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ArcanistSupreme
2011-08-14, 11:51 AM
Primalist
http://th09.deviantart.net/fs19/PRE/i/2007/284/e/2/Sabertooth_by_Frizzelle.jpg

Alignment: Any
Starting Gold: 2d4*10 (50)
Hit Die: d8
Class Skills: The Primalist’s class skills (and key ability score for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
PRIMALIST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Aspect Size

1st|
+0|
+2|
+2|
+0|Heightened Sense, Aspect of the Primalist|+0

2nd|
+1|
+3|
+3|
+0|Primalist Defense, Powerful Build|+0

3rd|
+2|
+3|
+3|
+1|Darkvision, Evasion|+0

4th|
+3|
+4|
+4|
+1|Heightened Sense, Primalist Mobility|+0

5th|
+3|
+4|
+4|
+1|Improved Aspect, Primalist Defense|+1

6th|
+4|
+5|
+5|
+2|Supernatural Aspect|+1

7th|
+5|
+5|
+5|
+2|Heightened Sense|+1

8th|
+6/+1|
+6|
+6|
+2|Improved Evasion, Primalist Defense|+1

9th|
+6/+1|
+6|
+6|
+3|Enhanced Musculature, Primalist Mobility|+1

10th|
+7/+2|
+7|
+7|
+3|Heightened Sense, Continued Evolution|+2

11th|
+8/+3|
+7|
+7|
+3|Primalist Defense|+2

12th|
+9/+4|
+8|
+8|
+4|Bigger and Better|+2

13th|
+9/+4|
+8|
+8|
+4|Hide in Plain Sight, Heightened Sense|+2

14th|
+10/+5|
+9|
+9|
+4|Primalist Defense, Primalist Mobility|+2

15th|
+11/+6/+1|
+9|
+9|
+5|Greater Evolution|+3

16th|
+12/+7/+2|
+10|
+10|
+5|Heightened Sense|+3

17th|
+12/+7/+2|
+10|
+10|
+5|Primalist Defense|+3

18th|
+13/+8/+3|
+11|
+11|
+6|Primal Ferocity|+3

19th|
+14/+9/+4|
+11|
+11|
+6|Heightened Sense, Primalist Mobility|+3

20th|
+15/+10/+5|
+12|
+12|
+6|Pinnacle of Evolution, Primalist Defense|+4[/table]

Class Features:
All of the following are class features of the Primalist.

Weapon and Armor Proficiency: A Primalist is proficient with the following weapons: greatclub, scythe, longbow, composite longbow, as well as all simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) they gain through their chosen aspects.

A Primalist is proficient with light and medium armor but not shields.

Aspect of the Primalist (Ex): A Primalist is more than a mere member of his own race. At first level a Primalist chooses one of the following three aspects, which improves and develops as he grows in strength.

Claws of the Primalist
The hands of the Primalist grow into claws, and he gains two claw attacks (1d4 damage for medium creatures and 1d3 for small creatures). He can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all his attacks in that round take a –2 penalty.

Fangs of the Primalist
The teeth of the Primalist elongate and sharpen. He gains a bite attack (1d6 damage for medium creatures and 1d4 for small creatures). He can use his bite as a secondary attack (taking a –5 penalty on his attack roll) while wielding a weapon.

Tail of the Primalist
The tail-bone of the Primalist elongates and forms into a long, muscular tail. He gains a tail slap attack (1d6 damage for medium creatures and 1d4 for small creatures). He also gains a +2 bonus on trip attempts.
Heightened Senses: A Primalist has senses far superior to a normal member of his race. He gains low-light vision and can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. If the Primalist already has low-light vision, increase the distance of his low-light vision by a factor of one (two times becomes three times, three times becomes four times, etc.). In addition, at first level and every three levels thereafter, a Primalist gains a new sense of his choice from among the following options. He must meet the prerequisites of each sense.

Ultradark Vision (Su)
Prerequisite: Darkvision
A Primalist may see in any type of darkness, including magical darkness, out to the limit of his darkvision.

Scent (Ex)
Prerequisite: Primalist level 4th
A Primalist gains scent out to 30 feet. If the smell is upwind, the range is 60 feet. If it is downwind, the range is 15 feet.

