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    Default Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    The inspiration for this class
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    I had a lot of different inspirations for the Beast Warrior. Foremost among those was, probably, Vixen, of DC Comics. And yes, there was also Wolverine and Wild Child and Sabertooth and Black Panther and other such characters of Marvel Comics. Then there was the desire to make something that was kind of like a lycanthrope without actually making a lycanthrope (I tried to do a lycanthrope class before, but it didn’t quite work). And, of course, there were characters like Tarzan and Mowgli and Enkidu, all of them having that bestial kind of flair. I hope I’ve captured that flavor, and that you enjoy it.

    Melayl


    I am not only open to, but actively seeking advice on names of abilities (particularly the new skills) and balance/flavor/everything else. I’ve aimed for a power level about that of the psychic warrior, but I don’t know if I hit it.

    Beast Warrior

    Abilities:
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    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:
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    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:
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    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 of the animal world.


    Organization:
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    Outside of a tribe or clan, Beast Warriors rarely have any formal organization.


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


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


    Other Classes:
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    Beast Warriors tend to be most comfortable with Barbarians, Rangers, and Druids, since they tend to share interests and backgrounds.


    Alignment: Any

    Hit Die: D8

    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

    {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 (1)

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Beast Ability (2)

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    | Beast Ability (2)

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    | Beast Ability (2)

    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, as well as any natural weapons you gain from this class.

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

    Inner Beast (Su): You gain your power from a supernatural connection to the beasts of the world. Some of you are born with this connection; others gain it through study and meditation. This connection allows you to 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.

    Low Light Vision (Ex): You gain low light vision. If you already have it from a different source, your range doubles.

    Natural Weapon (Su): You gain a natural weapon and are proficient with its use. You may manifest this natural weapon as an instant 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.

    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

    4th|
    2nd
    |
    18
    |
    1-2
    |
    1

    5th||||
    2

    7th|
    3rd
    |
    21
    |
    2
    |
    2

    9th||||
    3

    11th|
    4th
    |
    24
    |
    3-4
    |
    3

    13th||||
    4

    15th|
    5th
    |
    27
    |
    4
    |
    4

    17th||||
    5

    18th|
    6th
    |
    30
    |
    4-5
    |
    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. 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 Heat/Flame 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. 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, Su) : 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 always active. 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, Su) : 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, Su) : 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, Su) : 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, Su) : 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, Su) : Your movements are quieter. You gain a +4 Competence bonus to Sneak 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, Su) : 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, Su) : 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, Su) : 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 Metabolism (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 Enhancement 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. 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 abilityat 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 (Su?) : (prerequisite: Rapid Metabolism) 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 (Su) : 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 Stats 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, Su) : 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 3 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 (Su) : 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. You may also spend an additional Beast Point to 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 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, Su) : When you are flanking an opponent, your allies that are not flanking the same opponent receive a +1 bonus to their melee attacks vs. that opponent. Your flanking allies retain their +2 bonus. In addition, if you and at least one ally flank an opponent, as a Full Round action you may spend 3 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)


    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 Stats 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 or (with a +10 to the DC) gain Blindsense in a radius. You may choose this ability at 11th level or higher.

    Flight (Su) : As a Standard action, you may spend 3 Beast Points (DC 24 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 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 Stats 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)

    Improved Extra Natural Attack (Ex) : 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 or (with a +10 to the DC) gain Blindsight in a radius. 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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    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).
    Last edited by Melayl; 2009-09-10 at 12:15 AM. Reason: Added types to some of the bonuses

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    No comments at all? I know it isn't perfect, but I didn't think it was that bad.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    I don't really understand your beast point system. you have some abilities that don't require them, as for the abilities, do I choose the abilities I get at level up or every day? Also, 6 skillpoints when you have both good fort and ref is a little much in my opinion. flavor-wise its good, but mechanically wise I'm not really sure if it is balanced compared to other base classes. If you can give me comparative examples I would love to see them.
    Last edited by Averagedog; 2009-09-08 at 03:25 PM.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    First off, thanks for commenting. Now I'll try to answer your questions.

