NeoSeraphi
2011-08-14, 10:11 PM
The Beast Incarnate
"I have seen the animals who pin their prey down in the wild. I have seen the weak lie helpless as a bear or a tiger simply ripped it apart and then devoured the remains. And I decided then and there, that if that was to be my fate, I would rather be the animal than the prey." - A beast incarnate, as he examined his claws wistfully
Prerequisites:
Feats: Improved Grapple, Close-Quarters Fighting
BAB: +5
Skills: Escape Artist 4 ranks
Hit Dice: d8
Class Skills: The beast incarnate's class skills are Autohypnosis, Balance, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Listen, Spot, and Tumble
Skill Points Per Level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Size Doesn't Matter
2nd|+2|+3|+0|+0|Fangs of the Champion
3rd|+3|+3|+1|+1|Lord of the Ring
4th|+4|+4|+1|+1|Reverse Hold
5th|+5|+4|+1|+1|Claws of the Champion
6th|+6|+5|+2|+2|Size Does Matter (For Me)
7th|+7|+5|+2|+2|Brutalize
8th|+8|+6|+2|+2|Anti-Magic Grip
9th|+9|+6|+3|+3|Power of the Champion
10th|+10|+7|+3|+3|Legendary Wrestler, Finishing Blow
[/table]
Class Features:
Weapon and Armor Proficiency:
The beast incarnate gains proficiency with his unarmed strike and deals damage with it as a monk of his character level. (This confers no special benefits if the beast incarnate already had levels of monk) He gains no proficiency with any armor or shield.
Size Doesn't Matter (Ex): To a beast incarnate, the monster you're facing, be it a gnome or a dragon, needs to go down. You won't let its size get in the way. The beast incarnate does not automatically fail his grapple-related checks made against a creature two or more Size categories larger than him, though he may still fail if the creature rolls higher than him.
Fangs of the Champion (Ex): A beast incarnate is a master of fighting dirty and fighting bare-handed. When you've got someone pinned down, their throat is all of a sudden a very vital target. Starting at 2nd level, a beast incarnate gains a bite attack as a natural weapon. He may use his bite attack during the same attack routine as his unarmed strike, however doing so requires him to treat his unarmed strike as a natural attack (only 1 attack with it, regardless of BAB). He may choose which of his natural attacks is his primary attack each attack routine. (His chosen secondary natural attack takes a -5 penalty to hit and only adds half his Strength modifier in damage). The beast incarnate's bite attack deals damage of a shortsword sized for the beast incarnate. (1d6 for a Medium beast incarnate, 1d4 for a Small, 1d8 for a Large, etc)
Additionally, if the beast incarnate has his target pinned, he is able to shred his opponent's jugular with his bite. If the beast incarnate successfully pins his opponent for the round, he receives an automatic bite attack at his highest attack bonus and if he hits, he rips his fangs into the creature's neck, dealing 1 point of Constitution damage along with the normal damage. (No save)
Lord of the Ring (Psi): The beast incarnate gains the ability to manifest expansion as a psi-like ability, once per day per class level, with a manifester level equal to his character level.
Reverse Hold (Ex): Sometimes a beast incarnate relies more on his speed and knowledge than brute Strength to pin his opponents. Starting at 4th level, the beast incarnate gains the ability to use the Escape Artist skill check as an offensive grapple check made to establish holds, pin, and etc. He does not add his Size modifier, bonus or otherwise to this check, nor does he add his Base Attack Bonus. Other modifiers to grapple checks, such as the bonus from Improved Grapple, apply to Escape Artist checks made in this manner.
Claws of the Champion (Ex): The beast incarnate is a monster-hunter, and he has the tools necessary to fight with other monsters. At 5th level, the beast incarnate's nails extend and form sharp deadly claws, dealing damage as a dagger sized for the beast incarnate. (1d4 for a Medium, 1d3 for a Small, 1d6 for a Large, etc). The beast incarnate may use these claws in tandem with his bite and unarmed strike. His claws may both be selected as his primary attack or may both be selected as his secondary attack in any given attack routine.
The beast incarnate uses his claws for more than just simple slashing though, he uses them to tear his opponent's helpless body to shreds. Also starting at 5th level, the beast incarnate gains a rake attack, allowing him to instantly deal damage equal to his claw damage + his Strength modifier on a successful grapple check.
