PDA

View Full Version : (3.5) The Beastlord (Base Class) [PEACH]



Lyndworm
2010-04-20, 06:42 PM
This class was inspired by the Beastmaster PrC, and the Animal Lord PrC. In the interest of full disclosure and proper credit, I have to admit that original class I put up was closer to Lix Lorn's rework of the Beastmaster (http://www.giantitp.com/forums/showthread.php?t=147289) than it was to my own vision. That was a tremendous mistake on my part, and although I could go into excuses and whatnot, please believe me when I say that that version had not been properly proof-read. I copy-pasted it from a notepad document, and it was an earlier version of the class that I had changed little. Still, Lix Lorn "lent" several mechanics to this class, and I cannot thank her enough for her unwitting contributions.


The Beastlord

Hit Dice: d10
Starting Age: Simple
Starting Gold: 4d4x10 (100gp)



Level

BAB

Fort

Ref

Will

Special


1st
+1
+2
+2
+0
Animal Bond, Animal Companion (+3), Wild Empathy


2nd
+2
+3
+3
+1
Nature Sense


3rd
+3
+3
+3
+1
Wild Strike +1d4


4th
+4
+4
+4
+1
Extra Animal Companion, Improved Animal Bond


5th
+5
+4
+4
+1
Detect Animals


6th
+6/+1
+5
+5
+2
Wild Strike +2d4


7th
+7/+2
+5
+5
+2
Extra Animal Companion


8th
+8/+3
+6
+6
+2
Greater Animal Bond, Untamed Strike 1/enc


9th
+9/+4
+6
+6
+3
Wild Strike +3d4


10th
+10/+5
+7
+7
+3
Extra Animal Companion (-3)


11th
+11/+6/+1
+7
+7
+3
Untamed Strike 2/enc


12th
+12/+7/+2
+8
+8
+4
Wild Strike +4d4, Superior Animal Bond


13th
+13/+8/+3
+8
+8
+4
Extra Animal Companion (-3)


14th
+14/+9/+4
+9
+9
+4
Untamed Strike 3/enc


15th
+15/+10/+5
+9
+9
+5
Wild Strike +5d4


16th
+16/+11/+6/+1
+10
+10
+5
Extra Animal Companion (-3), Awesome Animal Bond


17th
+17/+12/+7/+2
+10
+10
+6
Untamed Strike 4/enc


18th
+18/+13/+8/+3
+11
+11
+6
Wild Strike +6d4


19th
+19/+14/+9/+4
+11
+11
+6
Extra Animal Companion (-3)


20th
+20/+15/+10/+5
+12
+12
+6
Perfect Animal Bond, Untamed Strike 5/enc


Skills: 4+Int modifier at each level. (4+Int mod)x4 at first level.
Skill List: Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str) Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Weapon and Armor Proficiency:
Beastlords are proficient with all simple weapons, light and medium armor, and shields (except tower shields).


Beastlord Class Features:

Animal Bond (Ex):
A Beastlord develops a bond with animals of his selected group. He gains a +4 bonus on Handle Animal and Wild Empathy checks made to influence animals from his chosen group. He also gains a bonus feat depending on his Animal Group chosen. The nine groups of animals included here, along with examples taken from the Monster Manual and the bonus feat granted, are as follows;

Apelord:
Ape, Baboon, Dire Ape, Girralon*, Monkey
Feat: Skill Focus: Climb

Bearlord:
Black Bear, Brown Bear, Dire Bear, Polar Bear
Feat: Great Fortitude

Birdlord:
Eagle, Giant Eagle*, Giant Owl*, Hawk, Owl, Raven
Feat: Alertness

Catlord:
Cat, Cheetah, Dire Lion, Dire Tiger, Leopard, Lion, Tiger
Feat: Stealthy

Doglord:
Dire Wolf, Dog, Riding Dog, Winter Wolf*, Wolf, Worg*
Feat: Track

Hooflord:
Bison, Boar, Camel, Dire Boar, Donkey, Horse (all), Mule, Pegasus*, Pony, Warhorse (all), Warpony
Feat: Endurance