Keen Scent (Su)
Prerequisite: Scent
A Primalist doubles the range of his scent. He is also treated as continuously being under the effect of detect animals or plants, but the area is the same as the scent ability of the Primalist.

Poison Sniffer (Su)
Prerequisite: Scent, keen scent ability
The scent ability of the Primalist has been heightened to the point that he can smell poison and detect deception. A Primalist is now treated as being under the continuous effects of detect poison and discern lies, as the spells.

Blindsense (Ex)
Prerequisite: Primalist level 7th
A Primalist gains blindsense out to a range of sixty feet. If the Primalist is in contact with the ground, the range of his blindsense extends to the range of his tremorsense for purposes of detecting other creatures in contact with the ground.

Tremorsense (Ex)
Prerequisite: Blindsense, Primalist level 13th
A Primalist gains tremorsense out to 60 feet.

Blindsight (Ex)
Prerequisite: Tremorsense, Primalist level 16th
A Primalist replaces gains blindsight out to the range of his blindsense.

See Invisibility (Su)
Prerequisite: Primalist level 4th
A Primalist is treated as being continuously under the effect of see invisibility, as the spell.

Steadfast Perception (Su)
Prerequisite: Access to see invisibility, either as a spell, spell-like ability, or as a similar ability
A Primalist is treated as being continuously under the effect of steadfast perception, as the power, whenever he would otherwise be treated as under the effects of see invisibility.

True Seeing (Su)
Prerequisite: Access to steadfast perception, either as a power, spell-like ability, or as a similar ability, Primalist level 19th
A Primalist is treated as being continuously under the effect of true seeing, as the spell whenever he would otherwise be treated as under the effects of steadfast perception.

Detect Undead (Su)
A Primalist is treated as being continuously under the effect of detect undead, as the spell.

Shadow Sight (Su)
Prerequisite: Access to detect undead, either as a spell, spell-like ability, or as a similar ability
A Primalist may use any of its senses to detect creatures and objects on the plane of shadow while the Primalist is on the material plane or any other plane that is coterminous with the plane of shadow whenever he is under the effect of detect undead. This ability does not allow further interaction with the creatures or objects on the plane of shadow, it simply allows them to be detected. Creatures and objects sensed this way appear shadowy and indistinct. The Primalist is also treated as being continuously under the effect of detect secret doors, as the spell.

Magical Sight (Su)
A Primalist is treated as being under the continuous effects of detect magic, as the spell.

Arcane Sight (Su)
Prerequisite: Access to detect magic, either as a spell, spell-like ability, or as a similar ability, Primalist level 10th
A Primalist is treated as being under the continuous effects of arcane sight, as the spell whenever he is under the effect of detect magic.

Greater Arcane Sight (Su)
Prerequisite: Access to arcane sight, either as a spell, spell-like ability, or as a similar ability, Primalist level 16th
A Primalist is treated as being under the continuous effects of greater arcane sight, as the spell whenever he is under the effect of arcane sight.
Powerful Build (Ex): At second level, the muscles of the Primalist become denser and stronger. The improved physical stature of the Primalist lets him function in many ways as if he were one size category larger.

Whenever A Primalist is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Primalist is treated as one size larger if doing so is advantageous to him.

A Primalist is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Primalist can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category. If the Primalist has powerful build from another source (such as from a racial ability) it does not stack with this ability.

Primalist Defense: A Primalist is nowhere near as fragile as other members of it's race. At level two and every three levels thereafter, a Primalist may select a defense from the list below. Each defense may only be selected once unless otherwise noted. The Primalist must meet the prerequisites of each defense.

Armored Skin (Ex)
Upon taking this defense, the skin of the Primalist thickens and toughens. A Primalist gains his class level/2 as a bonus to his natural armor.

Cellular Regeneration (Ex)
Prerequisite: Primalist level 14th
When choosing this ability, select one energy type (fire, cold, acid, electricity, sonic). A Primalist gains regeneration 1/all energy types except the type chosen. For example, if fire is chosen, the Primalist gains regeneration 1/cold or acid or electricity or sonic. This ability may be chosen multiple times. Each additional time this ability is selected, the Primalist gains an additional point of regeneration and removes one energy type from his vulnerabilities.
NOTE: A Primalist with regeneration can regrow lost portions of their bodies, with the exception of the head. He can also reattach severed limbs or body parts. Severed parts die if they are not reattached within ten minutes.

