Baron Corm
2010-03-22, 12:09 AM
This is an update of a PrC I made back in 2007, one of the first things I ever made, and one of my favorites. I'm changing some things around using the things I've learned since then, and offering it up for a fresh set of homebrewers to critique.
One of my goals with this class was to make it possible to not require any sort of flying spells or gear to make it in the world, relying solely on your jump. So if nothing else, please let me know how that went.
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Martial characters who are especially in tune with their inner animal might find themselves following the path of the coyote. A coyote seeks to mimic the wild abandon of his animal brothers. He wishes to flow through the seas, the air, and the ground just like they can. He wishes to be free from all that would cage him. Through emulation, he achieves a form greater than the other animals separately. It is still emulation, however; he has an immense respect for animals and will defend them and their habitats with zeal.
Coyotes can come in all shades and sizes, from the typical elven protector of forests, to the orcish barbarian who uses his gifts to sow chaos. The name "coyote" comes from the legend that a coyote, when snared in a trap, will chew off its own limb rather than be contained.
The coyotes are an understandably loose-knit sect who usually only band together if the natural world is in danger. Ritual meetings are also held when a new coyote is inducted into the local tribe. Other than that, they tend to keep to themselves, each coyote finding his own unique path to freedom. For this reason, each individual coyote could draw upon different totem animals to learn his class features, though the mechanical effects remain the same.
Coyote
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Central maxim, superior instincts -10%/+1
2nd|+2|+3|+3|+3|Lesson of the horse
3rd|+3|+3|+3|+3|Superior instincts -20%/+2
4th|+4|+4|+4|+4|Lesson of the squid
5th|+5|+4|+4|+4|Superior instincts -30%/+3
6th|+6|+5|+5|+5|Lesson of the primate
7th|+7|+5|+5|+5|Superior instincts -40%/+4
8th|+8|+6|+6|+6|Lesson of the rabbit
9th|+9|+6|+6|+6|Superior instincts -50%/+5
10th|+10|+7|+7|+7|Lesson of the cheetah[/table]
Hit Die: d8
Skill Points at Each Level: 4 + Int modifier.
Class Skills: Handle Animal, Ride, Knowledge (Nature), Tumble, Survival, Balance, Climb, Escape Artist, Jump, Swim, Sense Motive, Speak Language, Intimidate, Spot, Listen
Requirements
To qualify to become a coyote, a character must fulfill all the following criteria.
Feats: Run, Endurance, Leap of the Heavens (PHB2)
Base Attack Bonus: +6
Skills: Survival 5 ranks, Jump 5 ranks
Class Features
Weapon and Armor Proficiency
Coyotes gain no proficiency with any weapon or armor.
Central Maxim (Ex)
Though coyotes are lawless in many ways, they do have certain rules which form the core of their power and identity, even if some of those rules are just "obey no rules". Pick any one of the following three maxims to represent your character's take on the coyote class. Each maxim comes with its own benefit, but if the rule is broken, the coyote loses all of his class abilities until he atones (see Ex-Coyotes, at the bottom of the page). The maxims are intentionally left open-ended; whether or not a coyote has broken the spirit of his maxim is always up to the DM.
1. Never willfully harm or disrespect a creature with an Intelligence score of 1 or 2, except in self-defense or to gather a non-luxurious amount of food.
Following this maxim adds your Superior Instincts bonus to damage rolls, in addition to attack rolls.
2. Never knowingly obey the command of another being, unless the command coincides with your own intentions.
Following this maxim gives you the ability to reroll a failed save to resist any mind-affecting effect. You may reroll it a number of times equal to your Superior Instincts bonus. If the effect normally wouldn't offer a save, it offers you a Will save.
3. Never willingly enter any civilized, populated area for longer than a brief period of time.
Following this maxim gives you the ability to reroll a failed save or check to resist or escape anything listed under the freedom spell description. You may reroll it a number of times equal to your Superior Instincts bonus. If the effect normally wouldn't offer a save or check, it offers you a Fortitude save.