Scalelord:
Constrictor, Crocodile, Deinonychus, Elasmosaurus, Giant Constrictor, Giant Crocodile, Lizard, Megaraptor, Monitor Lizard, Triceratops, Tyrannosaurus, Viper (all)
Feat: Athletic

Sharklord:
Dire Shark, Shark (all)
Feat: Skill Focus: Swim

Verminlord:
Vermin (all)†
Feat: Iron Will

Weasellord:
Badger, Dire Badger, Dire Weasel, Dire Wolverine, Weasel, Wolverine
Feat: Lightning Reflexes

*These creatures are included even though they are not of the animal type. As such, these creatures are not viable for Animal Companions.
†Despite not being animals, these creatures are viable Animal Companions for Verminlords. Discuss the placement of such creatures with your DM.


Animal Companion (Ex):
At first level, a Beastlord chooses an animal from one of the Animal Groups listed above. All animal companions granted by the Beastlord class must come form this group, and this choice cannot be changed. The Beastlord treats his effective Druid level as Class level +3 for determining the abilities of his first companion, as shown in the figure above. Other than these changes, a Beastlord’s Animal Companion functions the same way as the Druid’s class feature of the same name.


Wild Empathy (Ex):
A Beastlord can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Beastlord rolls 1d20 and adds his Beastlord level and his 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 Beastlord 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 Beastlord 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.


Nature Sense (Ex):
At 2nd level, a Beastlord gains a +2 bonus on Knowledge (Nature) and Survival checks.


Extra Animal Companion (Ex):
At 4th level, a Beastlord gains another Animal Companion. This creature must be from the same group as his first. If his choice has a low enough level adjustment to be obtained at this level, it comes to him automatically, but otherwise he must wait until a level when he can obtain this companion. All Companions may be called in a single 24 hour session. When Sharing Spells, any, all or no companions can be affected.

A Beastlord gains a third companion at 7th level, and an additional companion at 10th, 13th, 16th, and 19th levels. The number after each entry on the figure above indicates the penalty the Beastlord takes to his effective Druid level when determining the level of that companion.

In an Epic level game, he gains an additional companion at 22nd level and every third level after. (25th, 28th, etc...) These companions are at a -6 penalty to the Beastlord's Druid level.


Improved Animal Bond:
At 4th level, a Beastlord gains a benefit depending on his Animal Bond as follows;

Apelord:
An Apelord gains a Climb speed equal to half of his Land speed and a +8 bonus on Climb checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb checks, whichever is higher. Additionally, he gains a +2 bonus to Balance and Jump checks.

Bearlord:
A Bearlord gains the Improved Grapple feat, even if he doesn't meet the prerequisites.

Birdlord:
A Birdlord gains a +4 bonus on Listen and Spot checks.

Catlord:
A Catlord gains a +2 bonus on Balance, Jump, Hide, and Move Silently checks.

Doglord:
A Doglord gains the Improved Trip feat, even if he doesn't meet the prerequisites.

Hooflord:
A Hooflord gains the Run and Spring Attack feats, even if he doesn't meet the prerequisites.

Scalelord:
A Scalelord gains a +4 bonus on Climb and Swim checks. He uses his Dexterity modifier or Strength modifier for Climb and Swim checks, whichever is higher.

Sharklord:
A Sharklord gains a Swim speed equal to half of his Land speed and a +8 bonus on Swim checks. He can always choose to take 10 on Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Swim checks, whichever is higher. Additionally, he gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.

Verminlord:
A Verminlord gains the Master of PoisonsDotU and Poison Master feats, even if he doesn't meet the prerequisites.

Weasellord:
A Weasellord gains the Evasion (Ex) ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Beastlord is wearing light armor or no armor. A helpless Beastlord does not gain the benefit of Evasion.


Detect Animals (Sp):
Beginning at 5th level, a Beastlord can detect the presence of any animals of his selected group at will, as detect animals or plants with a caster level equal to his class level.


