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

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    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
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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.
    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
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    Beast Abilities

    You gain a number of Beast Abilities as you level; one at 1st level and two every level thereafter. 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 Adaptive or Combative 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.

    1st level
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    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). You may choose this ability at 1st level or higher.

    Arctic/Desert Adaptation (Su) : As a Standard action, you may spend 1 Beast Point (DC 15 Adaptive Check) to gain an Endure Elements effect (as per the spell) for 24 hours. By spending 3 Beast Points (DC 21 check) you 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. You may choose this ability at 1st level or higher.

    Calm Animals (SLA) : As a Standard Action, you may spend 1 Beast Point (DC 15 Adaptive Check), to Calm Animals, as per the spell. You may choose this ability at 1st level or higher.

    Catfall (Su) : As an instant action you may spend 1 Beast Point (and a DC 15 Adaptive 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. This ability may be selected at any level.

    Climb like a Monkey (Ex) : You become more adept at climbing. You gain a +4 Competence bonus to Climb checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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. If your bonus reaches +8 or more, you gain a Climb speed of 30. Duration of this extra bonus is 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Discern North (Su) : As a Standard action, you may spend 1 Beast Point (DC 15 Adaptive Check) to gain the ability to unerringly know which direction is North. This ability lasts 24 hours, and is constantly active during that time, even in areas of antimagic effect. You may choose this ability at 1st level or higher.

    Healthy as a Horse (Ex) : You become more resistant to disease. You gain a +4 to Fortitude saves made to resist disease. You may choose this ability multiple times, but no more than once every 2 levels, and the bonuses stack.

    Hide from Notice: (Ex) : You become more adept at hiding from sight. You gain a +4 Competence bonus to Hide checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 . Duration of this extra bonus is 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Jump like a Rabbit : (Ex) : You become better at jumping. You gain a +4 Competence bonus to Jump checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Keen-eared (Ex) : Your hearing becomes more acute. You gain a +4 Competence bonus to Listen checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Lesser Scent (Ex) : You gain the lesser scent ability. You may choose this ability at 1st level or higher.

    Move like a Cat (Ex) : Your balance improves. You gain a +4 Competence bonus to Balance checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

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

    Quiet as a Mouse : (Ex) : Your movements are quieter. You gain a +4 Competence bonus to Move Silently checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Serpent Blooded (Ex) : You become more resistant to poisons. You gain a +4 to Fortitude saves made to resist poison. You may choose this ability at 1st level or higher. You may choose this ability multiple times, but no more than once every 2 levels, and the bonuses stack.

    Sharp-eyed (Ex) : Your vision becomes sharper. You gain a +4 Competence bonus to Spot checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Slippery as an Eel : (Ex) : You are more difficult to confine. You gain a +4 Competence bonus to Escape Artist checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive 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 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Swim like a Fish (Ex) : You become more at home in the water. You gain a +4 Competence bonus to Swim checks. In addition, as a Standard action, you may spend 1 Beast Point (DC 18 Adaptive Check), to gain an additional +2 Competence bonus to Swim checks. For every 5 points you beat the DC, you gain an additional +2 Competence bonus . If your bonus reaches +8 or more, you gain a swim speed of 30. Duration of this extra bonus is 10 minutes per level. Each additional Beast point adds +10 to the check. You may choose this ability at 1st level or higher.

    Track : You gain the Track feat, even if you do not meet the prerequisites. This ability may be selected at any level.

    Venom (Su) : Spend 1 Beast Point (+DC 15 Combative Check), gain venom that does 2 points CON dam ( Fort negates, DC 10+1/2 level + Wisdom modifier) with one attack. 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. You may gain this ability at 1st level or later.

    Wild Empathy (Ex) : You gain Wild Empathy as per a Druid or Ranger. This ability may be selected at any level.


    2nd level
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    Rapid Healer (Ex) : You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If someone with the Heal skill tends you successfully, you instead regain double the normal amount of hit points + double your Constitution bonus. You may choose this ability at 2nd level or higher.


