Meeky
2012-12-25, 07:27 PM
My DM is planning on running a new game, and she, another player and I have been working together to think of a way to combine certain features of the Druid, Monk, and Rogue classes. Namely, we want to make something that functions as a Wildshape warrior with medium BAB, lowered spellcasting capabilities, and sneak attack. It's been hard to strike a balance with all of this to make a single new class, and we're a bit unsure if the class is balanced.
If anyone here would be kind enough to give us their personal opinions on the balance of the class, we would be very appreciative. Again, the goal is to strike a balance between these three classes that isn't overpowered (or underpowered) to make a class whose specialty is killing things effectively in Wild Shape.
We've effectively used the druid as the starting point when designing this class, using its skill points, HD, and spell list. However, its saves and specials have been changed, among other things.
EDIT: As a final thought, we're still on the fence as to whether this magic progression is too fast. I'm leaning toward suggesting we switch to Ranger spellcaster progression, and/or perhaps lowering the amount of Sneak Attack die gained.
Wildstalker
Wildstalkers are hunters, first and foremost. An outsider might assert that wildstalkers are merely another form of druid, that they are protectors of nature or follow a naturalist philosophy, but this is untrue. Wildstalkers simply are, just as nature simply is. They are less concerned with preserving balance than living the life of a beast, of experiencing the thrill of the hunt, and of letting instinct rule their actions.
Most wildstalkers can be found living in the wilderness as hermits, and they usually prefer the company of animals to those of people. They are sometimes employed as scouts and assassins, especially by tribal societies, and may answer a druid's call to arms if their territory is threatened. However, they are as fickle as the powers they embody, and they answer only to their instincts.
Wildstalkers get along well with barbarians, who find much in common with the free nature of the shapeshifters. They also tend to be friends with druids and rangers, though these protectors of the wild tend to see wildstalkers as a sort of distant, embarrassing cousin. Wildstalkers usually ignore paladins, and their relationship with monks can be best described as "abysmal."
Role: Wildstalkers are most comfortable when on the prowl. They make excellent scouts, especially in the wilderness, and powerful wildstalkers can slay an opponent before he realizes he is even being watched. Depending on the forms they choose to take, they can also fight well in the thick of the melee. They have the ability to cast druidic spells, but their emphasis on shapeshifting makes them tertiary spellcasters at best.
Alignment: Any Non-Lawful
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics, Climb, Craft, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim
Skill ranks per level: 4 + Int. Modifier
Table: Wildstalker
Lvl BAB Fort/Ref/Will....Special
================================================== ================================================== ========================
1 0 0/2/2............Wild Shape (Small, 1/day) Orison, Wild Empathy*, Sneak Attack 1d6, AC Bonus+0
2 1 0/3/3............Woodland Stride*
3 2 1/3/3............Trackless Step*, Wild Shape (Small-Medium, 2/day), Predatory Instinct+1
4 3 1/4/4............Sneak Attack 2d6, Stunning Fist, Feral Strike (Magic)
5 3 2/4/4
6 4 2/5/5............Wild Shape (Tiny-Medium, 3/day), AC Bonus+1
7 5 2/5/5............Fast Movement+10', Predatory Instinct+2, Feral Strike (Cold Iron, Silver)
8 6 3/6/6............Wild Shape (Tiny-Large, 4/day), Sneak Attack 3d6
9 6 3/6/6............Venom Immunity
10 7 4/7/7...........Wild Shape (Diminutive-Large, 5/day), Feral Strike (Alignment*)
11 8 4/7/7...........Scent, Predatory Instinct+3
12 9 4/8/8...........Wild Shape (Diminutive-Huge, 6/day), Sneak Attack 4d6, AC Bonus+2
13 9 4/8/8...........A Thousand Faces
14 10 4/9/9.........Wild Shape (Diminutive-Huge, 7/day), Fast Movement+20'
15 11 5/9/9..........Timeless Body, Predatory Instinct+4
16 12 5/10/10.......Wild Shape (Diminutive-Huge, Small Magical Beast, 8/day), Sneak Attack 5d6, Feral Strike (Adamantine)
17 12 5/10/10
18 13 6/11/11.......Wild Shape (Diminutive-Huge, Small-Medium Magical Beast, 9/day), AC Bonus+3
19 14 6/11/11.......Predatory Instinct+5
20 15 6/12/12.......Wild Shape (Diminutive-Huge, Small-Large Magical Beast, Unlimited/day), Sneak Attack 6d6
================================================== ================================================== ========================
Table: Wildstalker Spellcasting
Character Level.......Spells Per Day
............................0/1/2/3/4/5/6
================================================== ================================================== ========================
1.............3/1
2.............4/2
3.............4/3
4.............4/3/1
5.............4/4/2
6.............5/4/3
7.............5/4/3/1
8.............5/4/3/2
9.............5/5/4/3
10...........5/5/4/3/1
11...........5/5/4/3/2
12...........5/5/5/4/3
13...........5/5/5/4/3/1
14...........5/5/5/4/3/2
15...........5/5/5/5/4/3
16...........5/5/5/5/4/3/1
17...........5/5/5/5/4/4/2
18...........5/5/5/5/5/4/3
19...........5/5/5/5/5/5/4
20...........5/5/5/5/5/5/5
================================================== ================================================== ========================
Class Features:
All of the following are class features for the wildstalker.