Wild Strike (Su):
At 6th level, a Beastlord grows closer to the animals he fights beside. Once per round (per enemy), he may add an additional 2d4 damage to his natural attacks.

At 9th level, this extra damage increases to 3d4. It increases by another 1d4 at 12th level and every three levels thereafter. (IE; at 18th level, the Beastlord deals an additional 6d4 damage with his natural attacks.)

In an epic level game, he deals an additional 1d4 damage at 21st level, and each third level after. (24th, 27th, etc...)


Greater Animal Bond:
At 8th level, a Beastlord gains the ability to adopt a hybrid shape that combines features of his bonded animal and his own race. He can adopt this form as a Standard action that does not provoke an attack of opportunity. While in his alternate form, the Beastlord's existing natural armor increases by 2. If he has no existing natural armor, his natural armor becomes +2. While in his alternate form, a Beastlord cannot speak. The Beastlord also gains Low-light Vision in all forms. He gains a benefit depending on his Animal Bond as follows;

Apelord:
In his alternate form, an Apelord receives two slam attacks that deal 1d6 damage (1d4 for small Apelords or 1d8 for Large Apelords), and a +4 bonus to Strength and Dexterity. An Apelord's Climb speed increases to equal his Land speed. Additionally, he gains a +4 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.

Bearlord:
In his alternate form, a Bearlord receives two claw attacks that deal 1d6 damage (1d4 for Small Bearlords or 1d8 for Large Bearlords), and a +4 bonus to Strength and Constitution. In addition, if a Bearlord hits a creature with a One-Handed or Light weapon, he deals damage normally and has the option to start a grapple as a free action without provoking an attack of opportunity (no touch needed). If a grapple is started and the Bearlord is wielding a One-Handed weapon, he drops it. If a grapple is started and the Bearlord is wielding a Light weapon, he may continue holding it. Each round, he may attack his grappled foe as normal with it, except that he does not have the standard –4 penalty. This ability functions in all forms.

Birdlord:
In his alternate form, a Birdlord gains a Fly speed equal to his land speed (Poor maneuverability), and a +4 bonus to Strength and Dexterity. A Birdlord gains a +6 bonus on Listen and Spot checks. These bonuses overlap (do not stack with) the bonuses from the Improved Animal Bond ability. Additionally, he gains the Far Shot feat, even if he doesn't meet the prerequisites.

Catlord:
In his alternate form, a Catlord receives two claw attacks that deal 1d6 damage (1d4 for small Catlords or 1d8 for Large Catlords), and a +4 bonus to Strength and Dexterity. A Catlord also gains the Pounce (Ex) ability in all forms. When a Catlord makes a charge, he can follow with a full attack.

Doglord:
In his alternate form, a Doglord receives a bite attack that deals 1d8 damage (1d6 for small Doglords or 2d6 for Large Doglords), and a +4 bonus to Strength and Constitution. A Doglord also gains the Scent ability in all forms. Additionally, he 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.

Hooflord:
In his alternate form, a Hooflord receives two slam attacks that deal 1d6 damage (1d4 for small Hooflords or 1d8 for Large Hooflords), and a +4 bonus to Strength and Dexterity. A Hooflord's land speed increases by +50% in all forms. For example, when a Hooflord with a land speed of 30ft reaches 8th level, his speed increases to 45ft. Additionally, he gains the Bounding AssaultPHb2 feat, even if he doesn't meet the prerequisites.

Scalelord:
In his alternate form, a Scalelord receives a bite attack that deals 1d8 damage (1d6 for small Scalelords or 2d6 for Large Scalelords), and a +4 bonus to Strength and Dexterity. A Scalelord also gains Climb and Swim speeds equal to half of his Land speed and a +8 bonus on Climb and Swim checks. These bonuses overlap (do not stack with) the bonuses granted by Improved Animal Bond. Additionally, he can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb and Swim checks, whichever is higher. He also gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.