    You choose abilities at level up. Basically, I tried to make an a-la-carte system of class abilities. I'm trying to make it as adaptable and customizable as I can.

    As for the Beast Points: yes, some abilities don't require them; they're just granted abilities that you can always use -- like rangers getting a weapon fighting style, or a fighter's bonus feats. Some abilities are more powerful, and supernatural or spell-like in origin or function (like a half-caster's spells). These require you to spend your energy (Beast Points) to power them. If you could clarify what else you don't understand about the Beast Point system, I should be able to answer you a little better.

    As for the 6 skill points per level, I gave them that many since use of the Beast Points (and the abilities that rely on them) are tied to two skills. To make them useful, you need to invest skill points in them. (yes, I know, it is a new system -- that's part of the fun for me: the creation of a new system and other new things) I'm also using this skill system as kindof a test for a new magic system. We'll see if its worth it.

    I'm hoping to get a few sample Beast Warriors statted up for 1st, 5th, 10th, 15th, and 20th, so people have something better to judge by. Like I said, I'm hoping to balance with the psychic warrior.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    I like the concept, but something just doesn't quite sit right with me... I think it has to do with the way the beast abilities are organized. So, do you pick the beast abilities you can use and then have to spend beast points on them to activate them? That would make sense, but then I just feel that it could potentially just end up having some abilities completely neglected since they aren't nearly as useful.

    I haven't had a chance to go through each ability yet, but I think some of them needs to have it's wording cleared up too.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    You choose any two abilities that are available as you level. Some of them (like Natural Weapon and Close Wounds) you don't need to spend points on. Some of them (like Venom and Pounce) you need to spend points to activate.

    The abilities are organize by the level they are first available (but they can be chosen at any level thereafter).

    And you're correct; some abilities probably won't be nearly as useful as others (Discern North, for example). I put them in because they're abilities that animals have, and they offer variety for someone who wants something a little different.

    I will probably have to go through each ability to look at wording again. Thats what I get for posting it that late at night. If any inparticular strike you as poorly worded, let me know and I'll try to fix them.

    And thanks for the comments. One cannot improve without knowing their flaws.
    Last edited by Melayl; 2009-09-08 at 12:32 AM.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    Quote Originally Posted by Averagedog View Post
    mechanically wise I'm not really sure if it is balanced compared to other base classes. If you can give me comparative examples I would love to see them.
    It has the same BAB and HD as the psychic warrior, and fewer weapon and armor options. BW saves are better (2 good) than PW, however, as are skill points. The BW does eventually have more special abilities then the PW, but they don't have as many to choose from (the PW power list is quite extensive).

    Same BAB and HD as the monk, worse saves, better skill points. Overall fewer abilities than the monk, but barely so. Natural weapon comparatively equal to monk's unarmed strike (except that the BW improves his Natural weapon at the cost of other abilities). Weapon and armor options are about the same. However, the monk eventually gains weapon enhancements to their attacks (magic, law, adamant), and the BW doesn't.

    Way less powerful than Druid (kinda goes without saying, there...), as well as cleric and wizard and sorcerer (spells pack quite the whollop).

    Possibly (probably) more powerful than the fighter, except in terms of BAB, HD, and equipment options.

    Not sure about the barbarian. Lower BAB and HD, better saves and skill progression, mostly worse equipment selection.

    Same HD and saves and skill points as ranger, worse BAB and equipment selection, spells at least equal to Beast Abilities (and rangers can change their spells daily).

    Better HD and saves than rogue, worse skills, same BAB, marginally worse equipment selection.

    Worse HD and BAB than paladin, better saves and skills, worse equipment selection, spells probably superior to Beast Abilities.

    Some of this won't matter, depending upon the type of adventure/game you're in and what you're faced with at the time.

    Hopefully this helps.

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    Default Re: Beast Warrior: Unleash the power of your Inner Beast [3.5] base class

    Hoping for more comments on the class: Flavor, Balance, etc.

    I'm still working on example characters for various levels.

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