View Single Post
Old 01-25-2010, 05:50 PM   Top  -  End  -  #23
Thrice Dead Cat
Ogre in the Playground
 
 
Join Date: Jul 2009
Location: 
Central Illinois
Gender: Male
Default Re: [3.5] Beast Warrior v1.1 [PEACH]

Okay, time to dissect this puppy... er, frog, whatever, you get the idea


Quote:
Originally Posted by Melayl View Post
The inspiration for this class
Spoiler

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.
Inspiration looks nice. I'm getting ahead of myself, but it reminds me of something else a friend of mine worked on a while ago. It also looks not unlike Incarnum.

As for the intended power level, Psychic Warrior is usually a good place to aim, assuming you agree with one of the tier systems out there like myself.



Quote:
Originally Posted by Melayl View Post
*General class fluff*
This all looks in order. Reminds ne somewhat like the Totemist, which isn't a bad thing, mind.

Quote:
Originally Posted by Melayl View Post
Alignment: Any

Hit Die: D8
HD seem fine. The class gets more from a higher Con, so that means anyone who wants to go RAWR-blender probably can without too much issue.

No alignment restrictions also make me happy, as they're generally a little odd to see on a base class. Personal opinion, sure, but that's neither here nor there.


Quote:
Originally Posted by Melayl View Post
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Listen (Wis), Sneak (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Adaptive (new skill) (Wis), Combative (new skill) (Wis)

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

Starting Gold: As barbarian
That is one jumbo-sized skill list. Balance, Climb, Handle Animal, Intimidate, Jump, K: Nature+Geography, Listen, Sneak (Note: I believe you mean Move Silently, although, I do know that MS and Hide get merged into Sneak in things like Pathfinder.), Ride, Spot, Survival, and Swim are pretty much all easily justified.

Craft, Profession, and Search less so, but, if you're unsure as to whether it should be 4+ or 6+, I personally feel it better to go for the higher value. The list seems a little bloated for 4+, but if looks like Adaptive and Combative are both needed, then it makes sense to go for 6+.

Side-note on the new skills: You mentioned that the inspiration for the class was Lycanothropy. If that is the case, why not condense Adaptive and Combative down into Control Shape? All three skills are Wisdom-based and I believe there may be a PrC or two that requires Control Shape, so creating another adaptation for such would be nice.

I removed the table, but average BAB, good Fort and good Ref saves are all in place. So far, so good.

Quote:
Originally Posted by Melayl View Post
Weapon Proficiency: You are proficient with all Simple weapons, as well as any natural weapons you gain from this class.

Armor Proficiency: You are proficient with Light armors and no shields.
This all looks in order. The wording looks good on on natural weapons proficiency, although it may not be needed by RAW, but I am not entirely sure. The armor looks fine, but I kind of like the idea of beast men in something heavier than an leather vest.

Quote:
Originally Posted by Melayl View Post
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.
This looks like Incarnum+spellcasting. Of course, so do some psionics, but, eh, there are a lot of similarities in design. Not a bad thing.

Quote:
Originally Posted by Melayl View Post
Low Light Vision (Ex): You gain low light vision. If you already have it from a different source, your range doubles.
You may want to change the wording on Low Light Vision. The usual set-up is, that if you have LLV and something would improve it, you go up a multiplier rather than a true doubling. I can't recall any examples off hand, but it's such that normal elves go from x2 to x3, a few dragons which have x3 go to x4. This would also make it so that in the event that such abilities that progress like that can be taken with this class, they don't cause odd interactions.

Quote:
Originally Posted by Melayl View Post
Natural Weapon (Su): You gain a natural weapon and are proficient with its use. You may manifest this natural weapon as an immediate action on your turn. You can choose either: Claws (2, 1d4 damage each), Bite (1, 1d6 damage), Gore (1, 1d6 damage), Slap (1, 1d6 damage), or Tentacle (2, 1d2 damage each). 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 or more attacks (as appropriate). These attacks can cause greater damage (and new forms gained) by selecting the appropriate Beast Ability.
"Immediate action on your turn" usually is just a swift action. Although, technically, as is, a Beast Warrior could activate something like a Belt of Battle and still "grow" their natural weapon(s) of choice in one round. I'm not sure if that was intended or not.

You forgot to list whether this attacks are primary, secondary, or whichever you may want them to be, depending. Most of these also need strength modifiers associated with them. There's a usual set-up for these, but there are exceptions. Off-hand, I believe claws and tentacles would be at +Str as primaries, +1/2 Str as secondaries. The rest would probably be +1.5xStr as primaries and either +Str or +.5xStr, depending. You should also say how these interact for characters who already have natural attack X. If something with claws chooses to manifest claws, I'd assume the claws would go up a damage-size, but that's only slightly implied.

After that, these are kind of bland, offering no particular reason for one over the other, save for if you want more attacks or if you already have certain natural attacks. Assuming something like human, it would come down to choosing (claws vs. tentacles) and (bite vs. gore, vs. slap). An easy solution would be to offer special abilities for certain choices.

Of the two sets that I listed, claws and the bite feel like the "standard" of their respective group. I'd probably give bite a higher Str multiplier than gore and slap, but that's the only real idea I have for it, and it isn't really much of one. I also have nothing for claws as of now.

However, the rest should be easy. Tentacles should have reach (either +5 ft. or maybe more like a spiked chain's reach, depending on if you think it should improve more with size increases or not. I'd go with the latter, personally). Gore would probably be some bonuses for charging, either bonus damage or simply double the strength bonus to damage for that attack). Slap could be something similar to bite or you may offer someone who chooses to get a (tail) slap to use items in it, but maybe at a penalty. Prehensile Tail (I want to say Serpent Kingdoms, but it maybe Savage Species) may help with that.

Quote:
Originally Posted by Melayl View Post
Spoiler
Well, I'm down to just starting the beast abilities. I spent more time on the natural attacks than I thought I would, so I'll have to come back later and edit in the rest of the review. Depending, I may just do a separate quote to save on space. Till then, I'll keep that section spoiler'd. Some of what I may have said on the skills may change, depending.


EDIT: Something else I just thought about on the natural attacks: you may wish to clarify that, each time the ability is used, the person gets to choose which natural attack to gain. You may also want to add a line along the following: "As a swfit/immediate (whichever you choose it to be) action, a Beast Warrior may switch his choose among these natural attacks." Also, I do not see an action listed for dismissing the ability.
__________________


Spoiler

Last edited by Thrice Dead Cat : 01-25-2010 at 06:25 PM.
Thrice Dead Cat is offline   Reply With Quote