Sharklord:
In his alternate form, a Sharklord receives a bite attack that deals 1d8 damage (1d6 for small Sharklords or 2d6 for Large Sharklords), and a +4 bonus to Strength and Dexterity. Additionally, a Sharklord's Swim speed increases to equal his Land speed and he gains the Keen Scent ability in all forms. He also gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.

Verminlord:
In his alternate form, a Verminlord receives a bite attack that deals 1d8 damage (1d6 for small Verminlords or 2d6 for Large Verminlords), and a +4 bonus to Strength and Dexterity. Additionally, his bite gains the Poison special quality. On a successful attack, a Verminlord's bite deals an additional 1d4 Dexterity damage, 1d4 Strength damage, or 1d3 Constitution damage. Upon reaching 6th level the Verminlord must choose which of these poisons to begin secreting and his choice can never be changed.

Weasellord:
In his alternate form, a Weasellord receives two claw attacks that deal 1d6 damage (1d4 for small Weasellords or 1d8 for Large Weasellords), and a +4 bonus to Strength and Dexterity. Also, a Weasellord gains the Improved Evasion (Ex) ability in all forms. This ability works like Evasion, except that while the Weasellord still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Weasellord does not gain the benefit of Improved Evasion.


Untamed Strike (Su):
At 8th level, a Beastlord may make an attack with a natural weapon dealing bonus damage equal to his class level. This attack is treated as every material, alignment, and descriptor (excluding Epic) for the purposes of damage reduction. A Beastlord can use this ability any number of times per day, however, he must first meditate, commune with nature, or otherwise spend time focusing his gifts. Focusing in this manner grants the Beastlord one Untamed Strike per minute spent in focus, up to a maximum of 1 at 8th level, +1 every three levels thereafter. A Beastlord can use as many Untamed Strikes in a round as he wishes, but each attack consumes one use of this ability.


Superior Animal Bond
At 12th level, while in his alternate form, the Beastlord's existing natural armor increases by 4. If he has no existing natural armor, his natural armor becomes +4. He also gains a benefit depending on his Animal Bond as follows;

Apelord:
In his alternate form, an Apelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains a +8 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.

Bearlord:
In his alternate form, a Bearlord gains a +4 bonus to Strength and Constitution as well as a +2 bonus to Dexterity. Each round a Bearlord maintains a pin, he deals extra damage equal to a wielded weapon sized appropriately for him (or a natural attack if no weapon is wielded) as long as he and the person he is grappling both remain immobile (granting opponents a +4 bonus to attack his). He does not do extra damage to creatures immune to critical hits, and this ability functions in all forms.

Birdlord:
In his alternate form, a Birdlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution, and his maneuverability while flying increases to Average. A Birdlord also gains a +8 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Greater Animal Bond ability. Additionally, his ranged attacks no longer suffer from a -2 penalty due to range increments, instead taking only a -1 penalty. He is still limited to the weapon's maximum range, as normal.

Catlord:
In his alternate form, a Catlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution. He also gains two rake attacks that deal the same damage as his claw attacks.

Doglord:
In his alternate form, a Doglord gains a +4 bonus to Strength and Constitution, as well as a +2 bonus to Dexterity. He also gains a Trip ability like that of the wolf.

Hooflord:
In his alternate form, a Hooflord gains a +4 bonus to Constitution and Dexterity, as well as a +2 bonus to Strength. Additionally, a Hooflord's land speed increases by +100% in all forms. For example, when a Hooflord with a land speed of 45ft reaches 12th level, his speed increases to 90ft. Additionally, he gains the Rapid BlitzPHb2 feat, even if he doesn't meet the prerequisites.

Scalelord:
In his alternate form, a Scalelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. A Scalelord's Climb and Swim speeds increase to equal his Land speed. Additionally, he gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.

Sharklord:
In his alternate form, a Sharklord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he can now breath water as easily as he can breath air in any form. This is a Supernatural ability.

Verminlord:
In his alternate form, a Verminlord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 1d8 damage and Constitution damaging poison now deals 1d6 damage.

