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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default "Rule One: No mineral or vegetable, only animals." [3.PF Base Class]

    Disclaimer
    Spoiler
    Show
    Since it's far too late to change the thread title, I'd like everyone to know that this is 3.PF material and you are free to PEACH. And like most of my material, this is a work in progress till I say otherwise.



    Nagual



    ”The raw strength of a bear...the serene grace of a swan...the undying tenacity of the badger... How could you live a life without these things once knowing them?”
    -Kailee Thraneleaf, Half-Elf Nargual.

    Many are there those who take upon themselves the forms and traits of other creatures; be it through magic, psionic power or the shaping of unspeakable forces. Those molders of the flesh and form place upon themselves the guise not their own to accomplish tasks and challenges that stand before them. They wield these transmutations like the finely honed tools of a consummate craftsmen but in the end they are but one tool amongst many for them.

    Such is not the approach or the mindset of the Nagual. They do not treat the changing of forms as just another item in a hackneyed bag of tricks, they view it as a way of life. The Nagual are gifted with this talent at birth but only truly come into its mysterious ways once they come of age. These warriors of the shifting flesh have within them a deep connection to the natural world, a primal instinct and calling that few others can share. This can easily set them apart and make outcasts of them, being branded monsters, demons and witches.

    Whether ultimately good or evil, the Nagual are a great boon to their allies and a terrifying foe to their enemies. For how safe does one truly feel when those out for your blood can not be distinguished from the millions of beasts that surround one every day?

    Other Classes: The Nagual finds a kindred spirit in both the Ranger and the Druid, all three classes having their roots grounded in the verdant cycle of the natural world. Barbarians are generally seen as fellow warriors of the same harsh environs as the Nagual, but only those who devote themselves to an animalistic totem are ever as well related to as the Ranger or Druid. Clerics and Bards are generally seen as the harbingers of the encroaching civilization of the modernizing world but those of nature deities and more less civilized lives can be easily held in high regards.

    Fighters and Paladins are always at an arms length and under a watchful eye since, more times than not, they are the ones who hunted and persecuted the Nagual or came into their homes and carved a way for greater ecological devastation.

    Sorcerers and Wizards are marveled at best for their world shaking power and disdained at worst because of their pedestrian treatment of shapeshifting.

    Monks are admired for their strict discipline and Rogues valued for the unique niches they fill but Naguals as a whole are mostly of neutral opinion towards the two classes.

    Role: The Nagual is first and foremost a melee combatant. They wade through the front lines of combat, slaughtering enemies and taking away harmful attention from their allies. But because of the great versatility of the forms allowed to them they are not solely locked in that role.

    Alignment: Any Neutral.

    Hit Dice: d10

    Class skills: Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge: Geography (Int), Knowledge: Nature (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), Swim (Strength)
    Skills: 4+Intelligence Modifier per level


    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|
    Special
    |Forms

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |
    Minor Seeming, Seeming, Wild Empathy
    |
    3

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |
    Morphic Trait, Woodland Stride
    |
    3

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |
    Fluid Seeming, Trackless Step
    |
    4

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |
    Morphic Trait, Path of the Beast, Uncanny Dodge
    |
    4

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |
    The Humanoid Animal, Shifting Defense
    |
    5

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |
    Kitten Soul, Morphic Trait
    |
    5

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |
    Improved Uncanny Dodge
    |
    6

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |
    Morphic Trait
    |
    6

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |
    Bonus feat, Elephant Heart
    |
    7

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |
    Morphic Trait
    |
    7

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |
    Natural Mystery
    |
    8

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |
    Morphic Trait
    |
    8

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |
    Draconic Majesty
    |
    9

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |
    Morphic Trait
    |
    9

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |
    Corrupted Essence
    |
    10

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |
    Morphic Trait
    |
    10

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |
    Planeswalker
    |
    11

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |
    Morphic Trait
    |
    11

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |
    Bonus feat
    |
    12

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |
    Morphic Trait, Perfect Seeming
    |
    12
    [/table]

    Class Features:

    Weapon and Armor Proficiency:
    Nagual are proficient with simple weapons and light armor, barding and any form of armor wearable by animals.

    Seeming (Su):
    A Nagual is capable of warping and molding their body to become a member of the animal kingdom in near perfection. When using this ability the Nagual is affected by the following changes:

    Spoiler
    Show

    Ability Scores
    The Nagual loses any racial bonuses or penalties they possess to their physical ability scores. They instead gain a +2 racial bonus to any physical scores the creature they have adopted the form of has a bonus in and likewise take a -2 racial penalty to any physical score they have a penalty in. This bonus/penalty increases by an additional +2/-2 for every two levels the Nagual has in this class, to a maximum of +10/-10 at 20th level. If the Nagual changes size category, they gain an additional +2 size bonus to Strength and Constitution and a -2 size penalty to Dexterity for every size category over their original size or a +2 size bonus to Dexterity and a -2 size penalty to Strength and Constitution for every size category under.

    These cumulative bonuses and penalties cannot exceed the original racial bonuses and penalties of the creature who's form the Nagual is assuming.


    Natural Armor
    The Nagual loses any natural armor that they already have, instead gaining +2 natural armor bonus. This bonus increases by an additional +2 for every two levels the Nagual has in this class, to a maximum of +10 at 20th level. If the Nagual changes size categories, they gain an additional +2 size category over their original size.

    These cumulative bonuses cannot exceed the original natural armor bonus of the creature who's form the Nagual is assuming.


    Movement Modes
    The Nagual loses any movement modes that they already possessed and gain the base land speed of the creature who's form they are assuming.

    If the creature has a burrow, climb or swim speed, the Nagual gains this movement mode at half their base land speed. At 5th and 10th level, this increases to equal to and double their base land speed respectively.

    If the creature possesses a flight speed, the Nagual gains this movement mode at one quarter their base land speed and at three steps lower maneuverability (minimum Clumsy). At 5 and 10th level, this increases to one half and equal to their base land speed respectively and the maneuverability increases by one and two steps respectively.


    Sensory Modes
    The Nagual loses any sensory modes that they already had and gain normal, low-light or dark vision (out to 60 feet) that the creature who's form they are assuming possesses.

    If the creature has any other sensory modes (such as scent, tremorsense, blind sense or blind sight), the Nagual gains them out to 5 feet. This range increase by an additional 5 feet for every two levels the Nagual has in this class. This range cannot exceed the original range possessed by the creature who's form the Nagual is assuming.


    Racial Skill bonuses
    The Nagual loses any racial bonuses they received to any skills. They then select one skill that the creature who's form they are assuming has a racial bonus in, gaining a +2 racial bonus to that selected skill. This bonus increases by +2 for every four levels the Nagual possesses in this class, to a maximum of +10 at 20th level. At 5th and 10th level, the Nagual may select an additional skill past the first.