Chameleon Skin (Ex)
The skin of the Primalist gains the ability to take on the appearance of the environment. This effectively grants the Primalist concealment, as well as a competence bonus to hide checks equal to his class level.

Energy Resistant (Ex)
Upon selecting this defense, select one type of energy (fire, cold, acid, electricity, or sonic). A Primalist gains resistance equal to twice his class level to this type of energy. Each time this defense is selected, the Primalist gains resistance to a new type of energy.

Enhanced Physique (Ex)
A Primalist gains an enhancement bonus to any two physical stats equal to half of his class level.

Fast Healer (Ex)
Prerequisite: Primalist level 5th
A Primalist’s broken bones and damaged tissue can now knit itself back together. A Primalist gains fast healing equal to his class level. Unlike normal fast healing, this will only heal the Primalist to half of his maximum health. By concentrating and spending a full-round action that does not provoke attacks of opportunity, he may heal an amount equal to his fast healing beyond this limit. Each additional full-round action spent in concentration will continue heal the same amount, up to his maximum health.

Feral Soul (Ex)
Prerequisite: Primalist level 11th
The Primalist needs no longer fear his soul being ripped from his body. He gains immunity to death effects.

Fortified Resistance (Ex)
When selecting this ability, choose one saving throw. The Primalist gains a resistance bonus equal to his class level/3. This ability may be selected multiple times. Each time, the Primalist gains a resistance bonus to a different saving throw.

Ignore Damage (Ex)
Prerequisite: Primalist level 5th
A Primalist gains Damage Reduction. Subtract the Primalist's class level/2 from the damage the Primalist takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Rejuvenation (Ex)
Prerequisite: Primalist level 5th
The Primalist gains the ability to heal ability damage at the rate of 1/hour.

Robust Immunity (Ex)
Prerequisite: Primalist level 5th
Accustomed to eating whatever is available, the immune system of the Primalist builds a resistance to harmful bacteria and poisons. He gains immunity to disease and poison, including supernatural diseases.

Sixth Sense (Ex)
A Primalist gains a precognitive sense that allows him to avoid incoming attacks. He adds his Primalist class level/6 as a dodge bonus to his AC.

Supernatural Resistance (Ex)
The skin of the Primalist gains the ability to shrug off spells. He gains sell resistance equal to his class level+5. This spell resistance, unlike spell resistance gained from other sources, may be voluntarily lowered at any time as a free action, even if it is not your turn (this is not an immediate action), though a Primalist must be conscious in order to do so. It may only be raised or lowered once per turn.

Uncontrollable Mind (Ex)
Prerequisite: Primalist level 8th
The mind of the Primalist becomes wild and difficult to enchant. He gains immunity to charm and compulsion effects.
Darkvision (Ex): A Primalist gains darkvision out to 60 feet at 3rd level. If A Primalist already has darkvision from another source, increase the distance of his darkvision by 60 feet.

Evasion (Ex): At 3rd level or higher if A Primalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if A Primalist is wearing light armor or no armor. A helpless Primalist does not gain the benefit of evasion.

Primalist Mobility: A Primalist has adapted beyond the need to rely solely on the normal methods of locomotion for his race. At level 4 and every fifth level afterward, A Primalist gains a new movement from the list below.

Spiderwalker (Ex)
The hands and feet of a Primalist are capable of finding purchase in any surface. This is an extraordinary ability, but he is otherwise treated as continuously being under the effect of spider climb, as the spell.

Wings (Ex)
Prerequisite: Access to spider climb, either as a spell or similar ability.
A Primalist grows great, feathery wings and he gains a fly speed of 40 feet (average maneuverability).

Tireless Wings (Ex)
Prerequisite: Fly speed
A flying Primalist is now a master of the sky. His flight speed is doubled, and his mobility improves by one step (to a maximum of perfect).