Weasellord:
In his alternate form, a Weasellord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he may behave as if Hasted for a number of rounds equal to his Weasellord class level each day. These rounds may be broken up as desired, and this ability works in any form.


Awesome Animal Bond:
At 16th level, while in his alternate form, the Beastlord's existing natural armor increases by 6. If he has no existing natural armor, his natural armor becomes +6. He also gains a benefit depending on his Animal Bond as follows;

Apelord:
In his alternate form, an Apelord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords) and his slam attacks increase to 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords).

Bearlord:
In his alternate form, a Bearlord gains a +6 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords) and his claw attacks increase to 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords).

Birdlord:
In his alternate form, a Birdlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Good. A Birdlord also gains a +10 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Superior Animal Bond ability.

Catlord:
In his alternate form, a Catlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords) and his claw attacks increase to 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords).

Doglord:
In his alternate form, a Doglord gains a +6 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Doglords or 1d8 for large Doglords) and his bite attack increases to 2d6 damage (1d8 for small Doglords or 3d6 for large Doglords).

Hooflord:
In his alternate form, a Hooflord gains a +6 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains a gore attack that deals 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords) and his slam attacks increase to 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords).

Scalelord:
In his alternate form, a Scalelord gains a +6 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Scalelords or 1d8 for large Scalelords) and his bite attack increases to 2d6 damage (1d8 for small Scalelords or 3d6 for large Scalelords).

Sharklord:
In his alternate form, a Sharklord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Sharklords or 1d8 for large Sharklords) and his bite attack increases to 2d6 damage (1d8 for small Sharklords or 3d6 for large Sharklords).

Verminlord:
In his alternate form, a Verminlord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Verminlords or 1d8 for large Verminlords) and his bite attack increases to 2d6 damage (1d8 for small Verminlords or 3d6 for large Verminlords). The ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d6 damage and Constitution damaging poison now deals 2d4 damage.

Weasellord:
In his alternate form, a Weasellord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords) and his claw attacks increase to 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords).


Perfect Animal Bond:
At 20th level, while in his alternate form, the Beastlord's existing natural armor increases by 8. If he has no existing natural armor, his natural armor becomes +8. He also gains a benefit depending on his Animal Bond as follows;

Apelord:
In his alternate form, an Apelord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.

Bearlord:
In his alternate form, a Bearlord gains a +8 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.

Birdlord:
In his alternate form, a Birdlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Perfect. Additionally, he gains the Slight Build ability in all forms.

Catlord:
In his alternate form, a Catlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains the Slight Build ability in all forms.

Doglord:
In his alternate form, a Doglord gains a +8 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.

Hooflord:
In his alternate form, a Hooflord gains a +8 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains the Powerful Build ability in all forms.

Scalelord:
In his alternate form, a Scalelord gains a +8 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed.

Sharklord:
In his alternate form, a Sharklord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.

Verminlord:
In his alternate form, a Verminlord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed. Finally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d8 damage and Constitution damaging poison now deals 2d6 damage.

Weasellord:
In his alternate form, a Weasellord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains the Slight Build ability in all forms.





So, what do you think? I've put up very little flavor text, and I don't plan to put up any more. I think it's fairly obvious to see where I was going with this, and I usually prefer to leave these things up to the player.

Please evaluate and comment honestly.

arguskos
2010-04-20, 06:48 PM
Ok, I'm rushed for time, or I'd do a more in-depth review. On first look... REMOVE THE SPOILERS. I hate that, like, a lot. Makes me not want to bother reading the class.

Also, as much as I love class features, the ideal saturation is not 2-3 a level, it's more 1-2 a level. More than that and it gets tough to keep track of.

Note: I'll come back and do a bigger review later.

Lyndworm
2010-04-20, 07:08 PM
I can remove the spoilers, sure, just a sec...

I kind of felt like it was over-saturated myself, but I'm not sure how to optimize the flow of the features. I've never really tried to make a class before, to be honest.

