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Old 08-25-2011, 08:07 PM   Top  -  End  -  #1
Grod_The_Giant
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Default The Beastman [3.5, PEACH]

The Beastman



<Bestial roar>
-Ramal Bearsoul, human Beastman, moments before ripping a troll to shreds.

Legend says that Obad-Hai himself taught the Way of the Beast to the tribes of the Karinthean Forest. Others of more pragmatic nature claim that the first techniques were developed from pre-existing druidic powers. Whatever the case, Beastmen are ferocious fighters, almost more animal than man. They are often equally fierce out of battle, following the example of the greatest barbarian- they live, they love, they slay, and they are content.

Adventures: Beastmen rarely leave their tribes, but those who do so often find themselves alienated from civilized life. Adventuring gives them a chance to find wealth and acceptance, and to test themselves in battle.

Characteristics: The Beastman is a surprisingly versatile class. They have the power and endurance to be front-line warriors, but depending on the animal forms they assume and the feats that they take, they can be just as serviceable as scouts, striking from the shadows and vanishing into a stealthy animal form.

Alignment: Almost always chaotic. Beastmen embrace their animal natures, and have little respect for the petty rules of men.

Religion: Beastmen are not necessarily religious. Many worship fierce nature deities, while others pay tribute to ancestral spirits, or even powerful fey.

Background: Most beastmen come from primitive barbarian tribes, living deep in the forests of steppes and only rarely coming in contact with civilization.

Races: Humans and savage humanoids are the most likely to be beastmen, although some wild elf tribes also practice the Way of the Beast.

Other Classes: Beastmen work well with barbarians, druids, rangers, and other classes who embrace the wilds. They sometimes come into conflict with monks and paladins, with their strict codes of conduct, but as a group they bear no special grudges. Individual tribes may distrust arcane spellcasters, for example, or see rogues as dishonorable weaklings.

Role: Beastmen are front-line warriors, with a healthy aptitude for scouting.

Game Rule Information:
Abilities: Wisdom is the most important ability for a Beastman, as it drives his Wild Shape and Animalistic Resilience abilities. Constitution boosts his already impressive health, and Strength and Dexterity help him be an effective melee combatant in his base form.
Starting Age: As barbarian.
Starting Gold: As barbarian.
HD: d12

The beastman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

LevelBABFortRefWillSpecial
1st+0+2+2+0Track, wild empathy, Claws
2nd+1+3+3+0Wild Shape
3rd+2+3+3+1Woodland stride, Improved Grab
4th+3+4+4+1Wild Feat
5th+3+4+4+1Wild Shape (Vermin), Trackless step
6th+4+5+5+2Pounce
7th+5+5+5+2Swift tracker, Fangs
8th+6/+1+6+6+2Wild Feat
9th+6/+1+6+6+3Venom immunity, Animalistic Resilience
10th +7/+2+7+7+3Wild Shape (Tiny or Large)
11th+8/+3+7+7+3Resistance to Transmutation, Rend
12th+9/+4 +8+8+4Wild Feat
13th+9/+4 +8+8+4Thousand Faces, Talons
14th+10/+5+9+9+4Poison
15th+11/+6/+1+9+9+5Wild Shape (Huge or Diminutive)
16th+12/+7/+2+10+10+5Wild Feat
17th+12/+7/+3+10+10+5Timeless Body, Adamantine Claws
18th+13/+8/+3+11+11+6Animalistic Might
19th+14/+9/+4+11+11+6Immunity to Transmutation
20th+15/+10/+5+12+12+6Wild Feat, Wild Shape (Magical Beasts)

Class Features:

Weapon and Armor Proficiencies: Beastmen are proficient with all simple weapons, and with the natural weapons of any form he might transform into. He is also proficient with light and medium armors (not shields). However, like druids, they cannot wear metal armor. A beastman who wears metal armor cannot use his Wild Shape ability.

Track- At first level, a beastman gains Track as a bonus feat.

Wild Empathy (Ex)- A beastman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastman rolls 1d20 and adds his beastman level and her Charisma 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 beastman 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 beastman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Claws (Ex)- At first level, a beastman gains a set of powerful claws. He gains two primary natural attacks, each dealing 1d6 damage. He can extend or retract them at will. When retracted, a DC20 spot check is necessary to notice their presence.

