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    Bugbear in the Playground
     
    Melayl's Avatar

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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
    Spoiler
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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

    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)

    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:
    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
    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.

    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
    [/td][/tr]
    [tr][td]
    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.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    To be updated with racial variants, feats, etc.

    Skill Syngeries:

    Unleash Beast : If you have 5 or more ranks in Unleash Beast, you gain a +2 to Survival and Intimidate checks.


    Feats:

    Extra Beast Ability [Inner Beast]
    Prerequisite: 3rd level beast warrior
    Benefit: You may gain an extra Beast Ability, up to one level lower than the highest you could choose.
    Special: this feat may be taken multiple times, each time gaining a new Beast Ability

    Extra Beast Points [Inner Beast]
    Benefit: You gain Beast Points equal to you Constitution modifier.
    Special: This feat may be taken multiple times. The effects stack.

    Improved Spending Ability [Inner Beast]
    Prerequisite:Constitution 15, 1st level beast warrior
    Benefit: You may spend up to 1 more Beast Point per round than is listed for your level.
    Special: This feat may be taken multiple times. The effects stack.

    A beast warrior may also qualify for the following Monstrous (and other) feats (among others):

    Beast Strike

    Improved Natural Armor (stacks with all other natual armor gained from this class)

    Improved Natural Attack (stacks with the Natural Weapon Beast Ability)

    Multiattack

    Improved Multiattack

    Prehensile Tail (Savage Species)(prerequisite tail slam attack)
    Last edited by Melayl; 2010-11-22 at 03:09 PM.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    There are others who will hammer through the Beast Powers one by one and give you a strong understanding of balance (Milskadith and Thrice Dead Cat both come to mind as good reviewers, as are DracoDei and Temotei22), but that's not my best talent honestly.

    However, I thought it might be nice to mention that this is a solid concept. It took me a moment to grok the class, but the idea of points+skill checks=special powers seems reasonable. My guess is that you saw the Psy War, and the Control Shape skill, and combined them into a superteam?

    I do have a few nitpickish things to ask though:
    1. Do Adaptive/Combative do anything else? If so, perhaps giving them proper full skill rundowns might be in order.
    2. The Natural Weapons are a nice touch (tentacles lol), but rather than instant action, it should probably be immediate action, as that actually means something in D&D and is likely your intent.
    3. I think the Beast Powers table needs clarification. It took me a moment to catch that it doesn't follow normal levels (1-->4-->7, etc). Perhaps expanding it to a full 20 levels, just for ease of use, might be in order.

    From the skimming I did of it, the class appears alright, though I do question only simple weapons/light armor and d8 HD for a class that is pretty clearly on the front lines. Also, why 3/4 BAB?
    Last edited by arguskos; 2010-01-24 at 05:31 PM.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Thanks for starting the reviews.

    Quote Originally Posted by arguskos View Post
    I thought it might be nice to mention that this is a solid concept. It took me a moment to grok the class, but the idea of points+skill checks=special powers seems reasonable. My guess is that you saw the Psy War, and the Control Shape skill, and combined them into a superteam?
    I was hoping it would be understandable. I did take a great deal of inspiration from the psy warrior, and some of the Beast Abilities are almost direct ports of psy warrior powers. The points/skill check system is actually a test run of an alternative spell system I'm working on.

    I do have a few nitpickish things to ask though:
    1. Do Adaptive/Combative do anything else? If so, perhaps giving them proper full skill rundowns might be in order.
    I had no intention of giving Adaptive and Combative any other uses, but I am open to suggestion on the subject.

    2. The Natural Weapons are a nice touch (tentacles lol), but rather than instant action, it should probably be immediate action, as that actually means something in D&D and is likely your intent.
    Ah, yes. That was indeed my intent. I shall have to fix that, thanks.

    3. I think the Beast Powers table needs clarification. It took me a moment to catch that it doesn't follow normal levels (1-->4-->7, etc). Perhaps expanding it to a full 20 levels, just for ease of use, might be in order.
    A good idea. I'll have to fix that too.

    From the skimming I did of it, the class appears alright, though I do question only simple weapons/light armor and d8 HD for a class that is pretty clearly on the front lines. Also, why 3/4 BAB?
    Simple weapons: I was aiming for a more simple, well, animalistic class, that relied more upon its natural weapons. I am afraid it might make it a little weak against some creatures, though. Perhaps adding a few other martial weapons?

    Light armor: The other "primal"-style class, the barbarian, has a similar restriction, and I thought it fit the theme of a "wild warrior" living out in nature. Leather and other light armors are alot easier to obtain and maintain in such conditons.

    d8 HD: Following the example of the psy warrior and monk, plus animal HD are also d8.

    3/4 BAB: Again, using the psy warrior and monk as examples, and animal BAB.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Well, at lower levels, the poor fellow is quite sad. Let's assume 3 BPs at level 1 (a +3 Con mod is reasonable). He has (given max HP) 11, worse than a fighter with a similar Con mod. He probably doesn't hit as hard as the fighter (the natural weapons are weak, and the proficiencies aren't that great), likely has worse AC, and the level 1 Beast Powers are all utility sorta things. He is a passible skill monkey, in a pinch. For at least the first few levels, the Beast Warrior is kinda behind the Fighter, Monk, Rogue, and in fact everyone else, simply because he can't deal damage.

    This brings me to my second issue that I just noted: lack of damage. The Beast Warrior doesn't add anything special to damage. I mean, Psy Warriors have powers, Fighters have increased feats, Barbarians have Rage, Rogues/Scouts/Ninjas have precision damage, and even the forsaken MONK has Flurry of Blows. The Beast Warrior... can get pounce at level 4. The Barbarian can get it at level 1 and the Psy War gets it as a Power. The BW needs some damage buffs, and bad.

    Finally, it NEEDS Full BAB. The Monk is not something to compare to, and the Psy War has powers, helping to negate that issue. The Beast Warrior doesn't have anything to boost that attack score.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    I do state that they'd likely fit the scout/skirmisher role, but could do the front line (with the right Beast Abilities).

    I was wondering about the lower damage output. They do have the option of having two attacks per round at 1st level -- either two claws/tentacles, or a weapon and a secondary bite/slam/gore. They also get the option to take Venom at 1st level. Or an Animal Companion (yes, the BW himself won't do more damage, but it does add extra damage). Also, at 4th level, the BW can increase the damage die of their natural weapon (2 - 1d4 claws become 1d6, or that secondary bite 1d8), or gain another.