My first instinct is to remove the Bonus feats, and the sense upgrades. However, I'm very confused about the whole process, to be honest. :smallbiggrin:

Lix Lorn
2010-04-21, 04:19 AM
This is almost *exactly* like a class (http://www.giantitp.com/forums/showthread.php?t=147289) I made.

Like, exactly.

And I quote:

Wild Paragon (Su):
At 2nd level, a Beastlord grows closer to the animals she fights beside. She treats her level as being one higher for the purposes of working out the abilities of her animal companions, as well as for checking her eligibility for a companion with a level adjustment. In addition, 1/round (per enemy) she adds an additional 2d4 damage to her natural attacks when using Wild Shape.

At 6th level, this increases to two levels and 4d4 dice. It increases by another step at 10th level, 14th level, and 18th level. (At 18th level, they treat their level as five higher for the purposes of their Animal Companions and deal an additional 10d4 damage with their natural attacks)

In an epic level game, they gain two additional dice of damage and are treated as another level higher at 22rd level, and each fourth level after. (26th, 30th, etc...)

Compared to

Wild Paragon At 8th level, a Beastmaster grows closer to the animals she fights beside. She treats her level as being one higher for the purposes of working out the abilities of her animal companions, as well as for checking her eligibility for a companion with a level adjustment. In addition, she adds an additional dice of damage to her natural attacks when using Wild Shape.
At 11th level, this increases to two levels and two additional dice. It increases by another one at 14th level, 17th level and 20th level. (At 20th level, they treat their level as five higher for the purposes of their animal companions and deal an additional five dice of damage with their natural attacks)

In an epic level game, they gain an additional dice of damage and are treated as another level higher at 23rd level, and each third level after. (26th, 29th, etc...)

...:smallmad:

Lyndworm
2010-04-21, 11:46 AM
...Right. If it's alright with you, I'm going to give credit where credit is due, and put your name up on the OP. I was aware that I had borrowed a few mechanics from another homebrew class, of course, but I couldn't find the post with the search function to give credit. I can only offer my most humble apologies. I'm deeply sorry for any offense I may have caused.

arguskos
2010-04-21, 12:03 PM
I dunno. It's pretty much Lix Lorn's class, which was generally fine. It suffers the same issues as that class: too many companions, combat is too slow, Summon Animals doesn't help speed combat, etc.

I dunno, they're very very similar overall. There are surely other ways to do animal classes, no?

Lix Lorn
2010-04-21, 12:49 PM
I wouldn't mind, but... there are only about two differences. :/ It just... doesn't seem worth it. It's almost identical.

Lyndworm
2010-04-21, 02:59 PM
I wouldn't mind, but... there are only about two differences. :/ It just... doesn't seem worth it. It's almost identical.
I could make excuses for myself, but I'm not going to. I've never liked doing it, and I hate having it done to me. Instead, I'm going to apologize one more time, I'm going to say that that was a huge mistake and entirely my own fault, and I'm going to ask for your honest opinion of the class as it currently stands.

I'm very, very sorry, Lix. I can't honestly formulate my feelings into type right now to explain this to you adequately.

What I did was tantamount to plagiarism, which is the same as stone cold theft in my book. It is inexcusable, and I don't know that the internet has ever made me feel this bad before.

If you're open to the idea, I would greatly appreciate your input on the class, Lix. Your original was very good, and I honestly did like it. I felt that it was too limiting in some ways, however, and I felt that it was more "magical power of Nature" than "might of 1,000 bears."



I have very little else to say on the matter, but I sincerely hope that we can put this behind us. I'm sorry, Lix Lorn.

Lix Lorn
2010-04-21, 03:03 PM
I guess I can try.
THings I notice, empty levels seem to be unpopular. On my one, the general consensus was that full BAB was too much. That's what I can think of.

Lyndworm
2010-04-21, 03:32 PM
I agree with you about the dead levels, but I'm not sure how to fill them. If you (or anyone else who might be reading this) have suggestions, I'd love to hear them.

I'm kind of on the border about the full BAB, though. I can see where it might be an issue on a class that gets extra damage like this, but I'm not sure how much that applies to someone who can't really use iterative attacks.