Fast Movement (Ex)
A Primalist's land speed is faster than the norm for his race by +20 feet. This benefit applies only when he is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Primalist’s speed because of any load carried or armor worn. He also gains Run as a bonus feat.

Sprinter (Ex)
Prerequisite: Run
Once per hour, a Primalist may put on a burst of speed and move up to five times his speed when making a charge. In addition, he gains Mobility as a bonus feat, even if he does not meet the prerequisites.

Peerless Speed (Ex)
Prerequisites: Run, Mobility
A Primalist is now so sure of his footing and so swift that his movement is no longer restricted by terrain. As part of a charge, the Primalist may ignore difficult terrain that would otherwise restrict his movement. In addition, he no longer needs to charge only in a straight line, though he may still move up to twice his speed (or five times his speed if using the sprinter ability). He also gains Spring Attack as a bonus feat, even if he does not meet the prerequisites.

Webbed Feet (Ex)
The hands and feet of the Primalist become webbed, and he gains a swim speed of 30 feet. In addition, his lungs adapt to long periods underwater, and he gains the Hold Breath special quality as an extraordinary ability. This allows him to hold his breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Streamlined Swimming (Ex)
Prerequisite: Swim speed
The body of the Primalist becomes further adapted to life underwater. His swim speed doubles, and he is now able to breathe in water as freely as he can breathe air. In addition, he is treated as continuously being under the effect of freedom of movement while underwater. This effect is extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means.

Tunneler (Ex)
A Primalist is not limited to moving above the ground. He gains a burrow speed of 20 ft.

Underground Adaptation (Ex)
Prerequisite: Burrow speed
Stone is no longer an obstacle to the Primalist. He can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water and his burrow speed doubles. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.

Dimension Walker (Su)
The Primalist has learned how to move through space without the actual physical exertion required by lesser beings. He gains dimension step (PHB II) as a spell-like ability usable 5/day.


Teleportation (Su)
Prerequisite: Dimension step (PHB II) as a spell or spell-like ability
The Primalist can now travel even greater distances with little more than a thought. He gains teleport as a spell-like ability usable 3/day. In addition, any use of dimension step as a spell or spell-like ability is treated instead as dimension door.

Planar Traveler (Su)
Prerequisite: Teleport as a spell or spell-like ability
Even planar boundaries are no longer an obstacle to the Primalist. He can now use plane shift as a spell-like ability 2/day. In addition, any use of teleport as a spell or spell-like ability is treated instead as greater teleport.
Improved Aspect (Ex): At 5th level, the aspect of the Primalist improves, and the damage for his natural weapons increase by one step, as if his size had increased by one category.

If he chose the claws of the Primalist aspect, he grows an extra pair of arms, each ending in a claw. These arms function exactly as his original arms do, though only one hand is treated as a primary hand and all others are treated as off hands. He is now eligible for both the Multiweapon Fighting and Multiattack feats (these are not bonus feats).

If he chose the fangs of the Primalist aspect, he gains the attach special ability. If the Primalist hits with a bite attack, he uses his powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. Other effects, such as poison or disease, that would also be applied to the bite damage are also applied each round. An attached Primalist loses his Dexterity bonus to Armor Class. An attached Primalist can be struck with a weapon or grappled himself. To remove an attached Primalist through grappling, the opponent must achieve a pin against the Primalist.

If he chose the tail of the Primalist aspect, his tail is now treated as a reach weapon. In addition, the tail becomes covered with spikes, and it now deals piercing and bludgeoning or piercing and slashing damage (chosen at the time that this ability is gained).
Supernatural Aspect (Su): At 6th level, the Primalist gains the ability to tap into the magical forces within himself and in the world around him. Natural attacks that are a part of his aspect are treated as being continuously under the effect of greater magic fang with a caster level equal to his class level.

Improved Evasion (Ex): At 8th level, a Primalist’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Primalist does not gain the benefit of improved evasion.

Enhanced Musculature (Ex): At 9th level, the body of A Primalist undergoes an excruciating transformation. His bones lengthen, his muscles thicken, and his organs expand. This incredibly painful process can last anywhere from minutes to days, and when it is done, his height is doubled, his weight is multiplied by eight, and his size category is changed to the next larger one. This replaces the powerful build ability.