Wild Shape (Su)- At 2nd level, a beastman gains the ability to turn himself into any Small or Medium animal and back again once per day. He can use this ability a number of times per day equal to one-half his beastman level, rounded down. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here.

Each use of the Wild Shape ability lasts for ten minutes times the beastman’s wisdom modifier. During that time, he can change directly from one animal form to another without spending additional uses of his Wild Shape ability. Changing form is a standard action that does not provoke an attack of opportunity.

After the duration expires, he cannot use his Wild Shape ability again until he spends fifteen minutes meditating to rebalance his mental state. He can still fight in human form, and use other beastman abilities such as Trackless Step.


Any gear worn or carried by the beastman melds into the new form and becomes nonfunctional. When the beastman reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the beastman's feet.

The form chosen must be that of an animal the beastman is familiar with.

A beastman loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The new form’s Hit Dice can’t exceed the character’s beastman level.
A beastman can use his Wild Shape ability once/day at second level, and gains additional uses every second level after that.

At fifth level, he can transform into vermin as well as animals.

At tenth level, he can transform into Large or Tiny animals or vermin.

At fifteenth level, he can transform into Huge or Diminutive animals or vermin.

At twentieth level, he can transform into magical beasts. He does not gain any spell-like abilities the original creature might have possessed.

Improved Grab (Ex)- At third level, a beastman gains the Improved Grab ability while in his natural form. If he hits with a claw attack, he can attempt to start a grapple as a free action without provoking an attack of opportunity or requiring an initial touch attack. This ability can be used against targets of the beastman’s size category or smaller.

Woodland Stride (Ex)- Starting at 3nd level, a beastman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect his movement.

Bonus Feat- At 4th, 8th, 12th, 16th, and 20th levels, a beastman gains a bonus feat. These must be drawn from the Wild feats described in Complete Divine, Complete Adventurer, and other sources.

Trackless Step (Ex)- Starting at 5rd level, a beastman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Pounce (Ex)- At 6th, level, a beastman gains the pounce ability while in his natural form. When he makes a charge, he can follow up with a full attack.

Swift Tracker (Ex)- Beginning at 7th level, a beastman can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Fangs (Ex)- Beginning at 7th level, a beastman gains a powerful bite attack, dealing 1d8 damage. This is a secondary natural weapon. Like his claws, he can retract his fangs, requiring a DC 25 Spot check to notice their presence. Additionally, his claws now deal 1d8 damage each, and all his natural weapons count as magic for the purposes of overcoming damage resistance (including any he gains through Wild Shape).

Venom Immunity (Ex)- At 9th level, a beastman gains immunity to all natural poisons.

Animalistic Resilience (Ex)- At 9th level, a beastman learns how to heal his own injuries. He can spend one use of his Wild Shape ability to gain fast healing equal to his wisdom modifier for a number of rounds equal to his class level. This can be done in both normal and animal forms. Activating this ability is a standard action.

Resistance to Transmutation (Ex)- At 11th level, a beastman has incredible control over his own form. He gains a +5 bonus to saves against any all transmutation spells.

Rend (Ex)- At 11th level, a beastman gains the Rend ability while in his natural form. If he hits with two claw attacks, he automatically deals extra damage equal to 1d6 + 1.5 times his strength modifier.

A Thousand Faces (Su)- At 13th level, a beastman gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects his body but not his possessions. It is not an illusory effect, but a minor physical alteration of the his appearance, within the limits described for the spell.

Talons (Su)- At 13th level, a beastman gains a set of vicious talons on their feet. Like his claws and fangs, he can retract them, requiring a DC 30 Spot check to notice their presence. He gains an additional two secondary natural attacks, each dealing 1d6 damage. Additionally, his claws are even sharper than before, gaining a crit range of 19-20. (If he already has the Improved Critical feat for his claws, their crit range improves to 18-20).

Poison (Ex)- At 14th level, a beastman’s bite attack becomes poisonous. Anyone damaged by his bite must make a Fortitude save (DC equal to 10 + 1/2 beastman level plus his constitution modifier) or take 2d6 constitution damage, with another 2d6 damage one minute later. The secondary damage can be avoided by a second save.

Timeless Body (Ex)- After attaining 17th level, a beastman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties him may have already incurred, however, remain in place. Bonuses still accrue, and he still dies of old age when his time is up.