    If I recall correctly, the BW gets Pounce before the PW (by a level or two, anyway).

    I'm still not sure if I want to increase the BAB, but I'll keep thinking about it.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Eh, the damage die isn't the issue, it's modifiers. Yes, they can do the Power Attack thing like a Fighter can, but a Barbarian still does it better. Hell, a Rogue can probably out damage them much of the time.

    As for the Animal Companion: if you have to rely on another creature to fight your battles for you, one that isn't even a unique class feature, that's not a great thing.

    Pounce: Psy Wars get Psionic Lion's Charge at level 4. Barbarians still get it at level 1. Also, if you take Pounce at level 4, you can't get Natural Weapon upgrades until level 5, which slows your damage further.

    Them being scouts/skirmishers is great, it really is, and they seem very very competent at it (the scaling mechanic in the skill beast powers is a nice touch), but they still need to DO something in combat. Right now, they don't have enough. Scouts get Skirmish even! Scouts, the class that the Beast Master is DIRECTLY competing with for party role, get extra damage on their attacks. The Beast Master can't compete with that currently.

    At the worst, give them some more beast powers that let them tap into the ferocity of the wild, gives them more damaging abilities. That way, you can be a scouter and still be able to kill dudes on your own, just in case. Options never hurt, right?

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Huh... I am just starting my read through and have a different view...

    My first thought was "two good saves, good skill points, low-light vision, and extra attacks to mix in with my normal ones (such as a gore on top of a 2 hander)"... not a bad 1 level dip for someone who expects to end up in melee at all...

    That said, I will have to read further do decide if it needs full BAB.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    No medium armor? Hide is out of the picture?

    The animal companion ability should specify that it levels as a druid's companion as well. Otherwise, no one will want it until they're a much higher level.

    Arctic/Desert adaptation--I think when you were outlining energy resistance, you meant to say fire, not heat/flame.

    Does catfall stack with Tumble's ability to reduce falling damage (I imagine it does)?

    Climb like a monkey is an extraordinary ability. I see nothing supernatural about it.

    Discern north has limited uses, but it's an option. I'd recommend adding something after, "This ability lasts 24 hours, and is always active." I would say, "This ability lasts 24 hours, and is constantly active during that time, regardless of antimagic effects (such as an antimagic field).

    Healthy as a horse is mostly weak, but I suppose if you didn't have anything else to pick...

    Hide from notice is a nice one for a scouting beast warrior. Very nice. I don't see anything supernatural about it though. The color change isn't really supernatural, if that's what you were thinking.

    Same goes for jump like a rabbit.

    Keen-eared is not supernatural...

    Move like a cat isn't supernatural.

    Natural armor is cool.

    Quiet as a mouse, I imagine, is supposed to say Move Silently, not Sneak. Not supernatural.

    Serpent blooded is less useful than the disease resistance one, but I suppose if your DM uses a lot of enemies that spit poison or something, it could help.

    Sharp-eyed, slippery as an eel, and swim like a fish aren't supernatural. Just extraordinary.

    Venom is odd, because it uses Wisdom for its saving throw. Usually, it's Constitution that governs it. Why a beast warrior wouldn't spend two beast points for 2d8 Con damage is beyond me, but whatever. Maybe you should say it costs two extra beast points for +10 on those checks.

    Rapid metabolism is a good ability. Nice little thing to have there. The name could use a bit of a revision though.

    The 3rd level abilities look fine.

    Animal affinity is cool, but at later levels, it'll start to lose its appeal. Maybe you could change the bonus type to competence or insight or something.

    Ferocity is cool. Can you keep using it over and over again?

    Natural weapon is a nice ability to pick.

    Pounce is a must-have.

    Speak with animals is...eh. Flavorful.

    Close wounds would be fine as an extraordinary ability. I also think it would be fine to just give fast healing.

    6th level is okay.

    Aquatic adaptation could probably be extraordinary.

    It's ability scores, not ability stats. You said the latter in beast form I.

    Circle the herd is a good ally-friendly ability. I like it. Pretty cool. Extraordinary ability, probably, though. Don't capitalize attack of opportunity, and don't put it in quotes.

    manifest this power as a swift action.
    Reword that under larger than life. Also, this is probably extraordinary, not supernatural.

    Rend is fine.

    Spines is cool, although I would rule that the spines can grow through hide armor. Not that they're proficient...

    Holy crap. Sprint can be like overland flight. Except faster. Fast movement x 5 = +50 feet. Assuming human (30 feet), you have an 80 foot speed now. Run gives you x4. 320 feet. Sprint gives x10. 3200 feet. Unless they don't stack, and you're going with the stacking multipliers rule. In which case, it would maybe be something like...80*13 = 1040 feet. Still really fast. I like it, but maybe you should specify if it stacks with the run full-round action, and if it does, does it multiply by 4 then 10, or does it just multiply by 4 and 10 put together with D&D rules (I'm not sure what that comes out to...13 or 14)?

    Wolfpack tactics is considerably weaker than circle the herd. I'd say give +4 to already flanking allies, and +2 to not-flanking. Then make it 2 beast points to give all allies an attack of opportunity against the enemy, or make circle the herd take 4 to give that, if you want them to be balanced to each other. You should.

    Extra natural attack is a must if you're going with strengthening your natural attacks (you will if you take this class).

    Just look above for beast form I's critique. That applies here.

    Blindsense already has a radius...

    Flight is always good to have, but this might be coming a bit late. Consider moving flight down to a lower level (say, level 7 or 10...a little after the wizard/sorcerer get fly, since flight is potentially more powerful).

    Improved extra natural attack should require extra natural attack.

    Blindsight already has a radius.

    Hide in plain sight is cool.

    I think you should provide at least three level 20 abilities to choose from. That way, you can't get all the most powerful abilities of the class, and it makes customization more viable. The class, right now, is railroading players into going a full natural attack route. Maybe you could provide aspects of nature's creatures as choices. Ferocity could be the current level 20 ability. Repose (or something) could be automatic stabilization when dying, in addition to slow healing. It could also improve on the fast healing granted by the previous close wounds.

    That's all I've got for now. Feel free to ask questions or justify your supernatural abilities.

    Also consider changing the skills per level to 4 + Int mod.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by arguskos View Post
    Eh, the damage die isn't the issue, it's modifiers.
    I believe they get to add their full Strength modifier to their natural attacks, but I could be wrong.