Superior Instinct (Ex)
Before learning how to soar through the skies, the first thing a coyote hones is his natural instinct. Any miss chances he is faced with are reduced by -10% (minimum 0%), and he receives a +1 insight bonus to attack rolls. The coyote continues to refine his instinct over the course of his journey, increasing the bonuses by -10%/+1 every odd level after the first.
Lesson of the Horse (Ex)
At level 2, the coyote learns his first lesson, from the swift and wild horse. Whenever he makes a charge, he can move up to 3x his base speed, instead of 2x his base speed. Once per hour, he can move 5x his base speed during a charge instead of 3x his base speed.
Lesson of the Squid (Ex)
At level 4, the coyote draws upon the power of the deep and uncatchable squid. He receives a swim speed equal to his base land speed, and gains the ability to make a charge while swimming.
Lesson of the Primate (Ex)
At level 6, the coyote learns to mimic the great leaps of his old and feral ancestors, the primates. All Jump DCs are divided by 5 for the coyote when he is making a long jump, and by 4 when he is making a high jump.
Lesson of the Rabbit (Ex)
At level 8, the coyote turns to the flighty and secluded rabbit for guidance. He gains a burrow speed equal to his base land speed, and gains the ability to make a charge while burrowing.
Lesson of the Cheetah (Ex)
At level 10, the coyote finally unlocks the power of the most majestic of freerunners, the cheetah. Whenever he makes a charge, he can move up to 5x his base speed, instead of 3x his base speed. Once per hour, he can move 10x his base speed during a charge instead of 5x his base speed.
Additionally, the coyote receives the Pounce ability. When he uses his increased charge speed, all of the attacks in his full attack are made at his highest attack bonus.
Ex-Coyotes
A coyote who fails to follow his central maxim loses all class abilities until he atones. The atonement spell must be cast by a druid of the same alignment as the coyote, often a shaman or leader figure in the coyote's tribe. The druid almost always requires a penance quest to be completed first.
One of my goals with this class was to make it possible to not require any sort of flying spells or gear to make it in the world, relying solely on your jump. So if nothing else, please let me know how that went.
____________
Martial characters who are especially in tune with their inner animal might find themselves following the path of the coyote. A coyote seeks to mimic the wild abandon of his animal brothers. He wishes to flow through the seas, the air, and the ground just like they can. He wishes to be free from all that would cage him. Through emulation, he achieves a form greater than the other animals separately. It is still emulation, however; he has an immense respect for animals and will defend them and their habitats with zeal.
Coyotes can come in all shades and sizes, from the typical elven protector of forests, to the orcish barbarian who uses his gifts to sow chaos. The name "coyote" comes from the legend that a coyote, when snared in a trap, will chew off its own limb rather than be contained.
The coyotes are an understandably loose-knit sect who usually only band together if the natural world is in danger. Ritual meetings are also held when a new coyote is inducted into the local tribe. Other than that, they tend to keep to themselves, each coyote finding his own unique path to freedom. For this reason, each individual coyote could draw upon different totem animals to learn his class features, though the mechanical effects remain the same.
Coyote
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Central maxim, superior instincts -10%/+1
2nd|+2|+3|+3|+3|Lesson of the horse
3rd|+3|+3|+3|+3|Superior instincts -20%/+2
4th|+4|+4|+4|+4|Lesson of the squid
5th|+5|+4|+4|+4|Superior instincts -30%/+3
6th|+6|+5|+5|+5|Lesson of the primate
7th|+7|+5|+5|+5|Superior instincts -40%/+4
8th|+8|+6|+6|+6|Lesson of the rabbit
9th|+9|+6|+6|+6|Superior instincts -50%/+5
10th|+10|+7|+7|+7|Lesson of the cheetah[/table]
Hit Die: d8
Skill Points at Each Level: 4 + Int modifier.