    These cumulative bonuses cannot exceed the original racial skill bonus of the creature who's form the Nagual is assuming.


    Natural attacks
    The Nagual loses any natural attacks that they have, gaining one primary natural attack possessed by the creature who's form they are assuming. For every four levels the Nagual possesses in this class, they gain another natural attack the creature has (selecting first from primary and then secondary when no more remain) to a maximum of 5 at 20th level.



    A Nagual loses the ability to speak any languages it knows while changed into the form of another creature, limited to only communicating as is natural to that creature. All of the Nagual's armor and gear (save items that can be used by the creature the Nagual is changing shape into, such as barding) melds into the Nagual's new form, rendering it unusable.

    Changing shape is a standard action that does not provoke an attack of opportunity. A Nagual can use this ability a number of times per day equal to its total levels in this class and each use of Seeming lasts for one hour per level it possesses in this class. A use of Seeming expires either when the time limit is reached or the Nagual returns to its natural form.

    A Nagual can never assume the form of a unique creature nor the form of templated creatures or creatures that are made up of multiple creatures (such as swarms).

    Seeming Forms: A Nagual is limited in its ability to take the forms of other living creatures, having a selection of beasts it is most familiar with. A Nagual may only select a creature of the animal or vermin type as one of its Seeming Forms and this must be a creature that the Nagual has encountered before (thus a Nagual who has lived in a tropical environment can not choose a Polar Bear, no matter how much they have studied the creature but haven't seen one yet).

    The Nagual can not choose a creature who's CR is more than their levels in this class+1 and can not choose a creature who is more than one size category larger or smaller than the Nagual's base size (ignoring any ability or trait that increase size such as the Giant simple template or the Enlarge Person spell).

    Every time a Nagual would gain another Seeming Form known they may choose to replace one of their already known Forms with another. This substitution follows all of the same restrictions as if learning a new Form.

    A Nagual knows three Seeming Forms at 1st level and gains another Form known every two levels.

    Minor Seeming: The Nagual begins to delve into the concept of using minute applications of its Seeming instead of the full force. They gain the Minor Seeming feat (see below) as a bonus feat.

    Wild Empathy (Ex): A Nagual can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Nagual rolls 1d20 and adds their levels in this class and their modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the Nagual and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A Nagual can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they takes a –4 penalty on the check.

    Morphic Trait: Fighting in a form not their own, a Nagual quickly adapts and learns styles and skills of combat best suited for them. At 2nd level, and every 2 levels afterwards, she picks one of the traits from the list below. These traits can only be used while the Nagual is using their Seeming class ability. Unless noted otherwise they work identically to the Barbarian Rage powers of the same name (Rage Powers that can be used a limited amount of times per rage instead can only be used the same amount of times per encounter). The Nagual counts as a Barbarian of their level-4 (minimum 1) for qualifying for and for determining the effects of any Morphic trait.

    Morphic Traits
    Spoiler
    Show
    • Bleeding Blow
    • Boasting Taunt
    • Clear Mind
    • Come and Get Me
    • Crippling Blow
    • Fearless Seeming [as Fearless Rage]
    • Flesh Wound
    • Ground Breaker
    • Ground Breaker, Greater
    • Guarded Life
    • Guarded Life, Greater
    • Internal Fortitude
    • Intimidate Glare
    • Knockback
    • Knockdown
    • Mighty Swing
    • Overbearing Advance
    • Overbearing Assault
    • Powerful Blow
    • Reflexive Dodge
    • Renewed Life
    • Renewed Vigor
    • Renewed Vitality
    • Smasher
    • Spell Sunder
    • Strength Surge
    • Sunder Enchantment
    • Superstition
    • Terrifying Howl
    • Unexpected Strike
    • Witch Hunter


    Woodland Stride (Ex): A Nagual has long learned to move quickly through the natural world. They may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.

    Fluid Seeming (Su): The line between the Nagual's natural form and those it assumes has become almost nonexistent. The Nagual reverting to its natural form and then back into another no longer causes a use of Seeming to expire.

    Trackless Step (Ex): A Nagual becomes an impossible quarry to hunt. A Nagual leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

    Path of the Beast (Ex): A Nagual becomes so comfortable in skins not its own that it moves and fight as though it was such a creature. The Nagual gains the Extraordinary special attacks and special qualities that a creature it becomes, when using the Seeming class feature, possesses.

    Uncanny Dodge (Ex): A Nagual begins to rely on a sixth sense reacting to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to Armor Class if immobilized. A Nagual with this ability can still lose their Dexterity bonus to Armor Class if an opponent successfully uses the feint action against them.

    If a Nagual already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

    The Humanoid Animal (Ex): The Nagual has discovered a secret truth; humanoids are also animals. The Nagual retains the ability to speak any language it knows while using its Seeming class feature.

    Shifting Defense (Ex): As the Nagual spends more and more time in a skin not it's own, it learns insights in the manipulation of his physical makeup, making themselves more enduring and adaptive to the challenges they face.

    Spoiler
    Show
    At 5th level, the Nagual gains immunity to poison and the Stunning condition as well as Fortification 25% while using their Seeming class feature.

    At 7th level, the Nagual gains Fast Healing, equal to their Consitution modifier (minimum 1), while using their Seeming class feature. This Fast Healing stacks with any other Fast Healing that is granted by this class but not by outside sources.

    At 9th level, the Nagual gains five extra feet of reach with all of their attacks but does not appear to have this reach until they attack. This is only active when the Nagual is using their Seeming class feature.

    At 11th level, the Nagual receives a saving throw (Will save) against the Anti-Magic Field spell and similar effects. Passing this save means that its Seeming class feature is unaffected by the spell and similar effects.

    In addition, the Nagual can end any negative transmutation spell or effect (such as Baleful Polymorph or Flesh to Stone) by expending one use of its Seeming class feature.

    At 13th level, the Nagual's Fortification increases to 50%. If a Nagual would be subject to a critical hit it instead takes half damage from the critical hit. This ability is only active while the Nagual is using their Seeming class feature.

    At 15th level, the Nagual gains Damage Reduction, equal to their Constitution modifier+5 (minimum 6), while using their Seeming class feature. This damage reduction can only be bypassed by weapons that are magic and made of cold iron.

    At 17th level, the Nagual gains Energy Resistance 10 while using their Seeming class feature. This energy resistance is against the first energy damage the Nagual takes, changing to that energy type at the beginning of the next round. If the Nagual would then take damage from another energy type its resistance changes to match that energy type at the beginning of the next round.

    At 19th level, the Nagual is now immune to fatigue and exhaustion and their Fortification increases to 75%. If the Nagual would be the subject of a Coup de Grace they automatically pass the Fortitude save against instant death. This ability is only active while the Nagual is using their Seeming class feature.