Size Does Matter (For Me) (Ex): The beast incarnate knows how to throw his weight around, and unlike a dragon or a giant who simply grabs someone and crushes them, a beast incarnate has trained his body long and hard for the ability to grip, hold and pin. Starting at level 6, the beast incarnate doubles his Size bonus to all grapple checks (in this case, a bonus is a positive modifier). If the beast incarnate instead has a Size penalty to his grapple checks, he negates it. If the beast incarnate has neither a Size penalty or a Size bonus, he instead gains a +4 bonus to all grapple checks, but only as long as he remains Medium. (If he manifests his expansion power, for instance, the bonus disappears, being replaced by a +8 bonus since his character would be Large and would receive double the Size bonus instead from this class feature)
Brutalize (Ex): The beast incarnate is a savage who can fight like the best of them, tearing his opponents and trashing them good. Starting at 7th level, the beast incarnate automatically deals damage with all of his natural attacks with a successful grapple check, including his unarmed strike, his bite, his two claws, and his rake, as well as any other natural attacks he may have from another source. (This overlaps the auto-rake ability)
Anti-Magic Grip (Ex): The beast incarnate is a master tactician who can use his skills to completely outmaneuver even magical defenses. Starting at level 8, the beast incarnate constantly emits an extraordinary anti-magic field from his body, except it only suppresses spells, items, and supernatural effects that grant the freedom of movement ability.
Power of the Champion (Ex): The beast incarnate is a deadly warrior who uses his natural attacks to their fullest, even managing to break through a creature's natural defenses. Starting at level 9, the beast incarnate's natural attacks receive a +1 enhancement bonus to their attacks and damage for every 4 character levels the beast incarnate possesses (to a maximum of +5 at level 20). Additionally, the beast incarnate's natural attacks are all treated as his alignment for overcoming damage reduction (if the beast incarnate is Lawful Evil, his natural attacks overcome both DR/Lawful as well as DR/Evil). If a beast incarnate is Neutral on either axis, his natural attacks are treated as adamantine. (All of these bonuses apply to his unarmed strikes as well)
Legendary Wrestler (Ex): The beast incarnate is the ultimate, unmatched warrior of close-combat holds. At 10th level, he gains the Legendary Wrestler feat as a bonus feat. He need not meet the prerequisites, including the Epic prerequisite.
Finishing Blow (Ex): The beast incarnate is a deadly combatant who can use his claws and fangs to slice and dissect as well as any doctor's scalpel. If the beast incarnate has pinned a creature for 3 consecutive rounds, all the beast incarnate's further attacks against that creature (including every separate attack from his Brutalize ability) are treated as cou'de'grace attacks that require a Fortitude save (DC 10+damage dealt) or instantly slay the target. This ability ends when the creature is no longer pinned.
"I have seen the animals who pin their prey down in the wild. I have seen the weak lie helpless as a bear or a tiger simply ripped it apart and then devoured the remains. And I decided then and there, that if that was to be my fate, I would rather be the animal than the prey." - A beast incarnate, as he examined his claws wistfully
Prerequisites:
Feats: Improved Grapple, Close-Quarters Fighting
BAB: +5
Skills: Escape Artist 4 ranks
Hit Dice: d8
Class Skills: The beast incarnate's class skills are Autohypnosis, Balance, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Listen, Spot, and Tumble
Skill Points Per Level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Size Doesn't Matter
2nd|+2|+3|+0|+0|Fangs of the Champion
3rd|+3|+3|+1|+1|Lord of the Ring
4th|+4|+4|+1|+1|Reverse Hold
5th|+5|+4|+1|+1|Claws of the Champion
6th|+6|+5|+2|+2|Size Does Matter (For Me)
7th|+7|+5|+2|+2|Brutalize
8th|+8|+6|+2|+2|Anti-Magic Grip
9th|+9|+6|+3|+3|Power of the Champion
10th|+10|+7|+3|+3|Legendary Wrestler, Finishing Blow
[/table]
Class Features:
Weapon and Armor Proficiency:
The beast incarnate gains proficiency with his unarmed strike and deals damage with it as a monk of his character level. (This confers no special benefits if the beast incarnate already had levels of monk) He gains no proficiency with any armor or shield.
Size Doesn't Matter (Ex): To a beast incarnate, the monster you're facing, be it a gnome or a dragon, needs to go down. You won't let its size get in the way. The beast incarnate does not automatically fail his grapple-related checks made against a creature two or more Size categories larger than him, though he may still fail if the creature rolls higher than him.
