Beastly Defense list.
Greater Beastly Defenses:
Dancing Beast: The Beast gains the Improved Evasion ability from the Rogue class in the SRD. Improved Evasion works for the Beast in any armor he is proficient in. In addition, the Beast gains a bonus to his Reflex save equal to half his Hit Dice (rounded down).
Deathless Beast: The Beast becomes immune to negative levels, death effects, ability drain, and any penalties to his ability scores.
Dodging Beast: The dodge bonus to AC from the lesser version of this feature is increased to a dodge bonus equal to the Beast's HD. The Beast also gains the Improved Uncanny Dodge ability from the Barbarian class in the SRD. Improved Uncanny Dodge works for the Beast in any armor he is proficient in.
Healing Beast: The Beast gains the Regeneration ability, and heals an amount of nonlethal damage per turn equal to his Constitution modifier (minimum +1). This is in addition to damage healed by his fast healing ability. Choose an energy type from Fire, Cold, Electricity, and Acid: the Beast loses any Resistances or Immunities he had to that energy type (and can never gain any), and that energy does lethal damage to him.
Laughing Beast: The Beast's Damage Reduction is increased to DR 10/-, and he becomes immune to the two energy types he chose with the Lesser ability.
Oblivious Beast: The Beast's Spell Resistance increases by 10, and the Beast gains temporary hit points equal to five times the spell's level whenever his Spell Resistance negates a spell's effects on him.
Tough Beast: Whenever the Beast rolls a natural 1 on a saving throw, he automatically rerolls the save. In addition, the Beast gains a bonus to his Fort save equal to half his Hit Dice (rounded down).
Willful Beast: The Beast becomes immune to Compulsions, and supernatural effects based on Compulsions (such as a Vampire's Dominate ability). In addition, the Beast gains a bonus to his Will save equal to half his Hit Dice (rounded down).
Beast's Persistence (Ex): At 19th level, when the Beast is brought back to life by a spell or effect that normally causes loss of a level (such as Raise Dead) he doesn't lose a level. In addition, he can't permanently lose levels as a result of failing saves against negative levels.
In addition, the Beast's class HD change from 2d10 to 2d12. Recalculate hit points from previous class levels appropriately.
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Feats
(For Beasts and other classes)
Extra Beast Trait
Prerequisite: At least one Beast Trait
Gain a Beast trait from the Beast class list you don't already have.
Special: This feat can be taken multiple times.
Extra Beastly Defense
Prerequisite: At least one Greater Beastly Defense
Gain a Lesser Beastly Defense from the Beast class list you don't already have.
Special: This feat can be taken multiple times.
Compact Form
Prerequisite: Size Large or larger
As a full-round action, you can reduce your size from your current size to any size Medium or larger. For each size category you shrink, you gain a +2 bonus to Dexterity and a -2 penalty to Strength. Your reach, space, weight, and carrying capacity change as normal. This effect is an extraordinary ability, and lasts until you dismiss it as a full-round action.
Blurry with Speed
Prerequisite: Fast Movement Class Feature
All your speeds increase by 10 feet, plus 5 additional feet per 6 HD you have.
Indomitability
Prerequisite: At least one HD with all three good saving throws
Gain a +2 bonus to all saving throws, plus an additional +1 bonus per 6 HD you have. This feat counts as Great Fortitude, Lightning Reflexes, and Iron Will for the purpose of meeting prerequisites.
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Class Development Notes (Round Three): Language issues and some legacy text with the Doubled HD should be clarified now, they no longer provide anything except defense against Blasphemy etc and all the extra HP.
Some of the more vanilla abilities (vision, fast healing, DR) have been incorporated into various choices the Beast can make as he levels up to customize his abilities. I like the way the class develops from 1-20 now, as I think it allows for a a good cost/benefit ratio to multiclassing in terms of what you get for how many levels. This should more or less be the final setup for how the class works, but anyone with any suggestions with regards to abilities feel free to speak up.
(Round Four): I added a useful and flavorful capstone which shouldn't really boost the power any (since ideally you wont be winding up dead in the first place, especially with this class). I also added a couple feats for Beasts. Lastly, HD hp was cut back to the "original" 2d8, mostly to limit power at very early levels (and because Giants use d8s). HD hp does however scale with Giant Beast and Persistent Beast, which were moved to 13 and 19 respectively to juice up what were probably the weakest two levels in the progression.
The Deathless Beast line was buffed a bit, with immunity to Death effects (sort of a silly thing to miss there) added to the Greater Ability. Greater Willful Beast was switched to immunity to Compulsions, and Nondetection was moved to the Stealthy Strides Beast Trait.