    3rd level
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    DR/silver (Su) : You gain DR 1/silver. You may select this ability a total of 6 times, beginning at 3rd level, and must wait at least 3 levels between selections. Each time you select this ability, you gain another +1 to your DR/silver.

    Endurance : You gain the Endurance feat, even if you do not meet the prerequisites. This ability may be selected at 3rd level or higher.

    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, starting at 3rd level, and must wait at least 3 levels between selections.

    Woodland Stride (Ex) : You gain the Woodland Stride ability as per a Druid or Ranger. This ability may be selected at 3rd level or higher.


    4th level
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    Animal Affinity (Su) : As a Standard Action, you may spend 1 Beast Point (+DC 18 Adaptive 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 1 min/level. You may choose this ability at 4th level or above. You gain minor beastlike physical appearance changes when in use.

    Ferocity (Su) : As an Immediate action, you may spend 2 Beast Points (+DC 18 Combative Check) to gain the ability to continue fighting without penalty even when disabled or dying. 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, 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. You may choose this ability at 4th level or higher.

    Improved Grab (Ex) : You gain Improved Grab as per the feat, even if you do not meet the prerequisites. This ability may be chosen at 4th level or higher.

    Improved Trip (Ex) : You gain Improved Trip as per the feat, even if you do not meet the prerequisites. This ability may be chosen at 4th level or higher.

    Natural Weapon (Su) : This ability may be chosen a total of 6 times, starting at 4th level, and you must wait at least 3 levels between selections. Each time you choose it you may gain a different 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 instant 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). This progression stacks with the Improved Natural Attack feat and any natural weapon already possessed.

    Pounce (Su) : As a Swift action, you may spend 2 Beast Points (+DC 18 Combative Check) to gain ability to make full attack after a charge. You may gain this ability at 4th level or higher. Each additional Beast Point spent grants +10 to check.

    Speak with Animals (SLA) : As a Standard action, you may spend 1 Beast Point (+DC 18 Adaptive Check) you gain the ability to Speak with Animals, as per the spell. You may choose this ability at 4th level or higher.


    5th level
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    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, starting at 5th level, 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. This ability may be selected at 5th level or higher.


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

    Scent (Ex) : (prereq: lesser scent) You gain the scent ability. You may choose this ability at 6th level or higher.


    7th level
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    Aquatic Adaptation (Ex) : As a Standard action you may spend 2 Beast Points (DC 21 Adaptive Check) to gain Water Breathing or Hold Breath 8. Duration 10 minutes per level, +10 minutes per 2 points you beat the DC. Each additional Beast point adds +10 to the check. You may choose this ability at 7th level or higher.

    Beast Form 1 (Su) : Choose any one Small or Medium animal (assuming a Medium Beast Warrior, otherwise same size or 1 size smaller). Once chosen, this animal cannot be changed. As a Standard action, you may spend 2 Beast Points (DC 21 Adaptive Check) to take the form of that animal. 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 Small animal, you gain +2 Enhancement bonus to your Dexterity, and a +1 Natural Armor bonus. If you choose a Medium 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. You may choose this ability at 7th level or higher. (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 Full Round action, you may spend 2 Beast Points (DC 21 Combative Check, opposed by Sense Motive), to grant all adjacent allies an attack of opportunity vs. any opponent you threaten. (looking for feedback on this one)

    Larger than Life (Ex) : As a Standard action, you may spend 2 Beast Points (DC 21 Combative Check). You are treated as one size category larger for all beneficial purposes (except natural weapon damage). Duration is 1 round/level +1 round/point of Wisdom modifier. Each additional Beast Point spent grants a +10 to the check or increases duration by 1 minute. By spending an additional Beast Point you may manifest this power as a swift action. You may choose this ability at 7th level or higher

    Rend (Su) : As a Swift Action, you may spend 2 Beast Points (+DC 21 Combative Check) to gain the ability to Rend. If 2 of your Claw attacks hit against 1 opponent in that round, you deal additional damage equal to base claw damage + double your Strength bonus. Each additional Beast Point spent grants a +10 to the check. You may gain this ability at 7th level or later.