Adamantine Claws (Su)- at 17th level, the beastman’s natural weapons are treated as being made of adamantine for the purpose of overcoming damage resistance. This includes his claws, fangs, talons, and any natural weapons he acquires through use of his Wild Shape ability.

Animalistic Might (Su)- At 18th level, a beastman can spend one of his daily Wild Shape uses to enlarge his current form by one size category as a standard action. Treat this as an Animal Growth spell with a range of personal and caster level equal to the beastman’s class level. He can activate this ability at the same time he activates a Wild Shape, taking one standard action to use both abilities and turn into an extra-large animal. All subsequent forms are also enlarged, unless he chooses to dismiss the effect (a free action).

Immunity to Transmutation (Ex)- at 19th level, a beastman has such perfect control over his own form that he becomes immune to transmutation spells. He can chose to suppress this ability so that beneficial spells still affect him, however.

Shapeshift Variant
Another version of the class, adjusted to use the Shapeshift variant from the Player's Handbook 2. Note that I made several minor modifications to the forms, so read carefully.
Spoiler




New Magic Items


Amulet of Mighty Fangs- This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. IT REMAINS IN EFFECT IF THE BEARER CHANGES SHAPE, such as the druid’s Wild Shape ability, or a polymorph spell.

Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 7,000 gp (+1), 28,000 gp (+2), 63,000 gp (+3), 112,000 gp (+4), 175,000 gp (+5).

Amulet of Mighty Hide- This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet. IT REMAINS IN EFFECT IF THE BEARER CHANGES SHAPE, such as the druid’s Wild Shape ability, or a polymorph spell.

Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 9,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), or 75,000 gp (+5).

New enhancement— Shifting- this enchantment was once used by the Lords of the Sundered Oak, a group of druids and beastmen who believed their ability to assume animal shape was the highest form of communion with nature. The order was wiped out long ago, but many pieces of their lore remain, among them this enchantment.

A weapon with the Shifting enchantment can be used even when the owner has changed shape, such as with the Wild Shape ability. Chose on primary natural weapon possessed by the new form. All enchantments and special materials of the Shifting Weapon are transferred to the natural weapon.

For example, a beastman with a +2 Shifting dagger made out of cold iron uses Wild Shape to transform into a dire wolf. His primary bite attack has a +2 enhancement bonus to attack and damage, and overcomes damage resistance as if it was a cold iron weapon.

Moderate transmutation, CL 10, Craft Magic Arms and Armor, ???, creator must be a druid; Price +1 Bonus

Old versions
Spoiler


UPDATE: A player in my regular campaign has been playing a Beastman for some time now, and I'd like to report that it's going great. It's a pretty high-power group-- the other characters are a crusader/paladin mashup, a beguiler, a sorcerer, and a favored soul-- but he's holding his own. I'd put the class right in the sweet spot of tier 3, in the "capable of doing many things quite competently" sense. He generally doesn't do quite as much damage as the others, but he always has a useful form to use, whether that means turning into a giant ant lion to burrow down to the buried temple or turning into a dire barracuda so the crusader can ride him into battle underwater. He's having a blast. So, basically... not too overpowered, scads of options, fun to play.
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Last edited by Grod_The_Giant : 01-09-2012 at 02:13 PM.
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Old 08-25-2011, 08:08 PM   Top  -  End  -  #2
Grod_The_Giant
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Default Rationale/reserved space

Like I mentioned, the basic idea was a wild shape warrior. I started by smooshing the druid and ranger specials together, but, obviously, I wound up changing a lot of things. Here, I'll discuss some of my rationale behind the changes.

Wildshape Changes
Spoiler


Other class features:
Spoiler


Magic Items:
Spoiler

Last edited by Grod_The_Giant : 09-02-2011 at 08:24 PM.
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Old 09-02-2011, 08:24 PM   Top  -  End  -  #3
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Anyone?

<bump>

Last edited by Grod_The_Giant : 09-02-2011 at 08:24 PM.
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Old 09-03-2011, 01:48 PM   Top  -  End  -  #4
Dralnu
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Default Re: The Beastman [3.5, PEACH]

I like this and agree with you design philosophy. Overall a solid class, mid tier 3, very versatile but at the same time not silly broken like a druid. Funny how you can strip the druid of spellcasting and an animal companion and it still remains viable. Anyway, I would definitely allow it at any of my tables. I also really like how you chose Wisdom as a secondary stat. Animal cunning and all that.