    Also, if you take Pounce at level 4, you can't get Natural Weapon upgrades until level 5, which slows your damage further.
    BW get two Beast Abilities per level after 1st level. So they can take Natural Weapon and Pounce at 4th level.

    Them being scouts/skirmishers is great, it really is, and they seem very very competent at it (the scaling mechanic in the skill beast powers is a nice touch),
    Thanks.

    but they still need to DO something in combat. Right now, they don't have enough. Scouts get Skirmish even! Scouts, the class that the Beast Master is DIRECTLY competing with for party role, get extra damage on their attacks. The Beast Master can't compete with that currently.
    I'm still not sure about the damage thing -- see DracoDei's post -- but I'm trying to keep an open mind. I have this bad habit (from the homebrew game I play in) of making things rather overpowered. I guess maybe I'm overcompensating now.

    At the worst, give them some more beast powers that let them tap into the ferocity of the wild, gives them more damaging abilities. That way, you can be a scouter and still be able to kill dudes on your own, just in case. Options never hurt, right?
    This is a good idea. If you have any (beast-themed) suggestions, I'm definitely listening. I'll try to come up with some on my own, too.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Damn. Totally missed they get two each level. I figured they got one. Huh. They'll actually probably run out of stuff to take in that case.

    Damage concern: yes, even with full Str bonus, they aren't dealing that much. I mean, most builds capitalize on damage by adding more modifiers, either through more dice or more pluses on the roll. Chargers use Power Attack multipliers. Rogues/Scouts use precision damage. The Beast Warrior has neither, which is my concern. Some sort of Skirmish-like progression might be in order, or the ability to spend a Beast Point to make a Combative check and add damage based on that roll.

    Actually, there's an idea for a Beast Power:

    Level 1 Beast Power
    Ferocity 1 (Ex): As a swift action, the Beast Warrior may spend a Beast Point and make a Combative check. For each 5 points the roll exceeds 5 by, the Beast Warrior may add +1 damage to all melee attacks he makes this round. For each 2 extra Beast Points he spends, increase the result of the roll by 5.

    Level 5 Beast Power:
    Ferocity 2 (Ex): As Ferocity 1 (and requires it), but instead he adds +2 damage.

    Level 10 Beast Power:
    Ferocity 3 (Ex): As Ferocity 2, but instead he adds +1d4 damage.

    Level 15 Beast Power:
    Ferocity 4 (Ex): As Ferocity 3, but instead he adds +1d8 damage.

    Level 20 Beast Power:
    Ultimate Ferocity (Ex): As Ferocity 4, but instead he adds +1d12 damage.


    Note that at higher levels, he'll basically one-hit everything he can get his hands on. Then again, at level 20, he should basically be the incarnation of the animal world's fury and power, so that's pretty reasonable. Besides, most level 20 characters worth their salt should eat anything alive.

    Other possible attack-themed Beast Powers could be the ability to grow ranged weapons (spines or quills) and similar inspirations from the natural world.

    EDIT: Saw DracoDei's post. What that says to me is "wow, this is a great dip class, not a full on "I want to take this to 20" class. He's right too, it IS an amazing dip class currently. That's not a good thing in my eyes though. I really do like it, even though I'm kinda ripping into it. The combo of points and skill checks makes it appealing, since I rarely see such a thing.
    Last edited by arguskos; 2010-01-24 at 10:11 PM.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by Temotei221 View Post
    No medium armor? Hide is out of the picture?
    I guess, since two of you mentioned it, I might reconsider and allow Hide, but no other medium armors.

    The animal companion ability should specify that it levels as a druid's companion as well.
    It does.

    Arctic/Desert adaptation--I think when you were outlining energy resistance, you meant to say fire, not heat/flame.
    Oops. Fixed, thanks.

    Does catfall stack with Tumble's ability to reduce falling damage (I imagine it does)?
    Added.

    Climb like a monkey (and the others) is an extraordinary ability. I see nothing supernatural about it.
    I had them as both, since they could be boosted, but I've now changed it to just Ex.

    Discern north has limited uses, but it's an option. I'd recommend adding something after, "This ability lasts 24 hours, and is always active." I would say, "This ability lasts 24 hours, and is constantly active during that time, regardless of antimagic effects (such as an antimagic field).
    Added, thanks.

    Healthy as a horse is mostly weak, but I suppose if you didn't have anything else to pick...
    Serpent blooded is less useful than the disease resistance one, but I suppose if your DM uses a lot of enemies that spit poison or something, it could help.
    What would you suggest as a bonus number? Or is it just that disease and poison aren't often used?

    Natural armor is cool.


    Quiet as a mouse, I imagine, is supposed to say Move Silently, not Sneak.
    Fixed.

    Venom is odd, because it uses Wisdom for its saving throw. Usually, it's Constitution that governs it. Why a beast warrior wouldn't spend two beast points for 2d8 Con damage is beyond me, but whatever. Maybe you should say it costs two extra beast points for +10 on those checks.
    I used Wisdom since it determines their skill with the Beast Abilities. And I would imagine that when a BW reaches 5th level (when they can spend 2 BP per round) that they would do so. But they do still have a limited pool to draw from. Also, I am trying to keep things relatively consistant to +1 BP = +10 to checks.

    Rapid metabolism is a good ability. Nice little thing to have there. The name could use a bit of a revision though.
    Thanks, and done.

    The 3rd level abilities look fine.
    Thanks

    Animal affinity is cool, but at later levels, it'll start to lose its appeal. Maybe you could change the bonus type to competence or insight or something.
    Changed to insight for now...

    Ferocity is cool. Can you keep using it over and over again?
    As it is written right now, only offensive actions are allowed, so I'd probably have to say no. At this point, at least. I may have to add a feat or ability that allows them to spend extra points to continue an ability that is currently active.

    Natural weapon is a nice ability to pick.
    I thought they should be able to get one hell of alot better with their natural attacks.

    Pounce is a must-have.
    Probably, yeah.

    Speak with animals is...eh. Flavorful.
    I will admit that I did add some abilities purely for flavor, with limited usefulness expected.

    Close wounds would be fine as an extraordinary ability. I also think it would be fine to just give fast healing.
    I've thought about adding that they could spend BP to gain fast healing. I may have to add that.

    6th level is okay.
    Thanks.

    Aquatic adaptation could probably be extraordinary.

    It's ability scores, not ability stats. You said the latter in beast form I.
    Fixed.

    Circle the herd ...(snip)
    Thanks, and fixed.