    Kitten Soul (Su): The Nagual has gained further insight into the use of its Seeming, able to mimic even the regal house cat. The Nagual may now select Seeming Forms that are within two size categories smaller than its natural size.

    Improved Uncanny Dodge (Ex): They Nagual's sixth sense has heightened to the point that they can no longer be flanked. This defense denies a rogue the ability to sneak attack the Nagual by flanking them, unless the attacker has at least four more rogue levels than the target has Nagual levels.

    If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Bonus feat:
    A Nagual gains a bonus feat at 9th and 19th level. These feats may be any feat with the Seeming tag or any feat that a Fighter may select as a bonus feat.

    Elephant Heart (Su): The Nagual has gained further insight into the use of its Seeming, able to mimic even the pondering Elephant. The Nagual may now select Seeming Forms that are within two size categories larger than its natural size.

    Natural Mystery (Su): The Nagual's experience with its Seeming has grown once more. The Nagual may now select creatures of the Magical Beast type when choosing their Seeming Forms.

    Draconic Majesty (Su): The Nagual has begun to reach the farthest depths of its Seeming. The Nagual may now select creatures of the Dragon type when choosing their Seeming Forms.

    Corrupted Essence (Su): The Nagual delving into the aspects of its Seeming has allowed it to take on forms that are truly unnatural. The Nagual may now select creatures of the Aberration type when choosing their Seeming Forms.

    List of Acceptable Forms
    Spoiler
    Show
    • Akata
    • Charybdis
    • Cloaker
    • Decapus
    • Delver
    • Destrachan
    • Dust Digger
    • Executioner's Hood
    • Froghemoth
    • Fungal Crawler
    • Gibbering Mouther
    • Grick
    • Gug
    • Incutilis
    • Lurker Above
    • Mimic
    • Neothelid
    • Otyugh
    • Reefclaw
    • Roper
    • Rust Monster
    • Seugathi
    • Tentamort
    • Vampiric Mist
    • Vemerak

    [A DM should be consulted before choosing any forms of this type that are not on this list.]


    Planeswalker (Su): The Nagual has reached the epitome of the forms it may take on. The Nagual may now select creatures of the Outsider type when choosing their Seeming Forms.

    List of Acceptable Forms
    Spoiler
    Show
    • Achaierai
    • Bebilith
    • Chaos Beast
    • Couatl
    • Crysmal
    • Hellcat
    • Hell Hound
    • Howler
    • Mihstu
    • Nightmare
    • Rast
    • Thoqqua
    • Xacarba
    • Yeth Hound


    [A DM should be consulted before choosing any forms of this type that are not on this list.]


    Perfect Seeming: The Nagual has gained total mastery over its mind, body and essence. The Nagual gains the following:

    • The Nagual gains one Supernatural special attack or one Supernatural special quality that the creature it becomes possesses.
    • The Nagual gains the Magical Beast type and the Augmented and Shapechanger subtypes.
    • The Nagual is no longer affected by any Transmutation effect that it does not wish to be affected by.
    • The Nagual may now use its Seeming Class feature at will and changing shape only takes a move action.
    • The Nagual no longer possesses a maximum age and does not die because of age or aging effects.
    • The Nagual may change its Seeming Forms once per day upon awakening. It may choose any creatures that it would have normally been allowed to select.
    • The Nagual may select Seeming Forms that are within four size categories (larger or smaller) than itself.


    Change Log
    Spoiler
    Show

    9/24/11 - Added in forgotten rules text about what happens to a Nagual's gear and armor when they use their Seeming class feature.
    Other classes section added.
    Character options section and feats subsection created. 4 feats added under it.
    "Vision modes" changed and clarified to mean all sensory modes.

    9/25/11 - Major restructuring of the class completed:
    • Minor Seeming granted as a bonus feat at level 3.
    • Shifting Defense moved from level 7 to level 5.
    • Skittering Dark moved from level 9 to level 7.
    • Claws of the Beast moved from level 10 to level 9.
    • Natural Mystery moved from Level 14 to level 11.
    • Improved Shifting Defense moved from level 17 to level 13.
    • Skin of the Beast moved from level 18 to level 14.
    • Corrupted Essence moved from level 17 to level 15.
    • Draconic Majesty moved from level 19 to level 17.
    • Perfect Shifting Defense class feature added to class at level 19.


    9/27/11 - Hit Dice increased from d8 to d10. Link provided for Morphic Trait abilities.
    Another big restructuring of the class:
    • Minor Seeming moved from level 3 to level 1.
    • Fluid Seeming moved from level 11 to level 3.
    • Healing Pulse, Improved Shifting Defense, Perfect Shifting Defense, Sinuous Seeming, and True Shape class features removed.
    • Shifting Defense greatly expanded to encompass most of what was removed with some additions and changes.

    Spoiler tags added to Shifting Defense.

    10/10/11 - Claws of the Beast and Skin of the Beast class features removed. Path of the Beast class feature added. Bonus feats added.

    10/11/11 - Seeming tag for feats created. Deer's Pursuit, Quick Seeming, Rhino's Hide, and Wolverine's Tenacity feats added.
    Alphabetized feats.
    Cougar Strike, Falcon's Grace and Man-o-war's Sting feats added.
    Resilient Defense, Shark's Patrol and Worm Skin feats added.

    10/12/11 - Deer's Pursuit feat changed to give more of a relevant mechanical bonus. Ectovore, Extra Morphic Trait, Gecko's Footpads, and Vicious Wound feats added.

    1/4/12 - Added in rules text for Seeming.

    1/11/12 - Skittering Dark class feature removed; vermin forms now allowed at level 1 onwards.
    Kitten Soul and Elephant Heart moved to level 6 and 9 respectively.
    Draconic Majesty class feature moved to level 13.
    Planewalker class feature added.

    1/22/12 - Seeming Class Feature editted to allow more variation between characters.

    2/28/12 - Perfect Seeming updated.

    9/17/12 - Patient Hunter Archetype added.
    Amount of Seeming forms increased by 2.
    Favored Class Options added.
    Disclaimer updated.

    9/18/12 - Clarified size limitations on Seeming Forms.
    Added clarification that Path of the Beast only functions when using the Seeming class feature.
    Added forgotten physical clarification for score penalties given by Seeming class feature.
    The Nagual's Effective Barbarian level for Morphic traits reduced to Nagual level-4.
    Proficiency with Martial weapons removed.
    Rewrote and changed how the Seeming class feature functions.
    List of acceptable Aberration forms added.
    List of acceptable Outsider forms added.

