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Old 01-27-2010, 10:35 PM   Top  -  End  -  #26
Thrice Dead Cat
Ogre in the Playground
 
 
Join Date: Jul 2009
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Central Illinois
Gender: Male
Default Re: [3.5] Beast Warrior v1.1 [PEACH]

Time to tackle the thick of this bear. Zangief, I hope you taught me well.

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Originally Posted by Melayl View Post
Beast Abilities

*snip of overview*


*table death*

Beast Abilities are listed by level they may initially be chosen. They can be chosen any level after the listed level as well.
That all looks in order. The only time it looks like the cost will be an issue is when Con damage comes into play or level 1. I'd assume you just lose BP equal to the change in Con mod X levels, but that's something you may wish to mention when Con starts changing.

Quote:
Originally Posted by Melayl View Post
1st level[spoiler]
*first level abilities snip*
Oi. This is going to take longer than I initially suspected. Well, time to get to work.

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The insane amount of skill boosters here kind of saddens me, especially without some sort of additional benefit other than +more. Factoring the fact that this guys can get pretty high DCs for just a little bit extra makes them look like chumps compared to Incarnum-users who get to throw around their similar skill boosting levels for free all day without locking them out of combat abilities.

As is, it looks like a level 1 Beast Warrior would grab Animal Companion at first level and then kind of not have any other class features. A simple remedy would be to give them 3 instead of 1 ability at first level, then go back down to 2 for the remaining level. Basically every system in DND operates like that. Martial Adepts get 3-6 maneuvers at first level, then down to just a few every other level afterwards. Incarnates and Totemists (Soulborns don't count) get a few soulmelds for the day to start before gaining more. You get the idea.

Quote:
Originally Posted by Melayl View Post
2nd level
Spoiler
Rapid Healer looks a little lonely here. The 1/day limitation is also saddening. Maybe gain extra uses for extra BP? Also, you should mention that it's a standard healing rate for one complete night's of rest.

Quote:
Originally Posted by Melayl View Post
3rd level
Spoiler
The DR/silver looks great when you can first get it, then decreases rapidly in effectiveness. Although, hey, the first time you get it, it's a guaranteed -1 to damage taken from most weapons! I'd probably have this start at DR 5, then work up at a lower increment. +2 or 3, probably.

Endurance is a feat. Also a bland one, but, it does open the door to Steadfast Determination... except you actually would probably have an acceptable Wisdom score. Maybe throw Diehard on here, too. Not like it's going to overpower someone.

Fast Movement looks fine if other abilities start to provide some skirmish capabilities.

Woodland Stride is okay. Not a terribly good or bad class ability, just kind of there.


Quote:
Originally Posted by Melayl View Post
4th level
Spoiler
The abilities are starting to get interesting. Only thing I can really complain about is having so many of them take a standard action. I do not feel it would be too much to have most of these combat abilities be swifts to activate.

Spoiler


Quote:
Originally Posted by Melayl View Post
5th level
Spoiler
Close Wounds looks a little underwhelming, but it does lead into more. Off hand, I'm not sure if anything out in 3.5 other than Regeneration can switch lethal damage to nonlethal.

Trackless Step is just another copied ability. Not much to say here

Quote:
Originally Posted by Melayl View Post
6th level
Spoiler
Spoiler
See some my comments on "Lesser Scent." Really, though, Scent can be a first level ability, considering ToB. You may want to switch this to limited blindsense.

Quote:
Originally Posted by Melayl View Post
7th level
Spoiler
Aquatic Adaption should probably just give water breathing. If you just want it to give Hold Breath, click here for its normal wording.

Beast Form looks fine. I'm inclined to increase the options to "any medium or smaller animal form, chosen when this ability is activated." A bit of a can of worms, but certainly better than Polymorph.

Ooooh, I like Circle the Herd. However, I would either remove the DC 21 to it and make it just opposed by Sense Motive or vice versa. Giving people attacks is nice, even if they are techincally AoOs.