    (snip)...larger than life...(snip)
    Is it worded better now?

    Rend is fine.
    Thanks.

    Spines is cool, although I would rule that the spines can grow through hide armor.
    I took the wording from a potion in the MIC that grew spines...

    Holy crap. Sprint can be ...(snip)
    Yeah, it's supposed to be fast. I'll change it to: [i]x10 (when charging, x13 when using the run full-round action, x14 with the Run feat).

    Wolfpack tactics is considerable weaker than circle the herd. I'd say give +4 to already flanking allies, and +2 to not-flanking. Then make it 2 beast points to give all allies an attack of opportunity against the enemy, or make circle the herd take 4 to give that, if you want them to be balanced to each other. You should.
    Mostly fixed. For consistancy issues, all 7th level powers cost 2 BP (I hadn't fixed that in the last draft for these powers). So I really can't make Wolfpack Tactics cost less. What else could be done to balance them?

    Extra natural attack is a must if you're going with strengthening your natural attacks (you will if you take this class).
    Yup.

    Blindsense already has a radius... Blindsight already has a radius.
    Oops. I guess I was operating on the assumption that it was directional. Fixed.

    [quote[Flight is always good to have, but this might be coming a bit late. Consider moving flight down to a lower level (say, level 7 or 10...a little after the wizard/sorcerer get fly, since flight is potentially more powerful).[/quote]
    Moved to 7th level. Also added that Sprint may be used with Flight.

    Improved extra natural attack should require extra natural attack.
    Don't know how I missed that... fixed.

    I think you should provide at least three level 20 abilities to choose from. That way, you can't get all the most powerful abilities of the class, and it makes customization more viable. The class, right now, is railroading players into going a full natural attack route. Maybe you could provide aspects of nature's creatures as choices. Ferocity could be the current level 20 ability. Repose (or something) could be automatic stabilization when dying, in addition to slow healing. It could also improve on the fast healing granted by the previous close wounds.
    You're right, it does lean that way. I'll have to consider things. Maybe I will add the Fast Healing, or something.

    Also consider changing the skills per level to 4 + Int mod.
    I did the 6+ route since they have to spend skills on Adaptive and Combative (to make them usable), and I wanted them to still have skill points left for other skills.

    Thanks alot for the review, Temotei.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    You gain an Animal Companion as a Druid of your Beast Warrior level.
    It doesn't say anywhere that it levels with you like a druid's animal companion. Just that you get the animal companion as a druid of that level.

    I'd recommend giving a lot more in terms of abilities not focused on natural attacks, so the class allows for more versatility and customization.
    Last edited by Temotei; 2010-01-24 at 11:04 PM.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by arguskos View Post
    Actually, there's an idea for a Beast Power: ...(snip)
    I like that. But, to keep consistancy (see my second table), I'll have to change it a little. How about:

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

    Level 11:
    Savagery II (Ex): (requires Savagery I) As an Immediate action, you may spend 3 Beast Points and make a DC 24 Combative check to add +1d8 damage to your next successful attack with your natural weapons. You gain an additional +1d8 for each 5 points you exceed the DC.

    Level 20:
    Supreme Savagery (Ex): (requires Savagery II) As an Immediate action, you may spend 5 Beast Points and make a DC 30 Combative check to add +1d12 damage to your next successful attack with your natural weapons. You gain an additional +1d12 for each 5 points you exceed the DC.

    If that looks good, I'll add it.

    Then again, at level 20, he should basically be the incarnation of the animal world's fury and power


    Other possible attack-themed Beast Powers could be the ability to grow ranged weapons (spines or quills) and similar inspirations from the natural world.
    Toying with a Plating power for additional AC or DR. I'll have to think of some others.

    EDIT: Saw DracoDei's post. What that says to me is "wow, this is a great dip class, not a full on "I want to take this to 20" class. He's right too, it IS an amazing dip class currently. That's not a good thing in my eyes though.
    So how can I fix this? I really want it to be something people want to take to the top.

    I really do like it, even though I'm kinda ripping into it. The combo of points and skill checks makes it appealing, since I rarely see such a thing.
    Thanks, it's nice to know people like it. And, as we've seen, I need the critique. As my sig says, we only improve through failure (and recognition of that failure). :)
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by Temotei221 View Post
    It doesn't say anywhere that it levels with you like a druid's animal companion. Just that you get the animal companion as a druid of that level.
    Clarified.

    I'd recommend giving a lot more in terms of abilities not focused on natural attacks, so the class allows for more versatility and customization.
    I'd love to (I wanted this class to be very customizable and versatile), I'm just trying to figure out what.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    The Savagery power is fine. I just tossed out an idea.

    Personally, I think that this class needs ranged options. If you've seen X-Men 3, the dude in the woods who can grow and fire spines from his arms was pretty sweet.

    Something involving tapping into nature might be interesting too, duplicate specific Druid spells (like Entangle) through his in-touchness with Nature or whatever.

    Maybe Polymorphing into a bear or something? I dunno. Just throwing ideas out at this point.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    I never said it wasn't something people would want to take to 20... I haven't read far enough to make such a statement (or alternatively to deny it).
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by DracoDei View Post
    I never said it wasn't something people would want to take to 20... I haven't read far enough to make such a statement (or alternatively to deny it).
    Eh, that was me, not you, fair enough. It IS a good dip class though, no denying it.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

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

    Level 11:
    Savagery II (Ex): (requires Savagery I) As an Immediate action, you may spend 3 Beast Points and make a DC 24 Combative check to add +1d8 damage to your next successful attack with your natural weapons. You gain an additional +1d8 for each 5 points you exceed the DC.
    Already, I see a problem. You're spending 3 times the amount you spent on the first version for (on average) two extra damage. That's 2 BP for 2 damage. Not only that, but the DC is increased by a lot.

    Let's say you qualify for both of these. You take both. Alright. Spend 1 BP on the first one for (level 11 beast warrior has 14 ranks and 14 Wis) +16 to your check. Automatic success, plus the likelihood of exceeding it by 10 for an extra 2d4 damage. Total -- 3d4 damage.

    Same situation (level 11 beast warrior, 14 ranks, 14 Wis) spends 3 BP on the second version. With +16, you can assume you'll get the DC, but probably won't exceed it by 5 or more consistently for a while. +1d8 vs. +3d4. Not even close.

    I recommend raising the damage bonus to 2d8 (9 average) or 2d10 (11 average) for the second version. That way, 3d4 (7.5 average) doesn't really compete. It shouldn't, considering you're spending only 1 BP on it.