A couple suggestions:
Adamantine Claws comes very late. I'd also recommend making your claws/bite magical. See Pathfinder's Monk for an appropriate time for your natural attacks to start piercing DR.

Without new spells each level, some of the level progression is a little boring. I think it would be really cool if you offered something similar to Pathfinder Barbarian's rage powers. You could call them Wildshape Powers. Very few of them are particularly powerful but they make the player look forward to leveling up and gaining something new. A little bonus to natural armor here, a little boost to movement speed there, it's all good. If you came up with enough of them I'd say give them one power choice each level. Thankfully so many of the rage powers can be copied that you have a lot to start off with.

If no to wildshape powers, do something else for most of your levels. As a player, the stuff I really look forward to when leveling would be the claw, bite, and new wildshape forms, everything else is nice and flavorful but not exciting.
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Old 09-03-2011, 09:25 PM   Top  -  End  -  #5
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by dralnu
advice
Thanks for the compliments. You make a good point about the level progression; I was just trying to avoid dead levels, but you're right that a lot of the abilities are boring.

The rage powers look cool, and I like the idea of souping up your wild shape/rage a little bit. Hmm...
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Old 09-05-2011, 03:17 PM   Top  -  End  -  #6
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Update: After examining the rage powers, I decided that they would add too much complexity to an already-complex class. However, in the spirit of avoiding "boring" levels, I added:

1) Bonus Wild feats, which have a similar effect to the rage powers in cool-new-things-you-can-do, but are simpler to implement.
2) Animalistic combat abilities like pounce and rend.
3) Animalistic healing and might, to add a bit of cool magic to higher levels.

I also cleaned up the table a bit, removing all the "wildshape x/day" entries.

Last edited by Grod_The_Giant : 09-05-2011 at 07:48 PM.
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Old 09-05-2011, 09:56 PM   Top  -  End  -  #7
Dralnu
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Default Re: The Beastman [3.5, PEACH]

Very good call with the Wildshape Feats and I like the other additions too. Now you get something fun and exciting every single level. The class is looking very tight and I'd say it's one of my favorite homebrews so far.

Minor nitpicks:
- Improved Grab seems a little powerful for that level
- maybe Animalistic Resilience could show up earlier?
- Wildshape still has the problem of your physical scores not mattering at all. I think Pathfinder fixed this. Understandably though, you could argue that being a really friggin' strong squirrel or whatever is a bit silly. Also, unlike the Druid, your natural form is very combat-ready as is and Wildshape is more limited so it's less likely that you'll make all your physical stats into dump stats

I checked the entire class over two more times. Can't think of anything else to say other than it's really solid and thanks for making it!
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Old 09-06-2011, 02:29 AM   Top  -  End  -  #8
Debihuman
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Default Re: The Beastman [3.5, PEACH]

I think Venom Immunity is too powerful at 9th level. Perhaps it should be limited to natural poisons but not magical ones. Otherwise it is exactly the same as Immunity to Poison.

Debby
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Old 09-06-2011, 05:20 AM   Top  -  End  -  #9
Dryad
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Default Re: The Beastman [3.5, PEACH]

I think it's a great class, but I'd personally stick to the PhB II shapeshifter variant. It's far easier to maintain, and doesn't trivialize your own physical ability scores like normal Wildshape does/was meant to do.
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Old 09-08-2011, 06:57 PM   Top  -  End  -  #10
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by Debihuman View Post
I think Venom Immunity is too powerful at 9th level. Perhaps it should be limited to natural poisons but not magical ones. Otherwise it is exactly the same as Immunity to Poison.

Debby
I pulled the ability directly from the Druid, level and all. Honestly, though, I don't think it matters too much... how often does poison come up in the average game, natural or otherwise?

Quote:
Originally Posted by Dralnu
Very good call with the Wildshape Feats and I like the other additions too. Now you get something fun and exciting every single level. The class is looking very tight and I'd say it's one of my favorite homebrews so far.