Continued Evolution (Ex): The aspect of the Primalist continues to improve and change. At 10th level, the damage for his natural weapons increase by one step, as if his size had increased by one category, for a total of two size category increases.

If he chose the claws of the Primalist aspect, he gains the pounce special ability. If the Primalist charges, he may make a full attack. In addition, the Primalist gains Scorpion's Grasp (Sandstorm) even if he does not meet the prerequisites, and if he uses his claws to activate the feat he gains a +2 bonus on the grapple check for each claw that hits.

If he chose the fangs of the Primalist aspect, his saliva becomes a host for several dangerous diseases. Any creature damaged by the bite attack of the Primalist must make a fortitude save or contract blinding sickness, demon fever, and shakes (a separate save is made for each disease). Unlike normal versions of these diseases, these are particularly virulent strains and have an incubation period of 2 rounds, and all have an infection method of injury.

If he chose the tail of the Primalist aspect, he gains the ability to launch his tail spikes at foes. With a snap of his tail, A Primalist can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The Primalist can launch only twenty-four spikes in any 24-hour period, which regrow each night. In addition, any area threatened by the tail slap of the Primalist is now treated as difficult terrain for opponents.
Bigger and Better (Su): The Primalist gains giant size (CAr) as a spell-like ability usable 3/day at 12th level.

Hide in Plain Sight (Ex): A Primalist of 13th level or higher can use the Hide skill even while being observed.

Greater Aspect (Ex): The evolution of the Primalist continues. At 15th level, the damage for his natural weapons increase by one step, as if his size had increased by one category, for a total of three size category increases.

If he chose the claws of the Primalist aspect, he gains a rend attack. If the Primalist hits with two or more claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional (claw damage*number of claws that hit+1.5*Str) points of damage.

If he chose the fangs of the Primalist aspect, his fangs now drain the blood of those he bites. A Primalist deals 1d6 points of Constitution damage each round he remains attached, and it gains temporary hitpoints equal to 5*Con damage inflicted.

If he chose the tail of the Primalist aspect, his tail spikes begin to secrete a poison that slows the reflexes and dulls the senses of his prey. This is an injury poison with a Fortitude save (DC 10 + 1/2 the Primalist’s class level + the Primalist’s Con modifier), initial and secondary damage 2d6 Dex. This poison applies to both his tail slap and tail spike natural attacks.
Primal Ferocity (Ex): At 18th level, the Primalist no longer fears or even notices any but the deadliest of blows. 1/day, whenever he would be dealt enough damage to be reduced to 0 or fewer hitpoints, he may spend an immediate action to negate the damage and become immune to damage for one round. This ability does not protect against death effects, death by Constitution damage, death by suffocation, or other effects capable of killing without dealing damage.

Pinnacle of Evolution (Ex): At 20th level, a Primalist has reached the peak of his transformation. The damage for his natural weapons increase by one step, as if his size had increased by one category, for a total of four size category increases.

If he chose the claws of the Primalist aspect, another pair of fully functional arms sprout from his body, for a total of six arms and claws. These new arms follow all of the same rules and restrictions as those gained from his improved aspect.

If he chose the fangs of the Primalist aspect, the wounds inflicted by his fangs are now so toxic that all damage dealt by his bite attack is treated as vile damage, and may only be healed by magic cast within the area of a consecrate or hallow spell. This also applies to ability damage and drain inflicted by diseases and blood drain from the bite attack of the Primalist.

If he chose the tail of the Primalist aspect, he now gains even further control of the battle field with his tail. Any time the Primalist hits a creature with his tail slap, he may initiate a special grapple check that does not provoke attacks of opportunity. If he succeeds, the opponent is consider grappled, but the Primalist is not. He does not lose his Dex bonus to AC, still threatens an area, and can make attacks with weapons other than his tail slap (he may still use his tail spikes). In the round that this grapple is initiated, any opponent grappled in this fashion may be moved into any square threatened by your tail slap as a free action. In each subsequent round, the Primalist may deal tail slap damage to the grappled opponent with a successful grapple check.