For Larger than Life, I'd go ahead and just make it an actual size increase, rather than giving Powerful Build Lite. Wizards have had Enlarge Person for ages now, so why don't you?

For Rend, the damage is usually 2x base claw damage +1(Maybe 1.5x?)Str mod. Also, it should be "2 or more claw attacks" for those out there for more than the usual amount of arms.

Spines looks okay. The bonus to natural armor feels a little weird, but it's not a bad thing. I would also allow an option to shoot the spines as ranged attacks, but only every other round, as the spines "regrow." If you go that route, maybe even through on a bigger attack with them, but at the cost of losing the benefit for a little while (1d4 rounds).

Sprint is a little underwhelming to me. Feels like filler. Not sure what to do with it, though. With some decent ranged options, it does open the option to kite enemies.

Wolf Pack Tactics looks nice. I'd maybe have it progress such that "Any allies that also threaten the same enemies as you are treated as flanking for all purposes. If they would normally be flanking with you without including the benefits of this ability, increase their to-hit bonus from flanking by +2." Maybe also decrease time needed for the AoO option.

I'm inclined to make Flight a 24-hour ability, with or without making it (Su) in nature. Warlocks have Fell Flight, so why not help the Beast Warrior save on points.

Quote:
Originally Posted by Melayl View Post
10th level
Spoiler
I'd go ahead and just copypasta the language from Claw of the Warrior. That would help out slightly with the language, but, if you want it as is, it would mean having three attacks at X, X-5 and X-5 rather than X, X-5, and X-10. I'm not sure which would be better, as one option would let you have more attacks sooner, while the other offers the secondary attacks a greater chance of landing. I'm more inclined to the former, considering the second time you would take this ability is at 20th.

Quote:
Originally Posted by Melayl View Post
11th level
Spoiler
For Beast Form II, in addition to what I suggested on Beast Form I, I would alter the language to "choose an animal between two sizes smaller to two sizes larger than you." Other than that, looks fine.

If you take my suggestions for Lesser Scent, Scent, then I would either make Blindsense Blindsight or just make this Blindsense last 24 hours instead.

Savagery II: See comments on Savagery I. Nothing further to add here.

Quote:
Originally Posted by Melayl View Post
Spoiler
For Beast Form III, just look at my previous comments in this series. Also, you may want to add the obvious requirements for Beast Forms II and III, if you feel my suggestions are too much alone.

Commune with Nature is an okay spell, but it's primary users have had it for five levels now, which is kind of sad here. Not sure what else could go here in addition to it or instead.

I'd just change Improved Extra Natural attack to granting Multiattack instead. Hell, on top of that, I'd also either decease the level of it or also have it give Improved Multiattack (No penalty for using multiple natural attacks, but I think it's a little tricky to qualify for.) You may want it to only give Improved Multiattack if the Beast Warrior already has Multiattack, though. *shrug*

Quote:
Originally Posted by Melayl View Post
18th level
Spoiler
Like what I said on Blindsense and the rest of that chain. Although, this may be fine eating up points to activate.

Quote:
Originally Posted by Melayl View Post
19th level
Spoiler
Eeech. Later HiPS is very late. I'd bump this forward several levels.

Quote:
Originally Posted by Melayl View Post
20th level
Spoiler
Fast Healing feels a little late to the party.

Greater Extra Natural Attack is basically Improved Multiattack, but only at 20th level.

Supreme Savagery feels a little underwhelming by this point. I would probably increase the base extra damage to +4d10, maybe even +6d10.




Overall, the class doesn't seem like it can actually provide in the skirmisher role, like you suggest: it just doesn't have anything to do at range. The higher level abilities seem a little lacking in number, but that's understandable for a work in progress. I would also go ahead and include a general option for all abilities with an activation of "one standard action" to become swift actions, either as a feat or as extra BP, like some already are.

Other than that looks good so far. It's a little weaker than the Psychic Warrior, due to the issue at lower levels with the skill checks and the low amount of options at higher levels. Still, not bad for a first (or is it second) draft.
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