Fangs of the Champion (Ex): A beast incarnate is a master of fighting dirty and fighting bare-handed. When you've got someone pinned down, their throat is all of a sudden a very vital target. Starting at 2nd level, a beast incarnate gains a bite attack as a natural weapon. He may use his bite attack during the same attack routine as his unarmed strike, however doing so requires him to treat his unarmed strike as a natural attack (only 1 attack with it, regardless of BAB). He may choose which of his natural attacks is his primary attack each attack routine. (His chosen secondary natural attack takes a -5 penalty to hit and only adds half his Strength modifier in damage). The beast incarnate's bite attack deals damage of a shortsword sized for the beast incarnate. (1d6 for a Medium beast incarnate, 1d4 for a Small, 1d8 for a Large, etc)
Additionally, if the beast incarnate has his target pinned, he is able to shred his opponent's jugular with his bite. If the beast incarnate successfully pins his opponent for the round, he receives an automatic bite attack at his highest attack bonus and if he hits, he rips his fangs into the creature's neck, dealing 1 point of Constitution damage along with the normal damage. (No save)
Lord of the Ring (Psi): The beast incarnate gains the ability to manifest expansion as a psi-like ability, once per day per class level, with a manifester level equal to his character level.
Reverse Hold (Ex): Sometimes a beast incarnate relies more on his speed and knowledge than brute Strength to pin his opponents. Starting at 4th level, the beast incarnate gains the ability to use the Escape Artist skill check as an offensive grapple check made to establish holds, pin, and etc. He does not add his Size modifier, bonus or otherwise to this check, nor does he add his Base Attack Bonus. Other modifiers to grapple checks, such as the bonus from Improved Grapple, apply to Escape Artist checks made in this manner.
Claws of the Champion (Ex): The beast incarnate is a monster-hunter, and he has the tools necessary to fight with other monsters. At 5th level, the beast incarnate's nails extend and form sharp deadly claws, dealing damage as a dagger sized for the beast incarnate. (1d4 for a Medium, 1d3 for a Small, 1d6 for a Large, etc). The beast incarnate may use these claws in tandem with his bite and unarmed strike. His claws may both be selected as his primary attack or may both be selected as his secondary attack in any given attack routine.
The beast incarnate uses his claws for more than just simple slashing though, he uses them to tear his opponent's helpless body to shreds. Also starting at 5th level, the beast incarnate gains a rake attack, allowing him to instantly deal damage equal to his claw damage + his Strength modifier on a successful grapple check.
Size Does Matter (For Me) (Ex): The beast incarnate knows how to throw his weight around, and unlike a dragon or a giant who simply grabs someone and crushes them, a beast incarnate has trained his body long and hard for the ability to grip, hold and pin. Starting at level 6, the beast incarnate doubles his Size bonus to all grapple checks (in this case, a bonus is a positive modifier). If the beast incarnate instead has a Size penalty to his grapple checks, he negates it. If the beast incarnate has neither a Size penalty or a Size bonus, he instead gains a +4 bonus to all grapple checks, but only as long as he remains Medium. (If he manifests his expansion power, for instance, the bonus disappears, being replaced by a +8 bonus since his character would be Large and would receive double the Size bonus instead from this class feature)
Brutalize (Ex): The beast incarnate is a savage who can fight like the best of them, tearing his opponents and trashing them good. Starting at 7th level, the beast incarnate automatically deals damage with all of his natural attacks with a successful grapple check, including his unarmed strike, his bite, his two claws, and his rake, as well as any other natural attacks he may have from another source. (This overlaps the auto-rake ability)
Anti-Magic Grip (Ex): The beast incarnate is a master tactician who can use his skills to completely outmaneuver even magical defenses. Starting at level 8, the beast incarnate constantly emits an extraordinary anti-magic field from his body, except it only suppresses spells, items, and supernatural effects that grant the freedom of movement ability.
Power of the Champion (Ex): The beast incarnate is a deadly warrior who uses his natural attacks to their fullest, even managing to break through a creature's natural defenses. Starting at level 9, the beast incarnate's natural attacks receive a +1 enhancement bonus to their attacks and damage for every 4 character levels the beast incarnate possesses (to a maximum of +5 at level 20). Additionally, the beast incarnate's natural attacks are all treated as his alignment for overcoming damage reduction (if the beast incarnate is Lawful Evil, his natural attacks overcome both DR/Lawful as well as DR/Evil). If a beast incarnate is Neutral on either axis, his natural attacks are treated as adamantine. (All of these bonuses apply to his unarmed strikes as well)
Legendary Wrestler (Ex): The beast incarnate is the ultimate, unmatched warrior of close-combat holds. At 10th level, he gains the Legendary Wrestler feat as a bonus feat. He need not meet the prerequisites, including the Epic prerequisite.
Finishing Blow (Ex): The beast incarnate is a deadly combatant who can use his claws and fangs to slice and dissect as well as any doctor's scalpel. If the beast incarnate has pinned a creature for 3 consecutive rounds, all the beast incarnate's further attacks against that creature (including every separate attack from his Brutalize ability) are treated as cou'de'grace attacks that require a Fortitude save (DC 10+damage dealt) or instantly slay the target. This ability ends when the creature is no longer pinned.