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Thread: [3.5] Beast Warrior v1.1 [PEACH]

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    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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    This class had many points of inspiration. I had, some long time ago, tried to create a lycanthrope base class. It was a bit of a failure – still overpowered, and not very flexible. Then I heard about the Shifter race, and read about them. I thought they were OK, but I wondered what they’d be like as a base class. Then I caught some re-runs of the Justice League cartoon with Vixen, and I though, wow, that’s pretty cool too. Things rolled around in my head for awhile, and eventually became the Beast Warrior – a melee class that draws supernatural animal-like powers from a deep connection to their Inner Beast.

    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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    Abilities: Constitution and Wisdom are the most important abilities for a beast warrior, as they affect his available power (Beast Points) and the skill with which he uses them. Strength will, of course, help the beast warrior be a more effective combatant, and Dexterity is important for protection, due to their limited armor selection.

    Role: Beast warriors are probably best in the role of scout and mobile skirmisher, although some of their Beast Abilities enable them to toe the line with fighters and barbarians.

    Background: Many beast warriors hail from barbarian humanoid cultures. However, some are people from a more civilized background who are intrigued by or honor the nature and power of the animal world.

    Organization: Outside of a racial tribe or clan, beast warriors rarely have any formal organization; however, some may form “packs” or “herds” of like-themed individuals.

    Alignment: Any. Beast warriors subscribe to no particular ethical or moral code. Some are vicious predators that sow havoc and destruction on any weaker than themselves. Some are self-appointed guardians of nature. Some elect themselves a protectors of whomever they come to view as their “pack” or “herd".

    Races: Beast warriors can be of almost any race. Races that favor Barbarians and Rangers are the most common.

    Religion: A beast warrior will most often be found worshiping a nature deity, but can follow any religious belief.

    Other Classes: Beast warriors tend to be most comfortable with barbarians, rangers, and druids, since they tend to share interests and backgrounds. The more “civilized” classes (wizard, paladin, cleric) may tend to view beast warriors as wild and uncouth and treat them with some distain.


    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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    A beast warrior uses Unleash Beast to access the power of their Inner Beast (i.e. activate certain Beast Abilities -- see below). Because of a beast warrior's deep connection to their Inner Beast, Unleash Beast also replaces Handle Animal for the beast warrior for all purposes.


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

    Starting Gold: As barbarian

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    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)[/table]

    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:
    {table=head]Weapon|Number|Damage|Str bonus|extra
    Claws|2|1d4 each|1 Prim, 1/2 Sec|
    Bite|1|1d6|1.5 Prim, 1 Sec|
    Gore|1|1d6|1.5 Prim, 1 Sec|
    Slam|1|1d6|1.5 Prim, 1 Sec|
    Tentacle|2|1d2|1 Prim, 1/2 Sec|+5' reach, +3 to Grapple checks per pair[/table]
    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.

    {table=head]Level|Equivalent Spell Level|Base DC|BP Cost|Max 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
    [/table]

    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.

    Spoiler
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    1st level
    Animal Companion (Ex) : You gain an Animal Companion as a Druid of your Beast Warrior level (advancing as if you were a Druid of your Beast Warrior level).

    Arctic/Desert Adaptation (Su) : As a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check) to gain an Endure Elements effect (as per the spell) for 24 hours. By spending 3 Beast Points (DC 21 check) you also gain Energy resistance Fire or Cold of 5, +5 for each 5 points above the DC, for 1 minute per level. Each additional Beast point adds +10 to the check.

    Catfall (Su) : As an immediate action you may spend 1 Beast Point (and a DC 15 Unleash Beast Check), to recover instantly from a fall, and absorb some damage from falling. You always land on your feet, and take damage as if the fall were 10’ shorter (this stacks with Tumble's ability to reduce falling damage). For every 5 points above the DC, you treat the fall as if it were another 10’ shorter. Each additional Beast Point spent grants a +10 to the check.

    Climb like a Monkey (Ex) : You become more adept at climbing. You gain a +4 Competence bonus to Climb checks and may climb at your normal movement speed without penalty. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Climb checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus. Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Healthy as a Horse (Ex) : You become more resistant to diseases and poisons. You gain a +4 to Fortitude saves made to resist disease and pioson (including magical varieties). Upon a failed save vs poison and/or disease (once per save-provoking event), you may immediately spend 1 Beast Point (DC 18 Unleash Beast check) to immediately re-roll your save. You may spend an additional 1 BP to gain a +1 to the re-roll per 5 points you exceed the DC.