    9/19/2012 - Auspicious Mark, Deadly Accuracy, Disruptive, Eater of Magic, Energy Absorption, Energy Resistance, Ghost Seeming, Greater Energy Resistance, Guarded Stance, Inspire Ferocity, Lethal Accuracy, No Escape, Quick Reflexes, Reckless Abandon, Regenerative Vigor, Sharpened Accuracy, Spellbreaker, Sprint, Surprise Accuracy, and Swift Foot Morphic traits removed.
    Clarification added on how often Morphic traits can be used.

    9/20/2012 - Forgotten racial and size tags added to the bonuses/penalties given by using the Seeming class feature.



    Comments
    Spoiler
    Show

    - I embarked on the task of making this class because it's only now, in hindsight, that I see something I missed out on. I've been playing Pathfinder since the beta came out and its only now that I find myself wanting to play a Druid Tank, a role I never got to try back when I was playing the two 3rd editions. For those unaware, Wildshaping got nerfed straight through the ground by design of the creators. No longer is it meant to serve any role except scouting and light utility.

    Now, I know there are probably a ton of Shapeshifting base classes already here on GiTP, but I always enjoy making classes myself and at least this way I can make something that feels both personal and as close as possible to the concept I wish to play.
    Last edited by Tanuki Tales; 2012-09-20 at 10:52 AM.

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Character Options


    Feats


    Seeming Feats
    Feats with the "[Seeming]" tag can only be taken by characters who possess the Seeming class feature. Each use of a Seeming feat generally uses up one daily usage of the Seeming class feature and a Seeming feat can not be activated if the character has no daily usages of Seeming left. Unless noted otherwise, activating a Seeming feat is a standard action and only one Seeming feat can be activated per round (though overlapping durations may allow a character to benefit from more than one Seeming feat).

    Activating a Seeming feat is a supernatural ability and does not provoke an attack of opportunity unless otherwise stated.

    Cougar Strike [Seeming]
    Benefit: At the beginning of an encounter (after rolling for Initiative), the Nagual may expend one daily usage of their Seeming class feature as a free action to gain the Pounce special attack for the duration of the encounter.
    Special: If the Nagual already has the Pounce special attack they instead do not take the -2 penalty to AC for performing a charge and may move three times their speed instead of twice. The effects of this feat last for the duration of the encounter.

    Deer's Pursuit [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to double their base land speed. Once per hour the Nagual may also go into a dead sprint, moving 10 times their modified base land speed as part of a charge. Furthermore, the Nagual gains a +1 morale bonus to attack rolls and takes a -1 penalty to AC for every 40 feet they move as part of a charge. The effects of this feat last for one hour.

    Ectovore [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to turn the tables on ethereal prey. The Nagual's natural attacks count as magic and as if they had the Ghost Touch weapon property. The effects of this feat lasts for 10 minutes.

    Extend Seeming [Seeming]
    Benefit: The Nagual's Seeming class feature lasts for two hours per level in the Nagual class instead of one.
    Special: A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.

    Extra Morphic Trait [Seeming]
    Prerequisites: Morphic trait class feature.
    Benefit: The Nagual gains one additional Morphic trait. The must meet all prerequisites for the chosen Morphic trait.
    Special: This feat may be taken multiple times.

    Extra Seeming [Seeming]
    Benefit: The Nagual may use its Seeming class feature 2 extra times per day.
    Special: This feat may be taken multiple times and its effects stack. A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.

    Extra Seeming Forms [Seeming]
    Benefit: The Nagual may select an extra Seeming Form known.
    Special: The Nagual may not have more than 12 Seeming Forms known. This feat may be taken multiple times and its effects stack. When ever a Nagual would reach the maximum Seeming Forms known because of this feat and would normally have learned another Seeming Form known because of leveling up they may replace this feat for another feat of their choosing that they qualify for.

    Falcon's Grace [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to grow a pair of strong, supple wings. The Nagual gains a flight speed equal to twice their base land speed with a maneuverability of Good. The effects of this feat last for one hour.

    Gecko's Footpads [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to grow dozens of strong setae on each digit. The Nagual gains a climb speed equal to twice their base land speed. Any creature wishing to remove the Nagual from a surface it is climbing upon must make a DC 25 Strength to do so. The effects of this feat lasts for one hour.

    Man-o-war's Sting [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to envenom their natural attacks. A Nagual's natural attacks deliver an injury poison, dealing 1d2 points of Constitution damage once every round for six rounds. Victims of the poison must make a (DC 10+1/2 the Nagual's total Hit Dice+the Nagual's Constitution modifier) Fortitude save to resist it initially. Two successful Fortitude saves are required to cure the poison if they fail the initial save. The effects of this feat lasts for 10 minutes.
    Special: If the Nagual already possesses the Poison special attack they instead increase the save DC to resist and cure it by 2 and increase the damage it deals by one dice size. The effects of this feat lasts for 10 minutes.

    Minor Seeming [Seeming]
    Benefit: The Nagual may use its Seeming class feature to make minute changes to their body. Using the Seeming class feature in this manner does not expend a daily usage of the class feature. Using this feat is a standard action, that does not cause an attack of opportunity and produces one of the following effects:
    • The Nagual gains one of the natural attacks of one of their Seeming Forms.
    • The Nagual gains a +2 bonus to one skill that one of their Seeming Forms has a racial bonus towards
    • The Nagual gains a +2 Natural armor bonus
    • The Nagual gains one of the movement modes of one of their Seeming Forms
    • The Nagual gains one of the sensory modes of one of their Seeming Forms


    The effects of this feat lasts for 3+ the Nagual's Charisma modifier rounds (minimum 3). A Nagual may have no more effects of this feat than their Charisma modifier (minimum 1).

    Quick Seeming [Seeming]
    Benefit: The Nagual only requires a move action to change shape instead of a standard action.
    Special: A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.

    Resilient Defense [Seeming]
    Prerequisite: Shifting Defense class feature.
    Benefit: If the Nagual would be subject to an attack, spell, ability or other effect that would affect the Nagual negatively they may expend one daily usage of their Seeming class feature to delay it for 1 round. The Nagual may only use this feat once per round.

    Rhino's Hide [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to increase their natural armor bonus by 5. This natural armor stacks with any other natural armor the Nagual possesses. The effects of this feat lasts for 10 minutes.

    Shark's Patrol [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to grow gills and webbing suited for underwater movement. The Nagual can breathe underwater and gains a swim speed equal to twice their base land speed. The effects of this feat lasts for one hour.

    Vicious Wound [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to deal terrible wounds with their natural attacks. Any creature damaged by the Nagual's natural attacks continue to bleed, losing 1 hit point per round. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped with a successful DC 15 Heal check or the application of any healing magic. The effects of this feat lasts for 10 minutes.