Minor nitpicks:
- Improved Grab seems a little powerful for that level
- maybe Animalistic Resilience could show up earlier?
- Wildshape still has the problem of your physical scores not mattering at all. I think Pathfinder fixed this. Understandably though, you could argue that being a really friggin' strong squirrel or whatever is a bit silly. Also, unlike the Druid, your natural form is very combat-ready as is and Wildshape is more limited so it's less likely that you'll make all your physical stats into dump stats

I checked the entire class over two more times. Can't think of anything else to say other than it's really solid and thanks for making it!
I'm glad you like the class. Thanks for all your praise

-I see your point about Improved Grab, but I really can't think of a better place to put it without opening up dead levels. I feel like pounce and rend are stronger. And at that low a level... I don't know, I can't help but feel like he's not an outstanding grappler. He's only got a medium BAB, and his strength probably won't be as good as a dedicated warrior. In my group, grappling really only comes up when the party is trying to capture someone (in which case, clawing them is counterproductive) or to try and lock down a spellcaster, in which case the AoO is pretty minor.

-I didn't want to put Animalistic Resilience too early-- the class is already pretty tough, what with the d12 HD, and I was afraid of giving it such a potent healing ability at a low level.

-Short of switching to the shapeshifter variant from the PHB II (which would probably require a complete rebuild of the class), I don't think there's much to do with Wild Shape. You already summed up both sides pretty well.

Quote:
Originally Posted by Dryad
I think it's a great class, but I'd personally stick to the PhB II shapeshifter variant. It's far easier to maintain, and doesn't trivialize your own physical ability scores like normal Wildshape does/was meant to do.
I might eventually make a Shapeshifter variant, but-- in this case-- I think it would require more work than simply replacing wild shape. It's a considerably weaker variant, and, to a large extent, overlaps with the abilities the beastman gets for his base form.


Update: I added some flavor text.

Last edited by Grod_The_Giant : 09-09-2011 at 02:01 PM.
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Old 09-11-2011, 04:13 PM   Top  -  End  -  #11
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by Dryad
I think it's a great class, but I'd personally stick to the PhB II shapeshifter variant. It's far easier to maintain, and doesn't trivialize your own physical ability scores like normal Wildshape does/was meant to do.
But because I love you all-- and was very bored-- I went ahead and attempted a version of the class using Shapeshift. It's in a spoiler box in the first post, but I'll list the important changes here.
  • No claws/fangs/talons. Shapeshift is usable at will. No need for back-up melee weapons.
  • Improved Grab, Pounce and Rend are usable in all forms, rather than just the base form (now clarified in the original class text). Wild Shape gives you the ability when it fits the form, and it wouldn't make sense to have a squirrel with rend. But now that the 'forms' are really just stat modifications...
  • Animalistic Might is now the at-will capstone ability. Shapeshift as written ends at 18th level, and I couldn't think of any kind of new, more powerful form.

Oh, and I also dumped Claw Sheathes and re-worked the Shifting enchantment to be a bit simpler.

Last edited by Grod_The_Giant : 09-12-2011 at 01:25 PM.
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Old 09-12-2011, 05:07 PM   Top  -  End  -  #12
Debihuman
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by Grod_The_Giant View Post
I pulled the ability directly from the Druid, level and all. Honestly, though, I don't think it matters too much... how often does poison come up in the average game, natural or otherwise?
I think transferring the ability from the druid class without any change diminishes the druid class. Class abilities should be unique to the class. Why would the beastman be immune to magical poisons? The druid at least has some affinity to magic while the beastman does not.

Poison usage depends on the PCs and DM. Some people use it a lot, and some very little. I don't think how often it will be used should determine what the ability does.

By the way, Shifting should be an Enhancement not an enchantment.

Debby
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Old 09-12-2011, 07:04 PM   Top  -  End  -  #13
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by Debihuman View Post
I think transferring the ability from the druid class without any change diminishes the druid class. Class abilities should be unique to the class. Why would the beastman be immune to magical poisons? The druid at least has some affinity to magic while the beastman does not.
Hmm. On the one hand, I think the ability is sufficiently minor that it doesn't feel uniquely "druidy." Copying it doesn't diminish the class nearly as much as, say, stealing the entire wild shape mechanic. But on the other hand, I think you may be right about the magical poison bit. I'll go ahead and note that the ability only applies to natural poisons.

Quote:
Poison usage depends on the PCs and DM. Some people use it a lot, and some very little. I don't think how often it will be used should determine what the ability does.
True, but I can only base my attempts to balance the class on my own experiences.