    Hide from Notice: (Ex) : You become more adept at hiding from sight. You gain a +4 Competence bonus to Hide checks. You suffer no penalties to your check for moving up to your normal speed, and only -10 when running, charging, or attacking. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Hide checks, actually changing color like a chameleon. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . If your Hide bonus is +10 or more, you gain the Hide in Plain Sight ability. Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check or 5% concealment for every 5 points you the the DC.

    Innate Navigation (Ex) : Like many migratory animals, you have an innate sense of direction and navigation. You always know which direction is North, even when unable to see/hear/sense anything else, and you gain a +4 to all Survival checks made to avoid getting lost. In addition, as a Full Round action, you may spend 1 Beast Point (DC 15 Unleash Beast check), to gain the ability to retrace your path of travel for the last 12 hours. This applies only to travel you were conscious during. For every 5 points you beat the DC, you can retrace an additional 12 hours of time. Each additonal Beast Point adds a +10 to the check.

    Jump like a Rabbit : (Ex) : You become better at jumping. You gain a +4 Competence bonus to Jump checks, and the distance/hight you can acieve is doubled. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Jump checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Keen-eared (Ex) : Your hearing becomes more acute. You gain a +4 Competence bonus to Listen checks, and may make Listen checks as a free action. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Listen checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Lesser Scent (Ex) : You gain the lesser scent ability.
    Quote Originally Posted by [URL="http://www.seankreynolds.com/skrg/free/005COTM/simplelycanthrope.html"
    Sean K. Reynolds[/URL]]A creature with the lesser scent ability can detect an opponent within 5 feet by sense of smell. If the opponent is upwind, the range increases to 10 feet; if downwind, it drops to 0 feet (the creature can detect downwind creatures only in its own square). Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above (minimum 5 feet). Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
    Detection of a scent does not reveal the exact location of the source--only its presence somewhere within range. However, a creature using lesser scent can take a standard action to note the direction of the scent. Whenever it comes within 5 feet of the source, the creature can take a move action to pinpoint the source's location.
    A creature with the Track feat and the lesser scent ability can follow tracks by smell, just as a creature with the scent ability can.
    Moved to 2nd level as Scent.

    Move like a Cat (Ex) : Your balance improves. You gain a +4 Competence bonus to Balance checks. You suffer no penalties to your check for moving up to your normal speed, and only -5 when running, charging, or attacking. You only need to make one Balance check when running, charging, or attacking. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Balance checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Natural Armor (Ex) : Your natural armor increases by +1 each time this ability is chosen. You may choose it a total of 7 times, and must wait at least 3 levels between selections.

    Plating (Su) : You gain the armor-like protection of certain animals. As a standard action, you may spend 1 Beast Point (and a DC 15 Unleash Beast check) to gain a +4 armor bonus to your AC. For every 5 points you exceed the DC, you gain an extra +2 armor bonus. This overlaps any other bonus from regular armors. This armor lasts 10 minutes per beast warrior level. Each additional Beast Point spent increases the duration by 5 minutes per beast warrior level.

    Quiet as a Mouse : (Ex) : Your movements are quieter. You gain a +4 Competence bonus to Move Silently checks. You suffer no penalties to your check for moving up to your normal speed, and only -10 when running, charging, or attacking. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Sneak checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Savagery I (Ex): As an Immediate action, you may spend 1 Beast Point and make a DC 15 Unleash Beast check to add +1d4 damage to your attacks with your natural weapons this round. You gain an additional +1d4 for each 5 points you exceed the DC.

    Sharp-eyed (Ex) : Your vision becomes sharper. You gain a +4 Competence bonus to Spot checks, and may make Spot checks as a free action. Distance penalties for ranged weapon use are decreased by 1. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Spot checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check or reduces concealment penalties by 5% for every 5 points you beat the DC.

    Slippery as an Eel : (Ex) : You are more difficult to confine. You gain a +4 Competence bonus to Escape Artist checks. All Escape checks are now move actions. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Escape Artist checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Swim like a Fish (Ex) : You become more at home in the water. You gain a +4 Competence bonus to Swim checks, double the length of time you can hold your breath (2x Constitution score) and you may swim at your normal speed without penalty. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to gain an additional +2 Competence bonus to Swim checks and increase by 1 the length of time you can hold your breath. For every 5 points you beat the DC, you gain an additional +2 Competence bonus and +1 Hold Breath. Duration of this extra bonus is 1 hour per level. Each additional Beast point adds +10 to the check.