VERSION HISTORY:
Version 1.1: Changed defenses from flat bonuses to scaling bonuses. New defenses added and all defenses alphabetized. Powerful build is now replaced with powerful musculature and explicitly does not stack with other instances of powerful build. Powerful musculature moved to level 9. Removed invisibility related SLAs and added evasion, improved evasion, and hide in plain sight. Instances of "character level" replaced with "Evolved level." Spell-like abilities now qualify for Evolved senses. All instances of "Evolved Power" finally removed from table.

Version 1.2: Name changed to Primalist. Minor clarifications and wording adjustments made. New section added for Primalist feats. New Aspects added.

Version 1.3: Primal Defenses changed to one every three levels from two every even level. Prerequisites of Primal Defenses changed to reflect levels available. Abilities rearranged to create a more even spread across all levels. Primal Ferocity added to eliminate the dead level.

ArcanistSupreme
2011-08-14, 11:52 AM
Feats

General Feats
Innate Evolution
Prerequisite: Knowledge (nature) 4 ranks.
Benefit: Your Primalist level for the purpose
of qualifying for Primalist abilities and determining
bonuses increases by +4. This can’t increase your
Primalist level beyond your HD. However, even if
you can’t benefit from the full bonus immediately,
if you later gain nonPrimalist-level HD you may be
able to apply the rest of the bonus.
For example, a human 5th-level Primalist/3rd-level
fighter who selects this feat would increase his
Primalist level from 5th to 8th (since he has 8 HD).
If he later gained a fighter level, he would gain the
remainder of the bonus and his Primalist level would
become 9th (since he now has 9 HD).
This does not affect the number of Primalist class
abilities you have. It only increases your Primalist
level, which would allow you to qualify for certain
abilities that require a sufficient Primalist level,
and increases the other benefits of certain abilities.

Aspect Feats
None yet.

ArcanistSupreme
2011-08-14, 11:58 AM
Okay, so I made The Evolved (http://www.giantitp.com/forums/showthread.php?t=168985) almost a year ago, and it's been sitting on the back burner ever since. But someone asked me to bring it back to life, so I decided to introduce more Aspects, make some feats, and try to distinguish it more from other classes. I also changed the name to "Primalist," which hopefully sounds less dumb and less of a ripoff of the "Evolutionist" class that was floating around.

I would also like to thank Prime32 for his Chozo Warrior (http://brilliantgameologists.com/boards/index.php?topic=3121.0) class that largely inspired this one.

So, the first order of business is adding new Aspects. Some ideas that I had were:

HORN: Charge build with unicorn-related SLAs. Magic circle against evil, heal, haste, and something else. Trample (as triceratops)?
HOWL: Debuffer with small amount of sonic damage. Rage roar (as the spell), fear roar (see samurai), deafness roar (see greater shout), and insanity roar (as the spell).
QUILLS: Defensive build with quill-related abilities (see Quill Blast in SpC). Possible Sonic the Hedgehog attacks (see Phargion on MiniH 66). Also compare with two MIC quil-related items.
TONGUE: Acid damage focus with spittle attack. Swallow whole (see dire toad on MM II 74), and nausea (possibly as breath weapon).
BITE: Essentially a mosquito build. Attach, poison, disease, blood drain. This will be the get smaller ACF that many asked for in the previous thread.
TENTACLE: Underwater build. Obscuring mist/ink cloud, fish command (as the trident), stronger in water, aboleth mucus (?), something else.

eftexar
2011-08-14, 04:54 PM
I like this class. Its sort of like build your own race (and I love customization). I did notice the dead level though...

Morph Bark
2011-08-14, 07:06 PM
And here I thought it was going to be a new system or a druid/shaman/barbarian kind of class. :smalltongue:

It's nice to see it brought back and built more up to snuff though. Kudos!

Lordof Dorkness
2011-08-14, 07:26 PM
I might suggest a feat to add an additional trait, but to avoid unbalancing, might make it only upgrade when you choose to forgo upgrading your original trait in favor of another.

I might also give it a different BAB depending on the aspect it chooses, for example: Claws, Bite, Horn?=Fighter; Tail, Tentacle, quills, howl=Cleric
Of course, With all of the class features, Me, and most other people would be fine with cleric BAB.