    I'd like to see some special effects added in too. Maybe make the damage 2d6 or 2d8, and add in some sort of status effect.

    Level 20:
    Supreme Savagery (Ex): (requires Savagery II) As an Immediate action, you may spend 5 Beast Points and make a DC 30 Combative check to add +1d12 damage to your next successful attack with your natural weapons. You gain an additional +1d12 for each 5 points you exceed the DC.
    Same goes for here as above, except the DC is slightly more reasonable.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by DracoDei View Post
    I never said it wasn't something people would want to take to 20... I haven't read far enough to make such a statement (or alternatively to deny it).
    Sorry, DracoDei, if I gave the wrong impression.

    As I look at other options for the BW, I thought a Skunk-type power would be interesting. Then I read over your Mepholk -- would I be able to borrow their Spray ability for this class?
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Ok, I see the problem then. I looked over the spells and powers available for 1st, 4th, and 6th level abilities (the equivalent levels) and realized these were definitely lacking. How about this, then

    Level 1:
    Savagery I (Ex): As an Immediate action, you may spend 1 Beast Point and make a DC 15 Combative check to add +1d4 damage to your next successful attack with your natural weapons. You gain an additional +1d4 for each 5 points you exceed the DC.
    (no change)


    Level 11:
    Savagery II (Ex): (requires Savagery I) As an Immediate action, you may spend 3 Beast Points and make a DC 24 Combative check to add +2d8 damage to your next successful attack with your natural weapons. You gain an additional +2d8 for each 5 points you exceed the DC.

    Level 20:
    Supreme Savagery (Ex): (requires Savagery II) As an Immediate action, you may spend 5 Beast Points and make a DC 30 Combative check to add +2d10 damage to your next successful attack with your natural weapons. You gain an additional +2d10 for each 5 points you exceed the DC.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    I like the class, seems like boat loads of fun. I especially like how you balanced the Beast Form.

    Only two things I would change would be to tone done animal companion a bit. If it is leveling with the Beast Warrior, I'd suggest druid-4, possibly -2. Animal Companions are mean.

    Second thing would be looking at Extra Natural Attack. Read the Multifighting rules, they are quite nice and already balanced. Giving these as bonus feats would be easily understood for this class. Also, one can take those lines of feats before the Beast Warrior gives you the benefits form Class Abilities.

    All in all, nice class but just a minor tweak or two in my perspective.

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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
    Spoiler
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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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    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by Spate View Post
    I like the class, seems like boat loads of fun. I especially like how you balanced the Beast Form.
    Thanks! However, I can't take credit for balancing Beast Form. It was almost a direct port from the Pathfinder Beta rules.

    Only two things I would change would be to tone done animal companion a bit. If it is leveling with the Beast Warrior, I'd suggest druid-4, possibly -2. Animal Companions are mean.
    It's something I'll think about, anyway. I put it as Druid to show their deeper connection to animals, but I might consider -2.

    Second thing would be looking at Extra Natural Attack. Read the Multifighting rules, they are quite nice and already balanced. Giving these as bonus feats would be easily understood for this class. Also, one can take those lines of feats before the Beast Warrior gives you the benefits form Class Abilities.
    I think you misread Extra Natural Attack or Multiattack. Extra Natual Attack gives you another attack per round (using the full attack option) with your primary natural weapon i.e. two bite attacks per round or three claw attacks per round. Multiattack reduces the penalties you get from your secondary natural weapon (using the full attack option). But yes, the Multiattack feats would also be useful to this class.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by Thrice Dead Cat View Post
    Okay, time to dissect this puppy... er, frog, whatever, you get the idea

    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.

    This all looks in order. Reminds ne somewhat like the Totemist, which isn't a bad thing, mind.
    I did get some inspiration from the Totemist and Incarnum. I had originally done some planning for an Incarnum version, but didn't like where it was heading, so I shifted gears.
    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.
    Good to both, and I am of the same opinion.

    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+.
    Oops. I need to fix that Sneak thing, and add MS in there too. And yes, Adaptive and Combative are both needed (if you want to get the most out of your Beast Abilities) -- that was why I went with 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.
    One of the inspirations was lycanthropy, but the beast warrior is so much more in control of his abilities. And my lycanthrope inspirations were largely from Patricia Briggs novels and other such works. I did buy Curse of the Moon (Sean K. Reynolds) as I worked up the class, but it wasn't quite what I was looking for either.

    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.
    I wasn't sure if RAW would have them proficient or not, so I covered my bases. And I'm coming around to the Hide armor side of the argument.

    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.
    Just wait until I finish and post my skill-based spellcasting rules...


    You may want to change the wording on Low Light Vision. (snip)
    the x3 thing was my intent. I just assumed that it would be understood, but it does sound confusing now. I'll fix it, thanks.

    "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.
    Looking back at Claws of the Beast, I see that it is a swift action. I'll have to change that as well. Thanks.

    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.
    The initial natural weapon is their primary natural attack (I thought it said that). If they wish to use a normal weapon, then it can be secondary to that (just like all natural weapons). Thanks for the reminder about Strength modifiers. I'll need to add those, too. And I already added clarification that you increase the damage die if you choose a natural weapon you already have.

    (snip) 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.
    Good ideas, all. I'll have to work on some of that.

    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.
    Each time they manifest the ability, they can manifest any or all of the natural weapons they have (even claws, bite, slam, tentacle, and gore all at the same time, if they have them all). Once a natural attack is chosen, it is permanent, and cannot be changed. And thanks for the reminder about dismissing them. I'll have to add that, too.
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  26. - Top - End - #26
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

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

    Quote Originally Posted by Melayl View Post
    Beast Abilities

    *snip of overview*


    *table death*

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

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

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    Animal Companion is solidly good for the same reasons it's good for a Druid. I would maybe decrease it down to BW Level-3, minimum one. If a BW really wanted to, then they could spend a feat to get it up to their character level.

    The Arctic/Desert Adaptation is also interesting. I would, however, mention that you gain all of the lesser abilities if you spend more BP. This way, you've got the Endure Effect up at all times even if you went a little heavy to get energy resistance.

    Calm Animals is a little underwhelming as the only effect. May add something else? Not too sure there.

    You may want to turn "Catfall (Su)" into Catfall (PLA). Also, you have it as "instant action" where I think you mean immediate.

    For Climb Like a Monkey, why not just give them a Climb speed? I'd probably just throw that on there for 1 or 2 BP for 24 hours, in addition to the base effect.