    Track : You gain the Track feat, even if you do not meet the prerequisites. You may move up to double your normal speed while tracking without penalty.

    Venom (Su) : As a swift action, you may spend 1 Beast Point (+DC 15 Unleash Beast Check), gain venom that does 2 points CON dam ( Fort negates, DC 10+1/2 level + Wisdom modifier) with one attack with a natural weapon dealing slashing and/or piercing damage. For every 8 points you beat the DC, gain another use. You may hold your attack for 1 min/use. Each additional Beast Point spent grants +10 to check. Spend 2 Beast Points (+DC 21 Skill check), gain venom does 1d8 Con dam initial +1d8 1 min later (DC same) for 1 att. For every 10 points you beat the DC, gain another use. You may hold for 1 minute/use. Each additional Beast Point spent grants +10 to check.

    Wild Empathy (Ex) : You gain Wild Empathy as per a Druid or Ranger. In addition, as a Standard action, you may spend 1 Beast Point (DC 15 Unleash Beast Check), to Calm Animals, as per the spell. Also as a (separate) Standard (SLA) action, you may spend 1 Beast Point (+DC 18 Unleash Beast Check) you gain the ability to Speak with Animals, as per the spell.


    2nd level
    Bestial Diet (Ex) : You may consume/survive on plants and other foods that animals may normally safely consume that your species normally cannot (you don't necessarily like the flavor, however). You gain a +15 on Survival checks to feed yourself.

    Rapid Healer (Ex) : Your natural healing rate doubles (2 HP/level + 2x Constitution modifier per day, 2 ability points per day, non-lethal 2 HP/level/hour). You heal at this rate even if you do not rest. If you are successfully tended by someone with the Heal skill, you instead regain 4 HP/level + 4x Constitution modifier, and 4 ability points per day, non-lethal 4 HP/level/hour.

    Scent (Ex) : You gain the Scent ability.

    Strike like a Snake (Ex) : You gain a +4 to your initiative rolls. In addition, you do not lose your Dexterity modifier while flat-footed.

    3rd level
    DR/silver (Su) : You gain DR 2/silver. You may select this ability a total of 6 times, and must wait at least 3 levels between selections. Each time you select this ability, you gain another +2 to your DR/silver.

    Endurance : You gain the Endurance feat, even if you do not meet the prerequisites.

    Fast Movement (Ex) : When you are wearing no or light armor and are lightly encumbered, your movement speed increases by +10 each time you select this ability. This bonus applies to any form you take. You may select this ability a total of 5 times, and must wait at least 3 levels between selections.

    Woodland Stride (Ex) : You gain the Woodland Stride ability as per a Druid or Ranger.


    4th level
    Animal Affinity (Su) : As a Standard Action, you may spend 1 Beast Point (+DC 18 Unleash Beast Check) to gain a +2 Insight(?) bonus to any 1 physical stat. For every 5 points above the DC, you gain an additional +2 you may apply to any physical stat (same or different), max +6 to any one stat. Each additional Beast Point spent grants a +10 to the check. Duration is 10 min/level. You gain minor beastlike physical appearance changes when in use.

    Bestial Roar (Su) : As a Swift action, you may spend 1 Beast Point (+DC 18 Unleash Beast check) and release a terrifying primal roar. All enemies of HD equal to or less than your beast warrior level with an Intelligence score within 30’ (that can hear you) must make a Will save (DC 10 + 1/2 level + Wisdom modifier) or be shaken for 1 minute per beast warrior level. If you exceed the check by 10, they become frightened instead, by 20 they become panicked instead. You may spend an additional Beast Point to increase the range by 10’ (per additional Beast Point) or to gain a +10 to the check.

    Ferocity (Su) : As an Immediate action, you may spend 2 Beast Points (+DC 18 Unleash Beast Check) to gain the ability to continue fighting without penalty even when disabled or dying. You are automatically stabilized, and you do not suffer additonal damage when taking strenuous actions. You may only take offensive actions. You may activate this ability at any time, even after you reach such a condition, even if it is not your turn (as long as you have not reached your max Beast Points per round). Duration is 1 round per level, or until there are no more opponents, (regardless of how negative your HP become) whichever comes first. When the power expires, you immediately suffer the effect of any condition you have reached. Each additional Beast Point spent may grant a +10 to the check, or increase the duration by 1 round per level, as desired.