    Wolverine's Tenacity [Seeming]
    Benefit: If a Nagual's hit points are reduced to zero or less (but the Nagual is not killed), they may expend one daily usage of their Seeming class feature to continue acting as if not disabled or dying. Additionally, the Nagual increases the threshold that they die of hit point loss from their Constitution score to their Constitution score+their levels in this class. The effects of this feat last for 10 minutes.
    Special: If the Nagual possesses the Diehard feat their threshold is instead their Constitution score+twice their levels in this class.

    Worm Skin [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to gain an amount of temporary hit points equal to their class level. The Nagual may only use this ability once every 1d4 rounds and the temporary hit points gained from this feat last for one hour.




    Favored Class Options

    • Dwarf - Add +1/4 to the Nagual's natural armor bonus when using their Seeming class feature.
    • Elf - Add +1/4 to the check result when the Nagual uses their Wild Empathy class feature to affect a creature of the animal type.
    • Gnome - The Nagual gains energy resistance 1 against acid, cold, electricity, or fire. Each time the Nagual selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type). This stacks with the Energy Resistance granted by the Shifting Defense class feature.
    • Half-Elf - The Nagual gains 1/6 of a new Morphic trait.
    • Halfling - The range of the Nagual's sensory modes while using the Seeming class feature increases by 1 foot.
    • Half-Orc - Add +1/4 to the Nagual's Strength score when using their Seeming class feature.
    • Human - The Nagual gains 1/5 of a new Seeming Form known. Seeming Forms gained in this way do not count towards the maximum known, but may only be reselected when the Nagual gains a new Seeming Form known in this manner.




    Archetypes



    Patient Hunter

    There are Nagual who eschew mastering their Seeming to the extents of others, seeing more virtue and knowledge in mimicking the subtle art of the hunt.

    {table=head]Level|Special
    1st|Track
    2nd|Favored Enemy
    3rd|Favored Terrain
    8th|2nd Favored Enemy, 2nd Favored Terrain, Swift Tracker
    10th|3rd Favored Enemy
    12th|Camouflage
    13th|3rd Favored Terrain
    18th|4th Favored Enemy, 4th Favored Terrain
    20th|5th Favored Enemy[/table]


    Track (Ex.)
    A patient hunter adds half their Nagual level (minimum 1) to Survival skill checks made to follow or identify tracks.

    This and the Swift Tracker ability replaces the Minor Seeming class feature.


    Favored Enemy (Ex.)
    At 2nd level, a patient hunter selects a favored enemy. This ability works identically to the ranger ability of the same name. At 8th, 10th, 18th, and 20th level, the patient hunter selects another favored enemy and increases their bonus against one favored enemy type, as described in the ranger class.

    This ability replaces the Morphic trait the patient hunter receives at their 2nd, 8th, 10th, 18th and 20th level.


    Favored Terrain (Ex)
    At 3rd level, a patient hunter selects a favored terrain. This ability works identically to the ranger ability of the same name. At 8th, 13th, and 18th level, the patient hunter selects another favored terrain and increases their bonus in one favored terrain, as described in the ranger class.

    This ability replaces the Fluid Seeming class feature.


    Swift Tracker (Ex)
    Beginning at 8th level, a patient hunter can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

    This and the Track ability replaces the Minor Seeming class feature.


    Camouflage (Ex)
    A patient hunter of 12th level or higher can use the Stealth skill to hide in any of their favored terrains, even if the terrain doesn't grant cover or concealment.

    This ability replaces the Morphic trait the patient hunter receives at 12th level.


    Seeming Forms
    Carnivorous and Omnivorous creatures compliment the patient hunter archetype, seeing as they are possessed of the hunting instinct that the patient hunter seeks to mimic and master.
    Last edited by Tanuki Tales; 2012-09-17 at 03:33 PM.

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    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Reserved for much later use.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Added in forgotten rules text to the Seeming class feature and also added in an "Other Classes" section to the fluff.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    I've added 4 feats unique to the class.

    And over a hundred page views and nary a comment? Should I be worried?

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by Pokemon-freak89 View Post
    This forum focuses on 3.5; you should put PF in the title so they're prepared.
    This sounds like a class made of the Hengeyokai from oriental adventures, also I'd look up the feats for druid that allow humanoid bonuses for wildshape ability if you've ever turned into a specific animal type, like scent ability.

    Speaking of scent, I'm surprised you don't have scent, track and other sensory abilities unlocked without being in animal form, that's totally what I think of when I think shapechanger or embodiment.
    Last edited by Hanuman; 2011-09-24 at 03:25 PM.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Finally! Some Pf homebrew! I like it, though some of the feats give what their augmented feature already did.
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Anything I make is 3.PF (3.75, Dungeonfinder, what ever name you want to use), not exclusively Pathfinder. It can easily be converted to and fro (unless I really screwed something up).

    @Hanuman: Scent falls under Vision modes, as do Tremorsense, Blindsense, Blindsight, etc. But I guess I should change vision to sensory, shouldn't I?

    @Sam: Which is why the feats can be traded in. They're there to alleviate play for the Nagual at low levels and are nice things at higher levels, but don't end up being a waste once you're at a certain point where they'd be pointless or useless.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Alrighty, I changed a lot of things in this class with this latest update. I personally felt that Draconic Majesty was being gained far too late to really matter since there currently isn't too much of a mechanic to restructure the Seeming Forms you know. With the re-organization now you have the option of having at most 40% of your Forms being of the Dragon type instead of just at most 20% as the class originally allowed.

    I also moved around a lot of other things and added in a few new bells and whistles, but you can see all the changes in the Change Log.

    And the thread is now over 300 page views with nary a major negative critique; I think I can jot that down as a success, yes?

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Bumping for further comments.

    Almost 400 page views and only 2 comments?

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Well, the class is well-executed, so there's little to comment upon. Also, shapeshifters are notoriously hard to assess, and you've compounded the problem by granting access to a menu of special abilities that aren't described in the OP. Likely most posters either don't see anything to critique or don't feel they grasp the implications of the class sufficiently to do so.

    Class in general: You did a really fine job of creating a unique approach to shapeshifting that's more than just a subset of an existing class. Naguals can do things with alternate forms that other classes can't do, providing a real reason to investigate the class. Kudos.

    1st level: It's a little too spare. You have one modest form for one hour per day, then you have to fall back on your martial weapon and light armor. I'd recommend accelerating Minor Seeming to 1st level.

    Overall: This class suffers from feature glut; it is more complicated than it needs to be. I would recommend fewer overall features with more individual power behind each feature. Remember, the forms themselves will provide the needed versatility.

    Morphic Traits: Don't know what these do; can't critique. Link to source material?