    Discern North is near worthless. All characters with 5 ranks in Survival can do that for free.

    Healthy as a Horse is also kind of underwhelming. It's not stated, but I'm inclined to assume it protects against magical diseases as well.

    Hide from Notice doesn't do much. If it wasn't for the fact that this is a first level ability, I would almost suggest throwing Hide in Plain Sight on top of it. As is, maybe also let it boost Move Silently checks instead?

    Jump Like a Rabbit feels like the rest of the skill boosters to me, sadly. Not sure what additional feature to throw here, though.

    Keen-Eared feels much like the rest, too. May throw on Spot checks too?

    For Lesser Scent, do you just mean Scent? RAW, I am not familiar with anything called Lesser Scent. Other than that, looks fine.

    For Move Like a Cat, I'd maybe include some of the benefits of the Balancing Lorecall spell (Spell Compendium) if extra BP are used.

    Natural Armor feels like something to grab when nothing else strikes your fancy. Basically a free feat, so, not bad.

    I love Plating, but you need to clarify the initial Max Dex restriction on it. As is, it sounds like you start with NI Max Dex for the first cost, then go down to -1 Max Dex, which is silly and a little counter-intuitive. I also like how the extra BP further increase the duration.

    Quiet as a Mouse: see my comments on Hide from Notice. If you don't merge them, not sure what to add here.

    Savagery I: I'd almost want to say "add +1d4 damage..." for the next round with your natural weapons. It'd be a little extra incentive to take this for those guys who grabbed claws or tentacles is all. Otherwise, it shouldn't be an issue as it is a first level power.

    Mix Serpent Blooded with Healthy as a Horse maybe? Poisons are probably more likely to show up than diseases, but bonus to one usually come with bonuses to the other.

    Sharp-eyed: see keen-eared. Again, no clue what a "secondary" effect would be here.

    Slippery as an Eel is like the rest of its kin. A bonus to grapple checks may also be a good idea for higher BP costs.

    Swim like a Fish: see Climb Like a Monkey.

    Track is a little underwhelming. In the case of Natural Armor, you're getting either an epic feat (not really) or an otherwise difficult to qualify monstrous feat (assuming you don't already have a natural armor score of at least +1).

    Venom looks okay, but it needs an initiation action. I also feel that, without some significant bonuses for having a higher wisdom score, the use of wisdom over constitution for the save feels forced. May just be me. This ability is missing the initiation action, however. Is it standard, move or swift?

    Wild Empathy feels kind of like Track. Doesn't really do much, but may be used to get into an odd PrC or two. Other than that, it feels like filler.


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

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

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

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

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

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

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


    Quote Originally Posted by Melayl View Post
    4th level
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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.

    Bestial Roar (Su) : As a Standard action, you may spend 1 Beast Point (+DC 18 Combative check) and release a terrifying primal roar. Intelligent enemies of HD equal to or less than your beast warrior level within 30’ (that can hear you) must make a Will save (Combative check result + 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 and additional Beast Point to increase the range by 10’ (per additional Beast Point).

    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,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 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.

    Shocking (Su) : Like certain eels, you may generate damaging electricity. As a Standard action, you may spend 2 Beast Points (+DC 18 Combative 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.

    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.
    The abilities are starting to get interesting. Only thing I can really complain about is having so many of them take a standard action. I do not feel it would be too much to have most of these combat abilities be swifts to activate.

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    Animal Affinity is probably good as an insight bonus, considering that once you choose a power, it's there for life.

    Bestial Roar should probably have it's save be 10+Half Level+Wisdom modifier instead of being based on the skill check. I still kind of question the large amount of points needed to gain the better effects, but having a fear effect option is nice. This does need a duration on how long the fear lasts and you should probably change "Intelligent creatures" to either "any creature with an Intelligence score" or "any creature with an Intelligence score of 3 or greater."

    Ferocity is like a more limited Die Hard. It may be passable if you can continue functioning even passed -10 HP, but with restrictions akin to the Rage Claws soulmeld on just how far down you can go.

    Improved Grab/Trip are both solid, as Int feels like one massive dump stat here. I approve!

    Natural Weapon looks like a solid ability, but you may want to apply the same restrictions on when you can retake it that you did with a few of the other abilities. Also, you can go ahead and drop "instant" from this sentence "You may manifest all of your natural weapons with the same instant action." Other than that, I would suggest having the first time you take this ability make all of your natural attacks, current and future, magical. Not necessarily give them a bonus a la magic fang, just magical. Otherwise, DR may hurt.

    Pounce looks fine, just change the language to say "You gain the pounce ability" and your golden.

    Shocking should probably either be a lower action or last longer than just one use, kind of like what I suggested for venom.

    Speak with Animals feels like another filler ability, but, hey, now you know how Comrade Bear really feels about the rest of the party.


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

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

    Quote Originally Posted by Melayl View Post
    6th level
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    Evasion (Ex) : You gain the Evasion ability. This ability may be selected at 6th level or higher.
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    Woo! I loves me some Evasion. 6th level feels a little late, but, hey, you're getting it before the Ranger!

    Quote Originally Posted by Melayl View Post
    Scent (Ex) : (prereq: lesser scent) You gain the scent ability. You may choose this ability at 6th level or higher.
    See some my comments on "Lesser Scent." Really, though, Scent can be a first level ability, considering ToB. You may want to switch this to limited blindsense.

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

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

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

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

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

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

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

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

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

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

    Quote Originally Posted by Melayl View Post
    11th level
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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.

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

    For Beast Form II, in addition to what I suggested on Beast Form I, I would alter the language to "choose an animal between two sizes smaller to two sizes larger than you." Other than that, looks fine.

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

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

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

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

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

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

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

    Quote Originally Posted by Melayl View Post
    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).

    Supreme Savagery (Ex): (requires Savagery II) As an Immediate action, you may spend 5 Beast Points and make a DC 30 Combative check to add +2d10 damage to your next successful attack with your natural weapons. You gain an additional +2d10 for each 5 points you exceed the DC.
    Fast Healing feels a little late to the party.

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

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




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

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


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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Quote Originally Posted by Thrice Dead Cat View Post
    (snip) All of that thourough review.
    It'll take me a few days (likely) before I can respond (starting a string of 12 hour shifts), but I will. I'll edit it into this post when I can.

    Thanks for reviewing it all (I had forgotten how much there was).