Class Skills: Handle Animal, Ride, Knowledge (Nature), Tumble, Survival, Balance, Climb, Escape Artist, Jump, Swim, Sense Motive, Speak Language, Intimidate, Spot, Listen
Requirements
To qualify to become a coyote, a character must fulfill all the following criteria.
Feats: Run, Endurance, Leap of the Heavens (PHB2)
Base Attack Bonus: +6
Skills: Survival 5 ranks, Jump 5 ranks
Class Features
Weapon and Armor Proficiency
Coyotes gain no proficiency with any weapon or armor.
Central Maxim (Ex)
Though coyotes are lawless in many ways, they do have certain rules which form the core of their power and identity, even if some of those rules are just "obey no rules". Pick any one of the following three maxims to represent your character's take on the coyote class. Each maxim comes with its own benefit, but if the rule is broken, the coyote loses all of his class abilities until he atones (see Ex-Coyotes, at the bottom of the page). The maxims are intentionally left open-ended; whether or not a coyote has broken the spirit of his maxim is always up to the DM.
1. Never willfully harm or disrespect a creature with an Intelligence score of 1 or 2, except in self-defense or to gather a non-luxurious amount of food.
Following this maxim adds your Superior Instincts bonus to damage rolls, in addition to attack rolls.
2. Never knowingly obey the command of another being, unless the command coincides with your own intentions.
Following this maxim gives you the ability to reroll a failed save to resist any mind-affecting effect. You may reroll it a number of times equal to your Superior Instincts bonus. If the effect normally wouldn't offer a save, it offers you a Will save.
3. Never willingly enter any civilized, populated area for longer than a brief period of time.
Following this maxim gives you the ability to reroll a failed save or check to resist or escape anything listed under the freedom spell description. You may reroll it a number of times equal to your Superior Instincts bonus. If the effect normally wouldn't offer a save or check, it offers you a Fortitude save.
Superior Instinct (Ex)
Before learning how to soar through the skies, the first thing a coyote hones is his natural instinct. Any miss chances he is faced with are reduced by -10% (minimum 0%), and he receives a +1 insight bonus to attack rolls. The coyote continues to refine his instinct over the course of his journey, increasing the bonuses by -10%/+1 every odd level after the first.
Lesson of the Horse (Ex)
At level 2, the coyote learns his first lesson, from the swift and wild horse. Whenever he makes a charge, he can move up to 3x his base speed, instead of 2x his base speed. Once per hour, he can move 5x his base speed during a charge instead of 3x his base speed.
Lesson of the Squid (Ex)
At level 4, the coyote draws upon the power of the deep and uncatchable squid. He receives a swim speed equal to his base land speed, and gains the ability to make a charge while swimming.
Lesson of the Primate (Ex)
At level 6, the coyote learns to mimic the great leaps of his old and feral ancestors, the primates. All Jump DCs are divided by 5 for the coyote when he is making a long jump, and by 4 when he is making a high jump.
Lesson of the Rabbit (Ex)
At level 8, the coyote turns to the flighty and secluded rabbit for guidance. He gains a burrow speed equal to his base land speed, and gains the ability to make a charge while burrowing.
Lesson of the Cheetah (Ex)
At level 10, the coyote finally unlocks the power of the most majestic of freerunners, the cheetah. Whenever he makes a charge, he can move up to 5x his base speed, instead of 3x his base speed. Once per hour, he can move 10x his base speed during a charge instead of 5x his base speed.
Additionally, the coyote receives the Pounce ability. When he uses his increased charge speed, all of the attacks in his full attack are made at his highest attack bonus.
Ex-Coyotes
A coyote who fails to follow his central maxim loses all class abilities until he atones. The atonement spell must be cast by a druid of the same alignment as the coyote, often a shaman or leader figure in the coyote's tribe. The druid almost always requires a penance quest to be completed first.