View Full Version : The Warclaw (3.5, PEACH)

2011-09-19, 03:27 PM
This is a variant of my Beastman (http://www.giantitp.com/forums/showthread.php?t=213031)class. I've cut out all the shapeshifting and boosted some of the melee ability. The net result is a kind of monk/barbarian crossbreed.

The Warclaw

Game Rule Information:
Abilities: Strength is important for a warclaw, like for any melee warrior. Wisdom is also important, determining his natural armor bonus and powering his Animalistic Resilience and Summon Animals abilities. Dexterity is good, as he can't wear heavy armor, and Constitution adds to his already-high health.
Starting Age: As Barbarian
Starting Gold: As Barbarian
HD: d12

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

{table=head]Level|Base Attack Bonus|Fortitue Save|Reflex Save|Will Save|Special|Speed Bonus
1st|+1|+2|+2|+0|Track, Wild Empathy, Natural Armor, Claw|+0 ft.
2nd|+2|+3|+3|+0|Animalistic Senses|+0 ft.
3rd|+3|+3|+3|+1|Woodland stride, Primal Weapons|+0 ft.
4th|+4|+4|+4|+1|Improved Grab|+0 ft.
5th|+5|+4|+4|+1|Trackless Step, Claw Growth|+10 ft.
6th|+6|+5|+5|+2|Pounce|+10 ft.
7th|+7|+5|+5|+2|Speak with Animals|+10 ft.
8th|+8|+6|+6|+2|Fangs|+10 ft.
9th|+9|+6|+6|+3|Venom immunity|+20 ft.
10th|+10|+7|+7|+3|Animalistic Resilience|+20 ft.
11th|+11|+7|+7|+3|Sharper Claws|+20 ft.
12th|+12|+8|+8|+4|Rend|+20 ft.
13th|+13|+8|+8|+4|Camouflage|+30 ft.
14th|+14|+9|+9|+4|Talons|+30 ft.
15th|+15|+9|+9|+5|Adamantine Claws|+30 ft.
16th|+16|+10|+10|+5|Poison|+30 ft.
17th|+17|+10|+10|+5|Hide in Plain Sight|+40 ft.
18th|+18|+11|+11|+6|Summon Animals|+40 ft.
19th|+19|+11|+11|+6|Greater Claw Growth|+40 ft.
20th|+20|+12|+12|+6|Wings|+40 ft.[/table]

Weapon and Armor Proficiencies: Beastmen are proficient with all simple weapons, and with his own natural weapons. He is not proficient with any form of armor or shield.

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

Wild Empathy (Ex)-As the Druid feature.

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

Natural Armor Bonus (Ex)- Starting at 1st level, a warclaw’s skin becomes extremely tough. He gains a bonus to natural armor equal to his wisdom modifier. In addition, he gains a +1 bonus to natural armor at 5th level. This bonus improves by +1 for every five additional warclaw levels, to a maximum of +4 at 20th level.

Animalistic Senses (Ex)- At 2nd level, a warclaw gains the scent and low-light vision abilities.

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

Primal Weapons (Su)- Starting at 3rd level, a warclaw’s natural weapons are treated as magic for the purpose of overcoming damage resistance.

Improved Grab (Ex)- At 4th level, a warclaw gains the Improved Grab ability while in his natural form. If he hits with a claw attack, he can attempt to start a grapple as a free action without provoking an attack of opportunity or requiring an initial touch attack. This ability can be used against targets of the warclaw’s size category or smaller.

Trackless Step (Ex)- Starting at 5rd level, a warclaw leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. He cannot use this ability and his fast movement ability simultaneously.

Claw Growth- At 5th level, a warclaw’s claws become larger and more deadly. Their damage increases to d8.

Fast Movement (Ex)- At 5th level, when wearing light or no armor, a warclaw gains an enhancement bonus to speed, as shown in the table above. He cannot use this ability and his Trackless Step ability simultaneously.

Pounce (Ex)- At 6th, level, a warclaw gains the pounce ability. When he makes a charge, he can follow up with a full attack.

Speak With Animals (Su)- At 7th level, a warclaw gains the ability to speak with animals. This ability functions as the druid spell of the same name, but the effect is permanent and, unlike other supernatural abilities, does not go away in an anti-magic field.

Fangs (Ex)- Beginning at 8th level, a warclaw gains a powerful bite attack, dealing d6 damage. This is a secondary natural weapon. Like his claws, he can retract his fangs, requiring a DC 25 Spot check to notice their presence.

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

Animalistic Resilience (Su)- At 10th level, a warclaw learns how to heal his own injuries. He can tap into the power of nature to gain fast healing equal to his wisdom modifier (minimum 1) for a number of rounds equal to his class level. This can be done in both normal and animal forms. Activating this ability is a standard action, and it can be used a number of times per day equal to one-quarter of his warclaw level plus his wisdom modifier.

Sharper Claws- At 11th level, a warclaw’s claws become sharper and more deadly. Their critical hit range improves to 19-20.

Rend (Ex)- At 12th level, a warclaw gains the Rend ability. If he hits with two claw attacks, he automatically deals extra damage equal to d8 + 1.5 times his strength modifier.

Camouflage (Ex)- At 13th level, a warclaw can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Talons (Ex)- At 14th level, a warclaw gains a set of vicious talons on their feet. Like his claws and fangs, he can retract them, requiring a DC 30 Spot check to notice their presence. He gains an additional two secondary natural attacks, each dealing d6 damage.

Adamantine Claws (Su)- at 15th level, the warclaw’s natural weapons are treated as being made of adamantine for the purpose of overcoming damage resistance.

Poison (Ex)- At 16th level, a warclaw’s bite attack becomes poisonous. Anyone damaged by his bite must make a Fortitude save (DC equal to his warclaw level plus his constitution modifier) or take 2d6 constitution damage, with another 2d6 damage one minute later. The secondary damage can be avoided by a second save.

Hide in Plain Sight (Ex)- At 17th level, when in natural terrain, a warclaw can use the Hide skill even when being observed.

Call Animals (Ex)- At 18th level, a warclaw gains the ability to summon a number of animals to his aid in battle. Calling animals is a standard action, and the summoned animals appear 1d4 rounds later, running into battle at top speed. A warclaw can call any number of animals, but their total hit die cannot exceed his warclaw level. He can use this ability a number of times per day equal to his Wisdom modifier (minimum 1).

Greater Claw Growth- At 19th level, a warclaw’s claws become even more lethal, dealing 1d10 damage each. His talons also grow, dealing d8 damage each.

Wings- At 20th level, a warclaw grows wings. He gains a 120 foot fly speed with good maneuverability. In addition, he gains effects similar to the Flyby Attack feat for his talons; that is, he can make move and make two talon attacks at any point during the move as a full-round action. He can attempt to hide his wings in a similar manner to his natural weapons, but their size makes them more cumbersome—the Spot DC to notice his wings is only 15.