    Improved Grab (Ex): You gain the Improved Grab ability, as per the Monster Manual.

    Improved Grapple (Ex) : You gain Improved Grapple as per the feat, even if you do not meet the prerequisites.

    Improved Knockdown(Ex) : You gain Improved Trip and Knockdown as per the feats, even if you do not meet the prerequisites.

    Natural Weapon (Su) : This ability may be chosen a total of 6 times, and you must wait at least 3 levels between selections. Each time you choose it you may gain a different,additonal natural attack form, or increase the damage of one of your current attack forms. If you have more than one natural attack form, your original is the primary. You may manifest all of your natural weapons with the same immediate action. Damage for each progresses as follows:
    Claw (1d4, 1d6, 1d8, 1d10, 2d6, 2d10)
    Bite/Gore/Slap (1d6, 1d8, 2d6, 2d8, 3d6, 3d8, 4d8)
    Tentacle (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6) (you may choose to gain an additional pair of Tentacles, or increase the damage of your current Tentacles.)
    This progression stacks with the Improved Natural Attack feat and any natural weapon already possessed.

    Pounce (Su) : You gain the Pounce ability. As a Swift action, you may spend 2 Beast Points (+DC 18 Unleash Beast Check) to gain a +2 (+2 per 5 points you beat the DC) circumstance bonus to damage with all of your natural attacks this round when charging and using Pounce. Each additional Beast Point spent grants +10 to check.

    Shocking (Su) : Like certain eels, you may generate damaging electricity. As a Swift action, you may spend 2 Beast Points (+DC 18 Unleash Beast check) to deal 1d6 points of electricity damage with one touch (including through a natural weapon). Your touch remains charged until you successfully touch (or are touched), or for 1 minute per 2 beast warrior levels. For every 5 points you beat the DC, you deal an additional 1d6 damage, up to a maximum of 5d6.


    5th level
    Animal Magnetism (Ex) : (prerequisite: Wild Empathy, Cha 15+) You add 1/2 of your Wild Empathy bonus to social interactions (Bluff, Intimidate, Diplomacy, etc) with non-animal creatures.

    Close Wounds (Ex) : (prerequisite: Rapid Healer) Your wounds heal at an extraordinary rate, but only to a limited degree. You gain Close Wounds 1. You heal lethal damage to nonlethal damage at a rate of 1 hit point/round. You may select this feat a total of 4 times, and must wait at least 4 levels between selections. Each time you select this ability the rate increases by 1 hit point/round. NOTE: this is NOT Regeneration. You still suffer lethal damage normally.

    Trackless Step (Ex) : You gain the Trackless Step ability as per a Druid.


    6th level
    Evasion (Ex) : You gain the Evasion ability. This ability may be selected at 6th level or higher.

    Keen Scent (Ex) : (prereq: scent) The range for your scent abilities increases (180' detect, 15' pinpoint).


    7th level
    Aquatic Adaptation (Ex) : As a Standard action you may spend 2 Beast Points (DC 21 Unleash Beast Check) to gain Water Breathing. Duration 10 minutes per level, +10 minutes per 2 points you beat the DC. Each additional Beast point adds +10 to the check.

    Beast Form 1 (Su) : Choose a number of animals equal to your Wisdom modifier (minimum 1) the same size or 1 size smaller than you. Once chosen, these animals cannot be changed. As a Standard action, you may spend 2 Beast Points (DC 21 Unleash Beast Check) to take the form of one of those animals. Your Ability Scores do not change, except as shown below. You gain the Animal form’s natural attacks, and any of the following abilities the animal normally has: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent. If you choose a smaller animal, you gain +2 Enhancement bonus to your Dexterity, and a +1 Natural Armor bonus. If you choose a same-sized animal, you gain a +2 Enhancement bonus to your Strength, and a +2 Natural Armor bonus. Duration of the change is 10 minutes per level, +10 minutes for each 2 points you beat the DC. Each additional Beast point adds +10 to the check. (yes, this was basically copied from Pathfinder)

    Circle the Herd (Ex) : As a Free action, you may expend an attack of opportunity use to grant all your adjacent allies a +2 to AC until your next action. In addition, as a Move action, you may spend 2 Beast Points (DC 21 Unleash Beast Check), to grant all adjacent allies an attack of opportunity vs. any opponent you threaten. (looking for feedback on this one)

