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Old 01-24-2010, 03:34 PM   Top  -  End  -  #1
Melayl
Barbarian in the Playground
 
 
Join Date: Nov 2007
Location: 
In my own little world...
Gender: Male
Default [3.5] Beast Warrior v1.1 [PEACH]

EDIT: Added a few new Beast Abilities, with more (probably) to come

The inspiration for this class
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I posted this class once before, but didn’t get much feedback. I thought I’d try again. I think I’ve cleaned up some explanations and made things easier to understand.

I’ve aimed for a power level about that of the psychic warrior, but I don’t know if I hit it. Any and all comments on the class are appreciated.

Standard Fluff
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Alignment: Any

Hit Die: D8

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Unleash Beast (new skill) (Wis)

The Unleash Beast skill
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Skills per Level: 6 + Int Modifier (usual 1st level multiplication applies)

Starting Gold: As barbarian

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Inner Beast, Low Light Vision, Natural Weapon, Beast Ability (2)
2nd
+1
+3
+3
+0
Beast Ability (2)
3rd
+2
+3
+3
+1
Beast Ability (2)
4th
+3
+4
+4
+1
Beast Ability (2), Magic Strike
5th
+3
+4
+4
+1
Beast Ability (2)
6th
+4
+5
+5
+2
Beast Ability (2)
7th
+5
+5
+5
+2
Beast Ability (2)
8th
+6/+1
+6
+6
+2
Beast Ability (2)
9th
+6/+1
+6
+6
+3
Beast Ability (2)
10th
+7/+2
+7
+7
+3
Beast Ability (2)
11th
+8/+3
+7
+7
+3
Beast Ability (2)
12th
+9/+4
+8
+8
+4
Beast Ability (2)
13th
+9/+4
+8
+8
+4
Beast Ability (2)
14th
+10/+5
+9
+9
+4
Beast Ability (2)
15th
+11/+6/+1
+9
+9
+5
Beast Ability (2)
16th
+12/+7/+2
+10
+10
+5
Beast Ability (2)
17th
+ 12/+7/+2
+10
+10
+5
Beast Ability (2)
18th
+13/+8/+3
+11
+11
+6
Beast Ability (2)
19th
+14/+9/+4
+11
+11
+6
Beast Ability (2)
20th
+15/+10/+5
+12
+12
+6
Beast Ability (2)

Class Features:

Weapon Proficiency: You are proficient with all Simple weapons and all bows, as well as any natural weapons you gain from this class. You prefer your violence to be up-close and personal, but you understand that this is not always the best option.

Armor Proficiency: You are proficient with Light armors and no shields.

Inner Beast (Su): You gain your power from a supernatural connection to your Inner Beast – a primal, animal force of nature. Some of you are born with this connection; others gain it through study and meditation. You may tap the power of your Inner Beast to gain special Beast Abilities. Some Abilities are permanent; others require the expenditure of energy. You gain a number of Beast Points (BP) equal to your Constitution Modifier times your level (minimum of 1 per level) to spend powering Beast Abilities. Like spellcasters’ spells, Beast Points are renewed after 8 hours of rest. If you suffer from Constitution loss, you lose BP equal to the change in your modifier x your beast warrior level.

Low Light Vision (Ex): You gain low light vision. If you already have it from a different source, your range doubles (remember that per 3.5 rules, a double of a double is a triple, etc).

Magic Strike (Su) : Starting at 4th level, all your natural weapons count as magic for the purposes of damage reduction. They may also be treated as both natural and manufactured weapons for purposes of enchantment.

Natural Weapon (Su): You gain a natural weapon and are proficient with its use. You may manifest or dismiss this natural weapon as a swift action on your turn. If you have more than one form, you may manifest any or all of them simultaneously. You can choose either:
WeaponNumberDamageStr bonusextra
Claws21d4 each1 Prim, 1/2 Sec 
Bite11d61.5 Prim, 1 Sec 
Gore11d61.5 Prim, 1 Sec 
Slam11d61.5 Prim, 1 Sec 
Tentacle21d21 Prim, 1/2 Sec+5' reach, +3 to Grapple checks per pair
Once chosen, this form cannot be changed. This natural attack form follows all the normal rules for natural weapons. This natural weapon stacks with any natural weapons already possessed, granting higher damage die (if you already have that natural weapon) or more attacks (gaining an additonal natural weapon). These attacks can cause greater damage (and new forms gained) by selecting the appropriate Beast Ability.

Beast Abilities

You gain two Beast Abilities every level. These Abilities cannot be changed once chosen, and are explained below. Some have prerequisite levels or Abilities, and some may be selected more than once. Abilities that are powered by Beast Points also require a skill check in either the Unleash Beast or Unleash Beast skill. These skills reflect your understanding and control of your Inner Beast. If the check fails, the ability fails, and the Beast Points spent on it are lost. See the table below for more information. Abilities that do not have a Beast Point cost and skill check are static and always available. Some (such as Climb like a Monkey) provide both a static ability and the option to improve with the spending of Beast Points.

LevelEquivalent Spell LevelBase DCBP CostMax BP Spent per Round
1st
1st
15
1
1
2nd   
1
3rd   
1
4th
2nd
18
1-2
1
5th   
2
6th   
2
7th
3rd
21
2
2
8th   
2
9th   
3
10th   
3
11th
4th
24
3-4
3
12th   
3
13th   
4
14th   
4
15th
5th
27
4
4
16th   
4
17th   
5
18th
6th
30
4-5
5
19th   
5
20th   
6

Beast Abilities are listed by level they may initially be chosen. They can be chosen any level after the listed level as well. Any Beast Ability with a duration may be dismissed as a free action by the beast warrior.

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Custom Melayl avatar by my cousin, ~thejason10, used with his permission. See his work at his Deviant Art page.
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Last edited by Melayl : 11-22-2010 at 03:39 PM. Reason: updates and revisions
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