    Power Balance:
    • For my taste, this class plays it safe power-wise and maybe comes up a little bit short. Even though you moved quite a few features forward when you restructured the class, benefits like extraordinary natural attacks, poison immunity, and fast healing are gained very late, when other characters already have much better stuff. Available forms tend to lack interesting special abilities beyond such things as constrict, improved grab, poison, and trip, and even these abilities arrive late. I'd suggest dispensing with a lot of the minor features gained at lower levels and shifting the remaining features downward to evenly distribute them.
    • I'd recommend a d10 hit die. This is more appropriate mechanically, because your primary means of interacting with monsters is through melee combat and you have few defensive features. It's also more appropriate thematically, because a nagual eventually becomes a magical beast and magical beasts have a d10 hit die.


    Specific Edits:
    • Seeming: I assume the bonus hit points are the difference between your maximum hit points and the average maximum for the creature type?
    • Fluid Seeming: By the time this feature it gained, it's worth very little because the nagual already has a boatload of Seeming uses. It should be granted earlier, when the budget of daily uses is still very tight.
    • True Shape: antimagic field and its relatives generally lack a save DC, so you'll need to provide one.
    • Sinuous Seeming and Healing Pulse: These features are terribad for the levels at which they're gained. I'd recommend you move them down about 4-7 levels or simply dispense with them and beef up the other high-level features in compensation.
    Last edited by jiriku; 2011-09-27 at 10:24 AM.
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Huzzah! A hard, solid critique!

    Quote Originally Posted by jiriku View Post
    Well, the class is well-executed, so there's little to comment upon.
    Thank you kindly for the high praise!

    Also, shapeshifters are notoriously hard to assess, and you've compounded the problem by granting access to a menu of special abilities that aren't described in the OP. Likely most posters either don't see anything to critique or don't feel they grasp the implications of the class sufficiently to do so.
    Link added directly to the menu.

    Class in general: You did a really fine job of creating a unique approach to shapeshifting that's more than just a subset of an existing class. Naguals can do things with alternate forms that other classes can't do, providing a real reason to investigate the class. Kudos.
    Thanks.

    1st level: It's a little too spare. You have one modest form for one hour per day, then you have to fall back on your martial weapon and light armor. I'd recommend accelerating Minor Seeming to 1st level.
    You've got a point. I originally added in Minor Seeming at 3rd so that 3rd wouldn't seem sparse and boring. But I'll see what I can do.

    Overall: This class suffers from feature glut; it is more complicated than it needs to be. I would recommend fewer overall features with more individual power behind each feature. Remember, the forms themselves will provide the needed versatility.
    I'll think this one over and see what's doable.

    Morphic Traits: Don't know what these do; can't critique. Link to source material?
    Link added.

    Power Balance:
    For my taste, this class plays it safe power-wise and maybe comes up a little bit short. Even though you moved quite a few features forward when you restructured the class, benefits like extraordinary natural attacks, poison immunity, and fast healing are gained very late, when other characters already have much better stuff. Available forms tend to lack interesting special abilities beyond such things as constrict, improved grab, poison, and trip, and even these abilities arrive late. I'd suggest dispensing with a lot of the minor features gained at lower levels and shifting the remaining features downward to evenly distribute them.
    I'll see what I can do when I have some time to really do some work on the class (probably later tonight or tomorrow).

    I'd recommend a d10 hit die. This is more appropriate mechanically, because your primary means of interacting with monsters is through melee combat and you have few defensive features. It's also more appropriate thematically, because a nagual eventually becomes a magical beast and magical beasts have a d10 hit die.
    I started with a d8 HD because that seems to be the sweet spot for classes that get a lot of options and power and versatility. Or at least it's a somewhat balanced starting point that can be raised or lowered as the process goes on. But this was meant to be a tank class, so the HD has been increased.

    Specific Edits:
    Seeming: I assume the bonus hit points are the difference between your maximum hit points and the average maximum for the creature type?
    Well, no. I tried to word it similar to the Bonus HP you get from a Barbarian's rage, but I guess I messed that up. What it's trying to say is that you get bonus hp for turning into something with a bigger Con score than you but you don't lose HP for turning into something with a smaller one.

    [*]Fluid Seeming: By the time this feature it gained, it's worth very little because the nagual already has a boatload of Seeming uses. It should be granted earlier, when the budget of daily uses is still very tight.
    True. But since it was based off the War Shaper's Multimorph capstone I didn't know if it'd be appropriate to give it earlier than it granted it.

    [*]True Shape: antimagic field and its relatives generally lack a save DC, so you'll need to provide one.
    I thought saving throws default to 10+Spell level+Caster ability mod.

    [*]Sinuous Seeming and Healing Pulse: These features are terribad for the levels at which they're gained. I'd recommend you move them down about 4-7 levels or simply dispense with them and beef up the other high-level features in compensation.
    Good points. The reach was just added in where it was for convenience sake when building it and I can't really remember why I put the Fast Healing so late.

    Thanks for your input!

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by Bendraesar View Post
    Well, no. I tried to word it similar to the Bonus HP you get from a Barbarian's rage, but I guess I messed that up. What it's trying to say is that you get bonus hp for turning into something with a bigger Con score than you but you don't lose HP for turning into something with a smaller one.
    Oh, well that does make more sense than my original reading of it. Carry on then, carry on!

    Quote Originally Posted by Bendraesar View Post
    True. But since it was based off the War Shaper's Multimorph capstone I didn't know if it'd be appropriate to give it earlier than it granted it.
    I think you're alright setting it earlier. Warshaper assumes a druid entry, meaning fewer uses per day at any given level than a seeker.

    Quote Originally Posted by Bendraesar View Post
    I thought saving throws default to 10+Spell level+Caster ability mod.
    Yes! But not everyone knows that. Also, if you troll through enough sourcebooks and modules, some effects that suppress magic are supernatural, extraordinary, or just plain environmental (think the dead magic zones in Faerun) -- these don't have an effective spell level.
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Alrighty folks, some more big changes have been made but the changes aren't done by a long shot!

    Currently the class has no 19th level and will pretty soon have no 9th level ability. I'll do my best to think up replacements for those open slots.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Finally, some more updates!

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Kitten Soul is listed twice in the class description. Although not essential, it would be nice to have a note in each ability description stating the level at which the ability is gained, so so the reader doesn't have to scroll back and forth while learning the class.

    Other than that, looks pretty tight to me. I'd play it.
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by jiriku View Post
    Kitten Soul is listed twice in the class description.
    Ugh, stupid copy/paste errors.

    Although not essential, it would be nice to have a note in each ability description stating the level at which the ability is gained, so so the reader doesn't have to scroll back and forth while learning the class.
    I didn't include them so I didn't have to keep looking back and forth when originally writing the class and so that I wouldn't constantly be changing things when things in the class moved around.

    When this class is done and I have the time, I'll probably go back and add them in.

    Other than that, looks pretty tight to me. I'd play it.
    Awesome. ^^


    The only things I have planned left is several more Seeming feats and a guide on what forms are best to use.
    Last edited by Tanuki Tales; 2011-10-11 at 10:31 AM.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Four new feats added!