    Flight (Su) : As a Standard action, you may spend 2 Beast Points (DC 21 Unleash Beast Check) to grow wings (feathered or leathery, at your option). You gain a Fly speed of 10 feet (average maneuverability), +10 per 5 points above the DC. Duration 1 hour/level. Each additional Beast point adds +10 to the check. (you may use the Sprint ability with Flight)

    Larger than Life (Ex) : As a Standard action, you may spend 2 Beast Points (DC 21 Unleash Beast Check). Your size increases by one category, doubling your hight and mutliplying your weight by 8. Your space and reach increase to 10', and your speed does not change. If insufficient room is available for the desired growth, the you attais the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, you are constrained without harm by the materials enclosing you. Duration is 1 minute/level +1 minute/point of Wisdom modifier. This ability can counter Reduce Person. Each additional Beast Point spent grants a +10 to the check or increases duration by 1 minute per level. By spending an additional Beast Point you may manifest this power as a swift action.

    Rend (Su) : As a Swift Action, you may spend 2 Beast Points (+DC 21 Unleash Beast Check) to gain the ability to Rend. If 2 or more of your Claw attacks hit against 1 opponent in that round, you deal additional damage equal to double your base claw damage + double your Strength bonus. Each additional Beast Point spent grants a +10 to the check.

    Spines (Su) : As a Standard action, you may spend 2 Beast Point (+DC 21 Unleash Beast Check) to grow sharp spines from your body. These spines do 1d4 points of damage on a successful grapple check. The spines will grow though light armor, but not medium or heavy. For every 10 points you beat the DC, you gain a +1 enhancement bonus to natural armor, and the spines do one size category greater damage. Duration is 1 minute/level. Each additional Beast Point spent grants a +10 to the check or increases duration by 1 minute. You may also spend an additional Beast Point to manifest this power as a swift action.

    Sprint (Su) : You gain the Run feat, if you did not already have it. In addition, you keep your Dexterity bonus when running or charging. Also, as a swift action, you may pay 2 Beast Points (DC 21 Unleash Beast Check) to gain a x10 movement speed enhancement (x14 with the Run feat when using the run action) for 1 round. For every 5 points you beat the DC you gain 1 additional round of Sprint. Each additional Beast point adds +10 to the check.

    Trample (Ex) : (prerequisite: Slam attack) As a Swift Action, you may spend 2 Beast Points (+DC 21 Unleash Beast Check) to gain the ability to Trample (as per the monstrous special ability). For the purpose of determining legal targets for this ability, you are treated as one size category larger, + 1 size category per 10 points you exceed the DC.

    Wolfpack Tactics (Ex) : When you are flanking an opponent, your allies that are not flanking the same opponent are treated as though they are, and receive a +2 bonus to their melee attacks vs. that opponent. Your flanking allies instead gain a +4 bonus. In addition, if you and at least one ally flank an opponent, as a Move action you may spend 2 Beast Points (DC 21 Unleash Beast Check) to give all your flanking allies an attack of opportunity vs. that opponent. (looking for feedback on this one)


    10th level
    Awesome Blow (Ex) : You gain the Awesome Blow feat, even if you do not meet the prerequisites. You count as one size category larger for the purpose of determining legal targets for this ability. In addittion, you may spend 2 Beast Points (DC 21 Unleash Beast check) to knock your victim an additional 10', +10' per 10 points you exceed the DC.

    Extra Natural Attack (Ex) : You gain an additional attack per round with your primary natural attack form when using the Full Attack option, at a –5 to the attack roll. This ability may be selected twice (for a total of 2 additional attacks with your primary), at 10th and 20th levels.

    Serrations (Ex) : Your Critical Threat range doubles and your Critical Multiplier increases by 1 for one of your natural weapon types dealing piercing and/or slashing damage. Once chosen, the type cannot be changed. This stacks with all other spells/abilities/effects. This ability may be selected more than once, each time applying to a different natural weapon type.