Weapon and Armor Proficiency - Wildstalkers are only proficient in the use of Simple Weapons. The wildstalker has no armor proficiencies.
Spellcasting - A wildstalker casts divine spells, which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A wildstalker must choose and prepare his spells in advance.
To prepare or cast a spell, the wildstalker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildstalker's spell is 10 + the spell level + the wildstalker's Wisdom modifier.
Spontaneous Casting - Wildstalkers, unlike druids, do not have spontaneous casting.
Chaotic, Evil, Good, and Lawful Spells - A wildstalker can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. A wildstalker can never cast lawful spells from the druid spell list.
Orisons - Wildstalkers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Wildstalker Spellcasting under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Wild Shape - A wildstalker is able to take on the form of an animal he has encountered. This ability functions as the Druid Wild Shape ability with some differences.
Wildstalkers can begin using their Wild Shape at level 1; however, the animal they change into must be a creature they have previously encountered as well as meet the criteria for animals the wildstalker can currently take the shape of. Furthermore, for each 'tier' of Wild Shape (a new size category or a new type of creature, such as Magical Beast), the wildstalker must choose three forms belonging to that category that he may take the form of. Each time the wildstalker gains access to a new 'tier' of Wild Shape, the Wild Stalker may replace one previously selected form for another creature of the same tier that he has encountered.
For example, a level 1 wildstalker may be able to take the form of a dog, a badger, and an octopus. At level 4, the wildstalker can also shapeshift into Medium animals, and thus gains three new forms for Medium animals, such as a pony, a wolf, and a medium shark. He decides that he no longer wishes to be able to take the form of a dog, and at level 4 changes his Small animal selections to an eagle, a badger, and an octopus.
Changing forms is a free action for wildstalkers, whether they are changing into an animal or back into their natural form. Multiple changes in a single round still count as multiple uses of the Wild Shape ability. Changing forms more than once in a round incurs a 1d4 round cooldown on the wildstalker's ability to change forms. This cooldown also affects the wildstalker's ability to shapeshift back to his natural form.
Wildstalkers may shapeshift as an immediate action in combat; however, this incurs a 2d4 round cooldown on the ability to shapeshift. If the wildstalker is considered flatfooted or otherwise caught unawares, he may not use shapeshift as an immediate action unless he has the Uncanny Dodge ability from another class.
The wildstalker may take new forms and use her Wild Shape more times per day as indicated on the wildstalker table. At level 16, wilderstalkers may take the form of Magical Beasts of certain sizes. All forms are subject to DM approval.
Wild Empathy - This ability functions as the Druid Wild Empathy ability, except that the Wild Stalker can only use it in animal form, and only with animals of a similar type. (For instance, a wildstalker in wolf form could communicate with canine animals, such as dogs or coyotes, but not with birds, such as hawks or owls.)
Sneak Attack - This functions as the Rogue Sneak Attack ability, only the Wildstalker gains Sneak Attack die more slowly.
AC Bonus - Wildstalkers, like monks, gain their Wisdom bonus to AC, but only when they are unarmored, are carrying less than a medium load, are not wielding a shield, and are currently using a Wild Shape form. He gains additional AC according to Table: Wildstalker.
Woodland Stride - This functions as the Druid ability Woodland Stride.
Trackless Step - This functions as the Druid ability Trackless Step.
Predatory Instinct - As a wildstalker grows in power, he begins to take on a more predatory nature, and slowly becomes able to camouflage and blend in with his surroundings. At level 3, the wildstalker gains +1 to disguise, perception, and stealth checks while in a Wild Shape form. Every four levels thereafter, these bonuses increase by +1. At level 11, these bonuses also apply to the wildstalker's natural form.