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By the way, Shifting should be an Enhancement not an enchantment.
Thanks for the catch.
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Old 09-21-2011, 04:28 AM   Top  -  End  -  #14
Ogrepuppy
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Default Re: The Beastman [3.5, PEACH]

This is (err, both variants are) bloody fantastic!

Bookmarked, to be sure.
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Old 09-21-2011, 07:25 AM   Top  -  End  -  #15
drakir_nosslin
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Default Re: The Beastman [3.5, PEACH]

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Wild Empathy (Ex)- Wild Empathy (Ex)- A beastman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastman rolls 1d20 and adds his beastman level and her Charisma modifier to determine the wild empathy check result.
The title of the ability is written two times. Seems a bit unnecessary.

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Claws (Ex)- At first level, a beastman gains a set of powerful claws. He gains two primary natural attacks, each dealing d6 damage. He can extend or retract them at will. When retracted, a DC20 spot check is necessary to notice their presence.
1d6? 2? 100?

Quote:
A Thousand Faces (Su)- At 13th level, a beastman gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the druid’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Your copypasta is undercooked.

Quote:
Talons (Su)- At 13th level, a beastman gains a set of vicious talons on their feet. Like his claws and fangs, he can retract them, requiring a DC 30 Spot check to notice their presence. He gains an additional two secondary natural attacks, each dealing d6 damage. Additionally, his claws are even sharper than before, gaining a crit range of 19-20. (If he already has the Improved Critical feat for his claws, their crit range improves to 18-20).
Again, specify the amount of dice used.

Quote:
Timeless Body (Ex)- After attaining 17th level, a beastman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties him may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.
Back to the kitchen, there's more copypasta to cook!

I'm no good at balance, but this looks like a good tier 3 class to me, judging from the amount of stuff it can do with the wildshape. No SLA:s means no breaking, but there's plenty of interesting animals out there.
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Old 09-21-2011, 09:16 AM   Top  -  End  -  #16
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by drakir_nosslin View Post
stuff
Thanks for catching those typos. I would have thought that d6 was explicit enough, but I suppose it's always good to specify these things.

Quote:
Originally Posted by ogrepuppy
This is (err, both variants are) bloody fantastic!
Thanks! Glad you like 'em.
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Old 10-04-2011, 06:15 AM   Top  -  End  -  #17
Dalek-K
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Default Re: The Beastman [3.5, PEACH]

I like it

However don't change Venom Immunity at all or by the time you get it... It will be useless since natural poisons will be less popular during the later part of the game.
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Old 10-04-2011, 11:42 AM   Top  -  End  -  #18
BlackestOfMages
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Default Re: The Beastman [3.5, PEACH]

I like this class, It's one of the things I;ve rather wanted to do with a druid (IE: not obcenely powerful as it's a full-caster direbear...)

I may be using it in a game soon, I'll let you know how it goes

quick question: does the shapeshifter variant still have claws in their natural form? as it dosen't mention it anywhere, and I was wondering if this was an oversight or intentional?
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Old 10-04-2011, 08:59 PM   Top  -  End  -  #19
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

Quote:
Originally Posted by BlackestOfMages View Post
I like this class, It's one of the things I;ve rather wanted to do with a druid (IE: not obcenely powerful as it's a full-caster direbear...)

I may be using it in a game soon, I'll let you know how it goes

quick question: does the shapeshifter variant still have claws in their natural form? as it dosen't mention it anywhere, and I was wondering if this was an oversight or intentional?
Thanks for the compliments! To answer your question, no, the shapeshifter variant doesn't get claws. I originally put them in so that the class could be useful outside of wildshape (I honestly couldn't imagine any weapon they could use). The variant, however, never runs out of uses of their main class feature, so I figured that the claws were redundant.

Last edited by Grod_The_Giant : 10-04-2011 at 08:59 PM.
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Old 11-26-2011, 01:34 PM   Top  -  End  -  #20
Kaje
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Default Re: The Beastman [3.5, PEACH]

Do all the class features that work only in your natural form work in conjunction with Thousand Faces or the wild feats?
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Old 11-26-2011, 04:56 PM   Top  -  End  -  #21
Grod_The_Giant
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Default Re: The Beastman [3.5, PEACH]

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Originally Posted by Kaje View Post
Do all the class features that work only in your natural form work in conjunction with Thousand Faces or the wild feats?
Yes. Non-natural forms only include those you've wild shaped into.
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