    11th level
    Beast Form 2 (Su) : Choose a number of animals equal to your Wisdom modifier (minimum 1) 2 sizes smaller or 1 size larger than you are. Once chosen, this animals cannot be changed. You may choose animals that are normally not in that size range, and adapt it to that size (i.e. Large wolf). As a Standard action, you may spend 3 Beast Points (DC 24 Unleash Beast Check) to take the form of one of those animals. Your Ability Scores do not change, except as shown below. You gain the Animal form’s natural attacks, and any of the following abilities the animal normally has: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, improved grab, pounce, and trip. If you choose an animal 2 sizes smaller, you gain a +4 Enhancement bonus to Dexterity, a -2 penalty to Strength, and +1 Natural Armor bonus. If you choose an animal 1 size larger, you gain a +4 Enhancement bonus to Strength, and -2 penalty to Dexterity, and a +4 Natural Armor bonus. Duration of the change is 10 minutes per level, +10 minutes for each 2 points you beat the DC. Each additional Beast point adds +10 to the check. (again, basically copied from Pathfinder)

    Blindsense (Ex) : You gain Blindsense out to 30'. As a Standard action, you may spend 3 Beast Points (+DC 24 Unleash Beast Check) to increase the range by 15', duration 5 minutes per level. For every 5 points you beat the DC, the range increases by 15’. You may spend an additional Beast Points to grant a +10 to the check.

    Savagery II (Ex): (requires Savagery I) As an Immediate action, you may spend 3 Beast Points and make a DC 24 Unleash Beast check to add +2d8 damage to attacks made with your natural weapons this round. You gain an additional +2d8 for each 5 points you exceed the DC.

    15th level
    Beast Form 3 (Su) : Choose a number of animals equal to your Wisdom modifier (minimum 1) 3 sizes smaller or 2 larger than you. Once chosen, these animals cannot be changed. You may choose animals that are normally not in that size range, and adapt it to that size (i.e. Huge wolf). As a Standard action, you may spend 4 Beast Points (DC 27 Unleash Beast Check) to take the form of one of those animals. Your Ability Scores do not change, except as shown below. You gain the Animal form’s natural attacks, and any of the following abilities the animal normally has: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, improved grab, jet, poison, pounce, rake, trample, and trip. If you choose an animal 3 sizes smaller, you gain a +6 Enhancement bonus to Dexterity, a -4 penalty to Strength, and a +1 Natural Armor bonus. If you choose an animal 2 sizes larger, you gain a +6 Enhancement bonus to Strength, a -4 penalty to Dexterity, and a +6 Natural Armor bonus. Duration of the change is 10 minutes per level, +10 minutes for each 2 points you beat the DC. Each additional Beast point adds +10 to the check. (yes, also copied from Pathfinder)

    Commune with Nature (SLA) : By spending 10 minutes in meditation and 4 Beast Points (DC 27 Unleash Beast Check), you may Commune with Nature as per the spell. Each 10 points above the DC gains you one additional fact. Each additional Beast point adds +10 to the check.

    Improved Extra Natural Attack (Ex) : (requies Extra Natural Attack) Your attack penalty with your Extra Natural Attack and all secondary natural attacks are reduced to –2. This stacks with Multiattack and Improved Multiattack.


    18th level
    Blindsight (Ex) : (prerequisite: Blindsense) You gain Blindsight out to 30'. As a Standard action, you may spend 4 Beast Points (+DC 30 Unleash Beast Check) to increase the range by 15', duration 5 minutes per level. For every 5 points you beat the DC, the range increases by 15’. You may spend an additional Beast Points to grant a +10 to the check.


    20th level
    Greater Extra Natural Attack (Ex) : (prerequisite: Improved Extra Natural Attack) Your attack penalty with your Extra Natural Attack and all secondary natural attacks are reduced to –0. You may select this ability at 20th level (but only if you have selected Improved Extra Natural Attack before 20th level). This stacks with Multiattack and Improved Multiattack.

    Hybrid Form (Su) : When activating your Beast Form ability, you may instead choose to transform into a hybrid (bipedal) form. All changes granted by Beast Form are kept, except that you remain able to wield items and speak normally, and all of your equipment functions normally.

    Regeneration (Ex) :(prerequisite: Close Wounds) Your Close Wounds ability becomes Regeneration, at one higher than your Close Wounds rate.

    Supreme Savagery (Ex): (requires Savagery II) Your Critical Multiplier for all your natural weapons increases by 1. This stacks with all other critical multipliers from all other sources. In addition, as an Immediate action, you may spend 5 Beast Points and make a DC 30 Unleash Beast check to add +2d10 damage to attacks with your natural weapons this round. You gain an additional +2d10 for each 5 points you exceed the DC.
    Last edited by Melayl; 2010-11-22 at 03:39 PM. Reason: updates and revisions