Stunning Fist - At level 4, the wildstalker gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The wildstalker may use Stunning Fist with the natural attacks of any form.
Feral Strike - This ability functions as the Monk's Ki Strike ability except that it only applies to the wildstalker's Wild Shape forms. The wildstalker overcomes damage reduction as shown on Table: Wildstalker.
When the wildstalker reaches level 10, he must choose what alignment his Feral Strike counts as for purposes of damage reduction. The alignment he chooses must correspond with his own alignment, and True Neutral wildstalkers may choose any alignment axis but lawful. If his Feral Strike alignment no longer matches his own alignment due to an alignment change, he must choose a new alignment for his Feral Strike that corresponds with this new alignment.
Fast Movement - Wildstalkers gain increased base movement speed as indicated on Table: Wildstalker. However, this speed increase only functions in Wild Shape forms.
Venom Immunity - At 9th level, a Wildstalker gains immunity to all poisons.
Scent - At level 11, the wildstalker gains scent as an extraordinary ability for all forms, including his natural form.
A Thousand Faces - At 13th level, a wildstalker gains the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.
Timeless Body - After attaining 15th level, a wildstalker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the wildstalker still dies of old age when his time is up.
Favored Class Options:
+1 HP/Level
+1 Skill/Level
+1/6 Rogue Talent/Level
+1/6 Sneak Attack 1d6/Level
+1/6 Wisdom AC Bonus/Level
+1/3 Wild Shape Natural AC/Level
+1/5 5' Fast Movement/Level
If anyone here would be kind enough to give us their personal opinions on the balance of the class, we would be very appreciative. Again, the goal is to strike a balance between these three classes that isn't overpowered (or underpowered) to make a class whose specialty is killing things effectively in Wild Shape.
We've effectively used the druid as the starting point when designing this class, using its skill points, HD, and spell list. However, its saves and specials have been changed, among other things.
EDIT: As a final thought, we're still on the fence as to whether this magic progression is too fast. I'm leaning toward suggesting we switch to Ranger spellcaster progression, and/or perhaps lowering the amount of Sneak Attack die gained.
Wildstalker
Wildstalkers are hunters, first and foremost. An outsider might assert that wildstalkers are merely another form of druid, that they are protectors of nature or follow a naturalist philosophy, but this is untrue. Wildstalkers simply are, just as nature simply is. They are less concerned with preserving balance than living the life of a beast, of experiencing the thrill of the hunt, and of letting instinct rule their actions.
Most wildstalkers can be found living in the wilderness as hermits, and they usually prefer the company of animals to those of people. They are sometimes employed as scouts and assassins, especially by tribal societies, and may answer a druid's call to arms if their territory is threatened. However, they are as fickle as the powers they embody, and they answer only to their instincts.
Wildstalkers get along well with barbarians, who find much in common with the free nature of the shapeshifters. They also tend to be friends with druids and rangers, though these protectors of the wild tend to see wildstalkers as a sort of distant, embarrassing cousin. Wildstalkers usually ignore paladins, and their relationship with monks can be best described as "abysmal."
Role: Wildstalkers are most comfortable when on the prowl. They make excellent scouts, especially in the wilderness, and powerful wildstalkers can slay an opponent before he realizes he is even being watched. Depending on the forms they choose to take, they can also fight well in the thick of the melee. They have the ability to cast druidic spells, but their emphasis on shapeshifting makes them tertiary spellcasters at best.