    Spines (Su) : As a Standard action, you may spend 2 Beast Point (+DC 21 Combative 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. You may gain this ability at 7th level or later.

    Sprint (Su) : As a swift action, you may pay 2 Beast Points (DC 21 Combative Check) to gain a x10 movement speed enhancement (when charging, x13 when using the run full-round action, x14 with the Run feat) 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. You may choose this ability at 7th level or above.

    Wolfpack Tactics (Ex) : When you are flanking an opponent, your allies that are not flanking the same opponent 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 Full Round action you may spend 2 Beast Points (DC 21 Combative Check, opposed by Sense Motive) to give all your flanking allies an attack of opportunity vs. that opponent. (looking for feedback on this one)

    Flight (Su) : As a Standard action, you may spend 2 Beast Points (DC 21 Adaptive 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 10 minutes/level. Each additional Beast point adds +10 to the check. (you may use the Sprint ability with Flight) You may choose this ability at 7th level or higher.


    10th level
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    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.


    11th level
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    Beast Form 2 (Su) : Choose any Tiny or Large animal (or animal 2 sizes smaller or 1 size larger than you are). Once chosen, this animal cannot be changed. You may choose an animal that is 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 Adaptive Check) to take the form of that animal. 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 a Tiny animal, you gain a +4 Enhancement bonus to Dexterity, a -2 penalty to Strength, and +1 Natural Armor bonus. If you choose a Large animal, 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. You may choose this ability at 11th level or higher. (again, basically copied from Pathfinder)

    Blindsense (SLA) : As a Standard action, you may spend 3 Beast Points (+DC 24 Adaptive Check) to gain Blindsense out to 30’, duration 5 minutes per level. For every 5 points you beat the DC, the range increases by 5’. You may spend an additional Beast Points to grant a +10 to the check.You may choose this ability at 11th level or higher.




    15th level
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    Beast Form 3 (Su) : Choose any Diminutive or Huge animal (or an animal 3 sizes smaller or 2 larger than you). Once chosen, this animal cannot be changed. You may choose an animal that is 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 Adaptive Check) to take the form of that animal. 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 a Diminutive animal, you gain a +6 Enhancement bonus to Dexterity, a -4 penalty to Strength, and a +1 Natural Armor bonus. If you choose a Huge animal, 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. You may choose this ability at 15th level or higher. (yes, also copied from Pathfinder)

    Commune with Nature (SLA) : By spending 10 minutes in meditation and 4 Beast Points (DC 27 Adaptive 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. You may choose this ability at 15th level or higher.

    Improved Extra Natural Attack (Ex) : (requies Extra Natural Attack) Your attack penalty with your Extra Natural Attack is reduced to –2. This ability may be selected at 15th level or later.


    18th level
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    Blindsight (SLA) : (prerequisite: Blindsense) As a Standard action, you may spend 4 Beast Points (+DC 30 Adaptive Check) to gain Blindsight out to 30’, duration 5 minutes per level. For every 5 points you beat the DC, the range increases by 5’. You may spend an additional Beast Points to grant a +10 to the check. You may choose this ability at 18th level or higher.


    19th level
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    Hide in Plain Sight (Ex) : You gain the Hide in Plain Sight ability as per a Ranger. You may choose this ability at 19th level or higher.


    20th level
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    Fast Healing (Ex) :(prerequisite: Close Wounds) Your Close Wounds ability becomes Fast Healing, at one higher than your Close Wounds rate.

    Greater Extra Natural Attack (Ex) : (prerequisite: Improved Extra Natural Attack) Your attack penalty with your Extra Natural Attack is reduced to –0. You may select this ability at 20th level (but only if you have selected Improved Extra Natural Attack before 20th level).
    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.
    Last edited by Thrice Dead Cat; 2010-01-25 at 06:25 PM.


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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.