    Looking back at the class, I found myself pondering over what it is capable of and I discovered a few things:

    • The Nagual doesn't lose any of the features of its previous form. So a Minotaur Nagual still has a gore attack, a Warforged Nagual still has all its goodies and an Undead Nagual is still undead.
    • The Nagual is not prevented from taking the forms of templated creatures as long as they aren't unique (which I know is loopholey, but a Shadow Horse is a horse from the Plane of Shadow and thus not unique, for example).
    • The Nagual isn't prevented from choosing swarms or dire animals to be one of their Seeming forms.


    And I have to wonder if there's anything wrong with those three things.


    Edit: And I still must admit at being surprised that this thread has nearly 700 page views and only 3 people have made any comments on it.
    Last edited by Tanuki Tales; 2011-10-11 at 12:53 PM.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Another three feats up folks!

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Let's look at each of those Seeming feats on their own, and analyze them.

    [QUOTE=Bendraesar;11905427]
    Character Options


    Feats


    Seeming Feats
    Feats with the "[Seeming]" tag can only be taken by characters who possess the Seeming class feature. Each use of a Seeming feat generally uses up one daily usage of the Seeming class feature and a Seeming feat can not be activated if the character has no daily usages of Seeming left. Unless noted otherwise, activating a Seeming feat is a standard action and only one Seeming feat can be activated per round (though overlapping durations may allow a character to benefit from more than one Seeming feat).

    Activating a Seeming feat is a supernatural ability and does not provoke an attack of opportunity unless otherwise stated.

    Cougar Strike [Seeming]
    Benefit: At the beginning of an encounter (after rolling for Initiative), the Nagual may expend one daily usage of their Seeming class feature as a free action to gain the Pounce special attack for the duration of the encounter.
    Special: If the Nagual already has the Pounce special attack they instead do not take the -2 penalty to AC for performing a charge and may move three times their speed instead of twice. The effects of this feat last for the duration of the encounter.
    Pounce. OK, cool. Useful indeed... this is one feat I'd look at carefully, though. That comes at mid to late levels for any other classes that get it (all I can think of is the Barbarian Greater Beast Totem Rage Power, Level 10, 2 pre-reqs).

    Deer's Pursuit [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to double their base land speed. Once per hour the Nagual may also go into a dead sprint, moving 10 times their modified base land speed as part of a charge. The effects of this feat last for one hour.
    Extra move speed. Nothing too fantastic, unless you're chasing or such.

    Extend Seeming [Seeming]
    Benefit: The Nagual's Seeming class feature lasts for two hours per level in the Nagual class instead of one.
    Special: A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.
    Nice. Essential for a scouting/utility/flyer build. Melee, not so much. Encounters don't ever last this long. I like the "replace" clause on that. Good addition. Makes it muuuuch easier to take.

    Extra Seeming [Seeming]
    Benefit: The Nagual may use its Seeming class feature 2 extra times per day.
    Special: This feat may be taken multiple times and its effects stack. A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.
    Utilitarian. Needed at lower levels, replaced by lvl 20. I'd take this one pretty quick (IE, First Level.)

    Extra Seeming Forms [Seeming]
    Benefit: The Nagual may select an extra Seeming Form known.
    Special: The Nagual may not have more than 10 Seeming Forms known. This feat may be taken multiple times and its effects stack. When ever a Nagual would reach the maximum Seeming Forms known because of this feat and would normally have learned another Seeming Form known because of leveling up they may replace this feat for another feat of their choosing that they qualify for.
    Useful at low levels, indeed. Probably after first, though. Does this apply to all seeming forms? (IE, those gained at later levels)

    Falcon's Grace [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to grow a pair of strong, supple wings. The Nagual gains a flight speed equal to twice their base land speed with a maneuverability of Good. The effects of this feat last for one hour.
    NO. Seeming=wings? Um... no. Waaaaay early for that stuff. Unless, of course, you're a caster who deserves such amazing-ness. XD. I still think it might be too much. 60 foot fly, good, for an hour? Think about some pre-reqs here, perhaps.

    Man-o-war's Sting [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to envenom their natural attacks. A Nagual's natural attacks deliver an injury poison, dealing 1d2 points of Constitution damage once every round for six rounds. Victims of the poison must make a (DC 10+1/2 the Nagual's total Hit Dice+the Nagual's Constitution modifier) Fortitude save to resist it initially. Two successful Fortitude saves are required to cure the poison if they fail the initial save. The effects of this feat lasts for 10 minutes.
    Special: If the Nagual already possesses the Poison special attack they instead increase the save DC to resist and cure it by 2 and increase the damage it deals by one dice size. The effects of this feat lasts for 10 minutes.
    Not bad, not bad at all. I like that it's not tied specifically to the class, but their HD, which seems to be more "primal" to me. But only 10 minutes? Seems too short for just a minor benefit, especially when compared to wings.

    Minor Seeming [Seeming]
    Benefit: The Nagual may use its Seeming class feature to make minute changes to their body. Using the Seeming class feature in this manner does not expend a daily usage of the class feature. Using this feat is a standard action, that does not cause an attack of opportunity and produces one of the following effects:
    • The Nagual gains one of the natural attacks of one of their Seeming Forms.
    • The Nagual gains a +2 bonus to one skill that one of their Seeming Forms has a racial bonus towards
    • The Nagual gains a +2 Natural armor bonus
    • The Nagual gains one of the movement modes of one of their Seeming Forms
    • The Nagual gains one of the sensory modes of one of their Seeming Forms


    The effects of this feat lasts for 3+ the Nagual's Charisma modifier rounds (minimum 3). A Nagual may have no more effects of this feat than their Charisma modifier (minimum 1).
    WOAH. Short duration. I'd really only take this for the Armor Bonus or natural attack, though, a dire bat or some such could have some sweet sensory modes.


    Quick Seeming [Seeming]
    Benefit: The Nagual only requires a move action to change shape instead of a standard action.
    Special: A Nagual who later gains the Perfect Seeming class feature replaces this feat with another feat of their choosing that they qualify for.
    Rhino's Hide [Seeming]
    Benefit: The Nagual may expend one daily usage of their Seeming class feature to increase their natural armor bonus by 5. This natural armor stacks with any other natural armor the Nagual possesses. The effects of this feat lasts for 10 minutes.
    Um... a little much, perhaps? Maybe equal to Con mod... duration seems about right, though.