Thank you for your commentary.

arguskos
2010-04-21, 03:35 PM
There are two ways currently to do a "master of the wild" class: the "animal friend" route, which this, Lix's class, and the Ranger (sorta) do, and the "avatar of nature" route, which something like the Totemist and more standard Druid take.

Personally, I know that neither of the above options are really that interesting anymore, having been explored a lot. Instead, I might like to see a class that finds something else and does that instead. Perhaps by manipulating the natural world in such a way as to hinder/destroy their opponents? Not with spells, but through connection to the world?

Yes, I'm aware this isn't super helpful, and is basically an entire other class, but I felt it needed to be said. :smallwink:

Lyndworm
2010-04-21, 03:44 PM
Yes, I'm aware this isn't super helpful, and is basically an entire other class, but I felt it needed to be said. :smallwink:
Well, you're right in that it is in no way helpful whatsoever. :smalltongue:

However, it has given me something to think about. Although I won't apply those thoughts to this class, they may inspire another. A nature-power invocation user, perhaps? It would be similar to the Dragonfire Adept and Warlock in some respects, but I expect it to be different in several key areas...

arguskos
2010-04-21, 03:47 PM
See, that's something I'd like to see, and have not yet seen. I don't personally care enough about nature-themed classes to make it happen, but, it's a great concept.

Lix Lorn
2010-04-21, 03:52 PM
Mine wasn't about nature, but about animals. Maybe that's how we can make this different?

Here's an idea: How about, rather than using infinite Wild Shape as a capstone, give them the animal type? or the magical beast type, I guess.

Maybe give them abilities based on the chosen animal group? In which case you need a creepy crawly group with spiders and scorpions, one with snakes, etc...

Lyndworm
2010-05-14, 05:42 AM
Alright, I've filled in the dead levels. I didn't do a very good job, though, as most Animal Bonds lack capstones. I'm extremely open to suggestion at this point, especially involving the Animal Bond abilities. Any creatures/group I'm missing? Any ideas for the capstones? Lemme hear it, people!

Lix Lorn
2010-05-14, 06:59 AM
Okay
Firs things first. Yes, I'm a she. XD

Second, there are quite a few occasions when you say beastmaster instead of Beastlord.

Third,

In an Epic level game, she does not gain an additional use of this ability. Instead, the attack is treat as every material, alignment, and descriptor including Epic.
That's pointless. If they're epic level, they bypass epic damage reduction as standard.

On the Greater Animal Bonds, some of the abilities are clearly stronger than the others. Having a Climb Speed is, I'm pretty sure, not as good as getting Pounce, or getting Improved Evasion.
The Improved Animal Bonds are better, but Evasion for the Weasel and maybe the bonus feats for Horselord are still standouts.


Once per encounter at 9th level, a Beastlord may make a single attack dealing bonus damage equal to her class level.
That's... not very useful.
Haha. I went into ranting about how useless that was before seeing it was per encounter. That's fine.

There's a '...' at the start of the Perfect Apelord for no apparent reason. Sharklord too.

For the Catlord, maybe something giving bonus attacks on a Full Attack? Like Flurry of Blows, but good.

Lyndworm
2010-05-14, 07:13 AM
Okay
Firs things first. Yes, I'm a she. XD
Hurrah! I have no idea why I thought that, but I'm glad that I wasn't wrong.


Second, there are quite a few occasions when you say beastmaster instead of Beastlord.
I'd curse if I wasn't such a goody-goody. I'll have to look over the class again and see what I can find.


That's pointless. If they're epic level, they bypass epic damage reduction as standard.
I thought only weapons over +5 went through Epic DR, but I don't know why I thought that. I'll have to think of something else.


On the Greater Animal Bonds, some of the abilities are clearly stronger than the others. Having a Climb Speed is, I'm pretty sure, not as good as getting Pounce, or getting Improved Evasion.
I know... That's one of my problems. I still need to bring them in line with one another.