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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Fast healing, as is, is weak for a 20th level ability. I'd say give it regeneration as well, and make it so when the beast warrior rests for eight hours, they recover all of their hit points. Resting twenty-four hours would give an extra fast healing point for a day.

    Just an idea. Another solution would be to have fast healing come in earlier.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    There's alot to comment on here, so instead of doing the multi-quote thing, I'll just add my comments in red. I'll be cutting and pasting some comments together so that I may respond to them together.

    Quote Originally Posted by Thrice Dead Cat View Post
    The only time it looks like the cost will be an issue is when Con damage comes into play or level 1. I'd assume you just lose BP equal to the change in Con mod X levels, but that's something you may wish to mention when Con starts changing. I'll need to do that, thanks.

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    Animal Companion is solidly good for the same reasons it's good for a Druid. I would maybe decrease it down to BW Level-3, minimum one. If a BW really wanted to, then they could spend a feat to get it up to their character level. I'll think about that (particulary since everyone else has had the same comment.

    The Arctic/Desert Adaptation is also interesting. I would, however, mention that you gain all of the lesser abilities if you spend more BP. This way, you've got the Endure Effect up at all times even if you went a little heavy to get energy resistance. Done.

    Calm Animals is a little underwhelming as the only effect. May add something else? Not too sure there. Nor I, to be honest.

    You may want to turn "Catfall (Su)" into Catfall (PLA). Also, you have it as "instant action" where I think you mean immediate. I copied Catfall directly from the SRD (sovelior_sage). I did make the change to Immediate, though.

    See below for comments on the skill-boosting abilities.

    Discern North is near worthless. All characters with 5 ranks in Survival can do that for free. But can they do it in a dungeon/castle/etc? I did think that this was a weak ability, but I was just filling in abilities that animals have. Maybe adding some type of ability to keep from getting lost?

    Healthy as a Horse is also kind of underwhelming. It's not stated, but I'm inclined to assume it protects against magical diseases as well. Mix Serpent Blooded with Healthy as a Horse maybe? Poisons are probably more likely to show up than diseases, but bonus to one usually come with bonuses to the other. Done.

    For Lesser Scent, do you just mean Scent? RAW, I am not familiar with anything called Lesser Scent. Other than that, looks fine. It's from Sean K. Reynolds' Curse of the Moon. I added the text along with a link under lesser scent. It had been my understanding that many people found scent to be too powerful for low-level characters. I'll do some thinking on it.

    Natural Armor feels like something to grab when nothing else strikes your fancy. Basically a free feat, so, not bad.

    I love Plating, but you need to clarify the initial Max Dex restriction on it. As is, it sounds like you start with NI Max Dex for the first cost, then go down to -1 Max Dex, which is silly and a little counter-intuitive. I also like how the extra BP further increase the duration. Removed the whole max Dex thing.

    Savagery I: I'd almost want to say "add +1d4 damage..." for the next round with your natural weapons. It'd be a little extra incentive to take this for those guys who grabbed claws or tentacles is all. Otherwise, it shouldn't be an issue as it is a first level power. Added "for all your natural attacks this round" to all the Savagerys.

    Track is a little underwhelming. In the case of Natural Armor, you're getting either an epic feat (not really) or an otherwise difficult to qualify monstrous feat (assuming you don't already have a natural armor score of at least +1). I don't know that anything else can be done to improve it. It is a feat, after all.

    Venom looks okay, but it needs an initiation action. I also feel that, without some significant bonuses for having a higher wisdom score, the use of wisdom over constitution for the save feels forced. May just be me. This ability is missing the initiation action, however. Is it standard, move or swift? Fixed the initiation action. As for using Wisdom -- I'm using it as the "casting stat" for these abilities, so I've based the DC on it for that reason.

    Wild Empathy feels kind of like Track. Doesn't really do much, but may be used to get into an odd PrC or two. Other than that, it feels like filler. It fits the flavor of the class. And I'm thinking of adding some other abilities that build upon it. Though perhaps I should add Calm Animals under this?


    The insane amount of skill boosters here kind of saddens me, especially without some sort of additional benefit other than +more. Factoring the fact that this guys can get pretty high DCs for just a little bit extra makes them look like chumps compared to Incarnum-users who get to throw around their similar skill boosting levels for free all day without locking them out of combat abilities. From what I recall, Incarnum users have to lock Essentia into feats to get those bonuses. However, I did make upgrades to all of the skill boosters. I increased the duration to 1 hour/level, and added other niceties to most of them. I'll highlight those in a separate post.

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

    Rapid Healer looks a little lonely here. The 1/day limitation is also saddening. Maybe gain extra uses for extra BP? Also, you should mention that it's a standard healing rate for one complete night's of rest. Rapid healer was a repost of the Rapid Metabolism feat. It is a CHANGE to your normal healing, not a healing boost. I've clarified that language.

    The DR/silver looks great when you can first get it, then decreases rapidly in effectiveness. Although, hey, the first time you get it, it's a guaranteed -1 to damage taken from most weapons! I'd probably have this start at DR 5, then work up at a lower increment. +2 or 3, probably. I've upgraded it to +2 per selection. I'm not sure about increasing it further. If I recall correctly, it should also allow your natural weapons to bypass silver DR.

    Endurance is a feat. Also a bland one, but, it does open the door to Steadfast Determination... except you actually would probably have an acceptable Wisdom score. Maybe throw Diehard on here, too. Not like it's going to overpower someone. Endurance is also gained by the Ranger at this level, and I think I'll leave it as-is.

    Fast Movement looks fine if other abilities start to provide some skirmish capabilities. I'm hoping they will.

    Woodland Stride is okay. Not a terribly good or bad class ability, just kind of there. Awful handy for a detected scout trying to outpace his pursuers. But again, the Druid and Ranger got it, and it fits the flavor.


    The abilities are starting to get interesting. Only thing I can really complain about is having so many of them take a standard action. I do not feel it would be too much to have most of these combat abilities be swifts to activate. Changed most of them to swifts.

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    Animal Affinity is probably good as an insight bonus, considering that once you choose a power, it's there for life. Increased the duration to 10 minutes/level also.

    Bestial Roar should probably have it's save be 10+Half Level+Wisdom modifier instead of being based on the skill check. With the skill based systems (this and spellcasting) I'm working on, the DCs will be based off of the skill checks. I'll probably leave this as is. I still kind of question the large amount of points needed to gain the better effects, but having a fear effect option is nice. This does need a duration on how long the fear lasts and you should probably change "Intelligent creatures" to either "any creature with an Intelligence score" or "any creature with an Intelligence score of 3 or greater." Duration was listed at 1 minute per level. I did make the language change, thanks.