ArcanistSupreme
2011-08-14, 09:00 PM
I like this class. Its sort of like build your own race (and I love customization). I did notice the dead level though...

Yeah, that's been something I wanted to fix. Any idea that's flavorful and useful but not necessarily powerful?


It's nice to see it brought back and built more up to snuff though. Kudos!

Thanks, but it's not up to my specifications quite yet. Any suggestions/ideas would be wonderful.


I might suggest a feat to add an additional trait, but to avoid unbalancing, might make it only upgrade when you choose to forgo upgrading your original trait in favor of another.

I might also give it a different BAB depending on the aspect it chooses, for example: Claws, Bite, Horn?=Fighter; Tail, Tentacle, quills, howl=Cleric
Of course, With all of the class features, Me, and most other people would be fine with cleric BAB.

An extra aspect is definitely one of the feats I want to make. It will probably advance it 5 levels behind your main aspect.

I think I will leave the BAB alone, though, since multiple BABs gets confusing, and certain aspects encourage direct fighting more than others anyway.

EDIT: Several changes have been made. Check the changelog for details.

Lordof Dorkness
2011-08-17, 10:08 AM
Idea: Tail gives bonus on balance checks?; Happens in nature.
Love the class.:smallsmile:

ArcanistSupreme
2011-08-17, 06:44 PM
Idea: Tail gives bonus on balance checks?; Happens in nature.
Love the class.:smallsmile:

Interesting. Not too powerful and pretty flavorful. I like it. I was also thinking of giving bonuses to other skills such as jump, tumble, and climb. Any ideas on how to do this as a Defense or Movements?

Lordof Dorkness
2011-08-18, 07:31 PM
It could give a bonus to swim speed, or a swim speed in itself at higher levels if the player doesn't choose webbed feet mobility.
A bonus on defense seems a bit too powerful, but it could be used as a meat shield to defend against critical hits after a successful ref save.

mrcarter11
2011-08-25, 12:22 AM
So, I really do like this class and I've played it twice so far as an NPC. However, I have a small concern with hitting level 20. While you have the aspect size only going up by +4 at that level, at level 9, you gain a permanent increase to your size. This means you actually gain 5 size levels. Now, if starting as a medium creature, that means that your last size increase, does nothing for you, as there is a hard cap of colossal. This also renders their 12th level ability not as useful. Please do correct Me if I'm wrong about anything I said.

And also would the claw aspect at level 20 deal 4d6 per claw, or is my math off?

ArcanistSupreme
2011-09-08, 09:21 AM
So, I really do like this class and I've played it twice so far as an NPC. However, I have a small concern with hitting level 20. While you have the aspect size only going up by +4 at that level, at level 9, you gain a permanent increase to your size. This means you actually gain 5 size levels. Now, if starting as a medium creature, that means that your last size increase, does nothing for you, as there is a hard cap of colossal. This also renders their 12th level ability not as useful. Please do correct Me if I'm wrong about anything I said.

And also would the claw aspect at level 20 deal 4d6 per claw, or is my math off?

There is a hard cap on size, but there isn't a cap on damage dice as far as I know. So you just keep progressing the dice as if you had increased in size without actually having any other mechanical effects of the size increase. So just use this table (http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize) to figure out the damage you'll be dealing. Incidentally, you'll do 3d6 with claws at level 20 with the 5 effective size increases you get.

I will also hopefully be adding more things to the class soon. Real life has gotten a little hectic with moving and such, but things are settling down again. If anyone feels so inclined, you are more than welcome to have a go at statting up an aspect or feat and if it's awesome enough, I'll put it in the class.

mrcarter11
2011-09-09, 03:27 PM
Using that table I believe you still get 4d6 with all 5 increases. The first takes you to 1d6, then 1d8, then 2d6, then 3d6, then 4d6. Starting as a medium sized creature.

ArcanistSupreme
2011-09-10, 08:44 AM
Using that table I believe you still get 4d6 with all 5 increases. The first takes you to 1d6, then 1d8, then 2d6, then 3d6, then 4d6. Starting as a medium sized creature.

Huh, looks like you're right. That table is kind of confusing; it doesn't have the same progression all of the way down.