The Improved Animal Bonds are better, but Evasion for the Weasel and maybe the bonus feats for Horselord are still standouts.
I don't think that the Horselord feats are a problem, but I agree that the Weasellord seems strong.


That's... not very useful.
Haha. I went into ranting about how useless that was before seeing it was per encounter. That's fine.
Haha, thanks.


There's a '...' at the start of the Perfect Apelord for no apparent reason. Sharklord too.
I did that on purpose, actually. I plan on adding something else in there, too, but nothing comes to mind.


For the Catlord, maybe something giving bonus attacks on a Full Attack? Like Flurry of Blows, but good.
I assume you mean in place of Pounce at 11th? This is doable.

Mongoose87
2010-05-14, 07:59 AM
An 11th level druid's animal companion at 20th level is nearly useless.

Lyndworm
2010-05-14, 08:12 AM
Thank you for your insight.

Lix Lorn
2010-05-15, 03:01 PM
I dunno that evasion IS stronger than two bonus feats. (Shrug)

I meant as the highest level one, for the bonus attacks.

Lyndworm
2010-05-16, 02:09 AM
Evasion is definitely not stronger than two bonus feats, on average. I think that it's quite a bit stronger than those two bonus feats, however. The Horselord is inherently one of the weakest, if not the weakest, Beastlord builds. This is because it can only Wildshape into Equines. Secondary Hoof attacks do not a good meleer make. Her only hope is to focus on endurance and mobility, so I gave her abilities representing this.

Lix Lorn
2010-05-16, 08:04 AM
You may be right.

Lyndworm
2011-08-08, 06:55 PM
Major overhaul.

I've removed Wildshape and buffed the alternate form ability, also I made it come earlier. I've updated the Hooflord's AC list with the bison, boars, and camel. I increased the number of Animal Companions slightly, and I increased their power as well. What use is a 7th level animal companion in an Epic game, right? I'm still looking for an ability at 12th level for the Doglord, as it currently only gets stat boosts. Useful, but very boring. I consider the Doglord unfinished.

Lix Lorn
2011-08-08, 07:58 PM
I think you may come across the same problem I did. Having loads of companions is pretty awesome, but OH GOD THE TIME it uses up every single turn. Might make DMs a little hesitant.

Lyndworm
2011-08-09, 03:26 PM
Thanks for bringing that up; it's an important issue. However, that was a known issue when I started this project and there's not really anything I can do to lessen it except lower the amount of companions. Right now you get seven, but I could be convinced to lessen it to five I suppose. Either way, this will definitely take up a lot of time in-game, but I'm hoping it won't be much more than any other minionmancer, like a necromancer or enchanter. This might look bad to some DMs, but I'm hoping they compare it to those other builds before judging it too harshly. If they also seem inappropriate to the campaign, then the DM may well be correct in disallowing the Beastlord. If not, then I don't see it being that big of a problem.



So long as I'm posting, I figured out something for the Doglord at 12th level. I've given her the Trip ability, like a wolf.

Also, I've added in a Verminlord, focusing on poison. This may be the most powerful, since it can choose from any Vermin as an Animal Companion.

Noctis Vigil
2011-08-09, 09:12 PM
This is actually a pretty good class. I have been looking for something like this for a while, and as a GM, I can say my players will most likely see one of these soon. Just from a quick glance, I'd say it looks amazing for an NPC they meet and face off against, making all the animals and the Beastlord an encounter, but to have this as part of a party would be very time consuming. I'd probably allow it on my PCs anyways, since it isn't broken and most our gaming sessions are around 12 hours long anyways, but for short sessions or one shots, it's probably a bad idea.

Great idea, and lovely job making it! :smallsmile:

Lyndworm
2011-08-10, 02:40 AM
Thank you very much for your lovely, lovely comments. It's good to know somebody, somewhere, thinks I've done something right.

If you do throw it against your PCs, please let me know how it goes. I don't want a huge write-up about it, necessarily, but any areas where it performs particularly well or particularly poorly would be great to know. I've had precious little playtest data on the thing and would love to have a little more.