    Ferocity is like a more limited Die Hard. It may be passable if you can continue functioning even passed -10 HP, but with restrictions akin to the Rage Claws soulmeld on just how far down you can go. There is no limit on how low you can go. With Diehard, you take damage after completing a strenuous activity (like trying to kill someone). This allows you to fight almost unrestricted (offensive actions only).

    Improved Grab/Trip are both solid, as Int feels like one massive dump stat here. I approve! Can't dump too much, or you won't get all the skill points you need

    Natural Weapon looks like a solid ability, but you may want to apply the same restrictions on when you can retake it that you did with a few of the other abilities. It is listed in the beginning of the description "a total of 6 6 times, starting at 4th level, and you must wait at least 3 levels between selections. Also, you can go ahead and drop "instant" from this sentence "You may manifest all of your natural weapons with the same instant action." Other than that, I would suggest having the first time you take this ability make all of your natural attacks, current and future, magical. Not necessarily give them a bonus a la magic fang, just magical. Otherwise, DR may hurt. I may just add magical strike as a free granted ability at 4th level.

    Pounce looks fine, just change the language to say "You gain the pounce ability" and your golden. Done.

    Shocking should probably either be a lower action or last longer than just one use, kind of like what I suggested for venom. Changed to a swift action.

    Speak with Animals feels like another filler ability, but, hey, now you know how Comrade Bear really feels about the rest of the party. again, it fits the flavor of the class.


    Close Wounds looks a little underwhelming, but it does lead into more. Off hand, I'm not sure if anything out in 3.5 other than Regeneration can switch lethal damage to nonlethal. I may end up changing this to Fast Healing, but I don't know if that will make it too powerful.

    Trackless Step is just another copied ability. Not much to say here Again, Ranger and Druid get it, and it fits the flavor of the class.

    Woo! I loves me some Evasion. 6th level feels a little late, but, hey, you're getting it before the Ranger!


    See some my comments on "Lesser Scent." Really, though, Scent can be a first level ability, considering ToB. see my comments on lesser scent. I'll think about increasing lesser scent to scent, and reducing the level of the rest of the chain. You may want to switch this to limited blindsense.

    Aquatic Adaption should probably just give water breathing. If you just want it to give Hold Breath, click here for its normal wording. Added hold breath under Swim like a Fish.

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

    Ooooh, I like Circle the Herd. However, I would either remove the DC 21 to it and make it just opposed by Sense Motive or vice versa. Giving people attacks is nice, even if they are techincally AoOs. Done (DC check only). Also changed it to a Move action.

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

    For Rend, the damage is usually 2x base claw damage +1(Maybe 1.5x?)Str mod. Also, it should be "2 or more claw attacks" for those out there for more than the usual amount of arms. Done (kept the x2 Strength mod, though).

    Spines looks okay. The bonus to natural armor feels a little weird, but it's not a bad thing. I would also allow an option to shoot the spines as ranged attacks, but only every other round, as the spines "regrow." If you go that route, maybe even through on a bigger attack with them, but at the cost of losing the benefit for a little while (1d4 rounds). I copied the language from a potion in the MiC. I'm not sure about adding the whole "shoot-the-spines" thing, but I'll think on it. Really, not many animals have a ranged attack...

    Sprint is a little underwhelming to me. Feels like filler. Not sure what to do with it, though. With some decent ranged options, it does open the option to kite enemies. It can function like Expiditious Retreat for the discovered scout, and it makes it easier to close on an enemy. Maybe I should add something about getting a bonus to avoid aoo for moving through threatened squares? or decrease the level (and check/cost accordingly)?

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

    I'm inclined to make Flight a 24-hour ability, with or without making it (Su) in nature. Warlocks have Fell Flight, so why not help the Beast Warrior save on points. I've increased the duration to 1 hour/level.

    I'd go ahead and just copypasta the language from Claw of the Warrior. That would help out slightly with the language, but, if you want it as is, it would mean having three attacks at X, X-5 and X-5 rather than X, X-5, and X-10. I'm not sure which would be better, as one option would let you have more attacks sooner, while the other offers the secondary attacks a greater chance of landing. I'm more inclined to the former, considering the second time you would take this ability is at 20th. I don't know. I'll think on that one further.

    If you take my suggestions for Lesser Scent, Scent, then I would either make Blindsense Blindsight or just make this Blindsense last 24 hours instead. I'm considering reworking this tree. See scent.

    Commune with Nature is an okay spell, but it's primary users have had it for five levels now, which is kind of sad here. Not sure what else could go here in addition to it or instead. The Ranger doesn't get access to it until 14th level. I didn't think Druids got it -- I was mistaken, and they've had it since 9th level...I'll think on it.

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

    Like what I said on Blindsense and the rest of that chain. Although, this may be fine eating up points to activate. See my other comments on this tree.

    Eeech. Later HiPS is very late. I'd bump this forward several levels. I've added it under the Hide from Notice ability (after they reach a +10 bonus).

    Fast Healing feels a little late to the party. Yeah. I may be upgrading the tree to give Fast Healing later, but it makes me nervous about possibly overpowering things. I'll probably change this to Regeneration, eventually.

    Greater Extra Natural Attack is basically Improved Multiattack, but only at 20th level. Yeah. See my comments on ENA. I'm not sure what to place here instead, if I change things.

    Supreme Savagery feels a little underwhelming by this point. I would probably increase the base extra damage to +4d10, maybe even +6d10.
    Added "for each natural attack this round" like with the other 2 in the tree.



    Overall, the class doesn't seem like it can actually provide in the skirmisher role, like you suggest: it just doesn't have anything to do at range. Very few animals have a ranged attack (except like the spitting cobra and such). What if I give them access to bows? The higher level abilities seem a little lacking in number, but that's understandable for a work in progress. I would also go ahead and include a general option for all abilities with an activation of "one standard action" to become swift actions, either as a feat or as extra BP, like some already are. I already changed some, but I may add a feat like that for the rest.

    Other than that looks good so far. It's a little weaker than the Psychic Warrior, due to the issue at lower levels with the skill checks and the low amount of options at higher levels. Still, not bad for a first (or is it second) draft. Thanks.
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    Default Re: [3.5] Beast Warrior v1.1 [PEACH]

    Any further comments before I let the thread pass away?
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