    Wolverine's Tenacity [Seeming]
    Benefit: If a Nagual's hit points are reduced to zero or less (but the Nagual is not killed), they may expend one daily usage of their Seeming class feature to continue acting as if not disabled or dying. Additionally, the Nagual increases the threshold that they die of hit point loss from their Constitution score to their Constitution score+their levels in this class. The effects of this feat last for 10 minutes.
    Special: If the Nagual possesses the Diehard feat their threshold is instead their Constitution score+twice their levels in this class.
    SWEET. I don't think this is overpowered, but fluff wise and crunch wise, it works pretty awesome.


    Overall, I think these are nice, and add quite a bit to the class (customization!). I might change some of the times, and think about adding pre-reqs to these as well. NOTE: Pre-reqs are annoying. Really annoying. Use with caution.
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  21. - Top - End - #21
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Don't have the time right this second to give a good reply, but you get Minor Seeming as a bonus feat at level 1.

  22. - Top - End - #22
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    On pounce: Spirit Lion Totem Barbarians get it at level 1, all the time, in exchange for Fast Movement.
    Last edited by Volthawk; 2011-10-11 at 03:23 PM.

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by SamBurke View Post
    Pounce. OK, cool. Useful indeed... this is one feat I'd look at carefully, though. That comes at mid to late levels for any other classes that get it (all I can think of is the Barbarian Greater Beast Totem Rage Power, Level 10, 2 pre-reqs).
    Spirit Lion Totem Barbarian ACF, Complete Champion. Give up fast movement, get full pounce at level 1.

    Psywar 4: Manifest psionic lion's charge, gain pounce on one charge (technically, you get pounce forever, nondispellable, due to a quirk with instantaneous duration, but it's fairly obvious what intent was).

    Ways to get Pounce or Free Movement, one of Person Man's excellent guides.
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  24. - Top - End - #24
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Only time for something short, so if I miss or need to say anything else, it'll have to wait 4 or 5 hours.

    Pounce has been addressed without me needing to say anything.

    Falcon's Grace isn't that big to me because a Nagual can already have fly out of the gate. Maybe not 60 feet with good manueverability, but it seems odd that you say something negative about the feat and not the selection of forms.

    Man-o-war: I see Poison, especially Con damage, as more useful at low levels than Flight.

    Quick Seeming: It's doing what a lot of the Seeming feats do, granting something better sooner until you get it.

    Rhino: That's somewhat worse than Elephant's Hide, which gave a flat +7 Natural.

    And I'm out for 4 hours! Ciao all, address things when I get the time.

  25. - Top - End - #25
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by Bendraesar View Post
    Four new feats added!


    Looking back at the class, I found myself pondering over what it is capable of and I discovered a few things:

    • The Nagual doesn't lose any of the features of its previous form. So a Minotaur Nagual still has a gore attack, a Warforged Nagual still has all its goodies and an Undead Nagual is still undead.
    • The Nagual is not prevented from taking the forms of templated creatures as long as they aren't unique (which I know is loopholey, but a Shadow Horse is a horse from the Plane of Shadow and thus not unique, for example).
    • The Nagual isn't prevented from choosing swarms or dire animals to be one of their Seeming forms.


    And I have to wonder if there's anything wrong with those three things.

    Ok, I lied. Got enough time from my break during the jerb to come in here for some stuff.

    Now, anyone have anything to weigh in on these musings I had?

    Edit: I'm also highly amused that I've seen 4 or 5 shapeshifting base class on the first two pages today.
    Last edited by Tanuki Tales; 2011-10-11 at 06:03 PM.

  26. - Top - End - #26
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Three more feats added!

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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by Bendraesar View Post
    Looking back at the class, I found myself pondering over what it is capable of and I discovered a few things:

    • The Nagual doesn't lose any of the features of its previous form. So a Minotaur Nagual still has a gore attack, a Warforged Nagual still has all its goodies and an Undead Nagual is still undead.
    • The Nagual is not prevented from taking the forms of templated creatures as long as they aren't unique (which I know is loopholey, but a Shadow Horse is a horse from the Plane of Shadow and thus not unique, for example).
    • The Nagual isn't prevented from choosing swarms or dire animals to be one of their Seeming forms.


    And I have to wonder if there's anything wrong with those three things.
    I'd recommend against keeping original features. Some of the results can be nonsensical (how do you gore if you don't have anything pointy on your head?), and others might create unexpectedly powerful combinations when added to obscure monsters from books you aren't familiar with. Bad mojo.

    Templates are likewise bad mojo. You don't know what they do. Unless you've done a survey of every template in 3.5 and found them all to be non-cheesy when combined with every possible seeming form, you could be breaking your class in half and not know it.

    Dire animals seem fine to me, and swarms may be ok, but consider carefully the impact of being able to turn into a creature that's immune to weapon damage.
    Last edited by jiriku; 2011-10-12 at 12:56 AM.
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  28. - Top - End - #28
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Quote Originally Posted by jiriku View Post
    I'd recommend against keeping original features. Some of the results can be nonsensical (how do you gore if you don't have anything pointy on your head?), and others might create unexpectedly powerful combinations when added to obscure monsters from books you aren't familiar with. Bad mojo.
    Well, unlike Wildshape, Seeming isn't based off the Alternate Form special quality or the Beast Shape, Elemental Body, or Plant Shape spells; It's its own unique mechanic. And since I didn't detail that you lose your own natural attacks when taking a form, the Minotaur would still have its horns.

    Can you name any problems that come to your mind? Because when I make my classes I always make them with them with the plan of falling between Tier 1 and Tier 3; so far all my homebrew has been Tier 3 but I wouldn't mind pushing Tier 2 or 1.

    Templates are likewise bad mojo. You don't know what they do. Unless you've done a survey of every template in 3.5 and found them all to be non-cheesy when combined with every possible seeming form, you could be breaking your class in half and not know it.
    Well, as I said, you need to be loopholey with templates. Shadow Horses or Shadow anything is fair game because they're non-unique templated creatures. But..like...a Paragon Rat wouldn't be or a Half-Dragon Displacer Beast or a Saint Blink Dog or etc. I'll probably add a little tag like I did with Aberrations that DM approval is necessary for it.

    Dire animals seem fine to me, and swarms may be ok, but consider carefully the impact of being able to turn into a creature that's immune to weapon damage.
    Yes, Swarms are immune to weapon damage, but thinking over it the trade off might be fair. They can't manipulate objects like a normal creature could (even a horse or seal), stealth is right out the window and it does end up giving you vulnerabilities that regular forms wouldn't need to even really worry about.
    Last edited by Tanuki Tales; 2011-10-12 at 09:52 AM.

  29. - Top - End - #29
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    One feat updated and four new feats added!

  30. - Top - End - #30
    Ettin in the Playground
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    Default Re: "Rule One: No mineral or vegetable, only animals." [Base Class]

    Bumping for further comments and critiquing.

    I have some ideas for Prestige Classes that are either designed just for this class or as dual-progression/blending of this class and others and I want to make sure that this class is fine tuned.

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