Alignment: Any Non-Lawful
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics, Climb, Craft, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (Geography), Knowledge (Nature), Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim
Skill ranks per level: 4 + Int. Modifier
Table: Wildstalker
Lvl BAB Fort/Ref/Will....Special
================================================== ================================================== ========================
1 0 0/2/2............Wild Shape (Small, 1/day) Orison, Wild Empathy*, Sneak Attack 1d6, AC Bonus+0
2 1 0/3/3............Woodland Stride*
3 2 1/3/3............Trackless Step*, Wild Shape (Small-Medium, 2/day), Predatory Instinct+1
4 3 1/4/4............Sneak Attack 2d6, Stunning Fist, Feral Strike (Magic)
5 3 2/4/4
6 4 2/5/5............Wild Shape (Tiny-Medium, 3/day), AC Bonus+1
7 5 2/5/5............Fast Movement+10', Predatory Instinct+2, Feral Strike (Cold Iron, Silver)
8 6 3/6/6............Wild Shape (Tiny-Large, 4/day), Sneak Attack 3d6
9 6 3/6/6............Venom Immunity
10 7 4/7/7...........Wild Shape (Diminutive-Large, 5/day), Feral Strike (Alignment*)
11 8 4/7/7...........Scent, Predatory Instinct+3
12 9 4/8/8...........Wild Shape (Diminutive-Huge, 6/day), Sneak Attack 4d6, AC Bonus+2
13 9 4/8/8...........A Thousand Faces
14 10 4/9/9.........Wild Shape (Diminutive-Huge, 7/day), Fast Movement+20'
15 11 5/9/9..........Timeless Body, Predatory Instinct+4
16 12 5/10/10.......Wild Shape (Diminutive-Huge, Small Magical Beast, 8/day), Sneak Attack 5d6, Feral Strike (Adamantine)
17 12 5/10/10
18 13 6/11/11.......Wild Shape (Diminutive-Huge, Small-Medium Magical Beast, 9/day), AC Bonus+3
19 14 6/11/11.......Predatory Instinct+5
20 15 6/12/12.......Wild Shape (Diminutive-Huge, Small-Large Magical Beast, Unlimited/day), Sneak Attack 6d6
================================================== ================================================== ========================
Table: Wildstalker Spellcasting
Character Level.......Spells Per Day
............................0/1/2/3/4/5/6
================================================== ================================================== ========================
1.............3/1
2.............4/2
3.............4/3
4.............4/3/1
5.............4/4/2
6.............5/4/3
7.............5/4/3/1
8.............5/4/3/2
9.............5/5/4/3
10...........5/5/4/3/1
11...........5/5/4/3/2
12...........5/5/5/4/3
13...........5/5/5/4/3/1
14...........5/5/5/4/3/2
15...........5/5/5/5/4/3
16...........5/5/5/5/4/3/1
17...........5/5/5/5/4/4/2
18...........5/5/5/5/5/4/3
19...........5/5/5/5/5/5/4
20...........5/5/5/5/5/5/5
================================================== ================================================== ========================
Class Features:
All of the following are class features for the wildstalker.
Weapon and Armor Proficiency - Wildstalkers are only proficient in the use of Simple Weapons. The wildstalker has no armor proficiencies.
Spellcasting - A wildstalker casts divine spells, which are drawn from the druid spell list. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A wildstalker must choose and prepare his spells in advance.
To prepare or cast a spell, the wildstalker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildstalker's spell is 10 + the spell level + the wildstalker's Wisdom modifier.
Spontaneous Casting - Wildstalkers, unlike druids, do not have spontaneous casting.
Chaotic, Evil, Good, and Lawful Spells - A wildstalker can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. A wildstalker can never cast lawful spells from the druid spell list.
Orisons - Wildstalkers can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Wildstalker Spellcasting under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Wild Shape - A wildstalker is able to take on the form of an animal he has encountered. This ability functions as the Druid Wild Shape ability with some differences.
Wildstalkers can begin using their Wild Shape at level 1; however, the animal they change into must be a creature they have previously encountered as well as meet the criteria for animals the wildstalker can currently take the shape of. Furthermore, for each 'tier' of Wild Shape (a new size category or a new type of creature, such as Magical Beast), the wildstalker must choose three forms belonging to that category that he may take the form of. Each time the wildstalker gains access to a new 'tier' of Wild Shape, the Wild Stalker may replace one previously selected form for another creature of the same tier that he has encountered.
For example, a level 1 wildstalker may be able to take the form of a dog, a badger, and an octopus. At level 4, the wildstalker can also shapeshift into Medium animals, and thus gains three new forms for Medium animals, such as a pony, a wolf, and a medium shark. He decides that he no longer wishes to be able to take the form of a dog, and at level 4 changes his Small animal selections to an eagle, a badger, and an octopus.
Changing forms is a free action for wildstalkers, whether they are changing into an animal or back into their natural form. Multiple changes in a single round still count as multiple uses of the Wild Shape ability. Changing forms more than once in a round incurs a 1d4 round cooldown on the wildstalker's ability to change forms. This cooldown also affects the wildstalker's ability to shapeshift back to his natural form.
Wildstalkers may shapeshift as an immediate action in combat; however, this incurs a 2d4 round cooldown on the ability to shapeshift. If the wildstalker is considered flatfooted or otherwise caught unawares, he may not use shapeshift as an immediate action unless he has the Uncanny Dodge ability from another class.
The wildstalker may take new forms and use her Wild Shape more times per day as indicated on the wildstalker table. At level 16, wilderstalkers may take the form of Magical Beasts of certain sizes. All forms are subject to DM approval.
Wild Empathy - This ability functions as the Druid Wild Empathy ability, except that the Wild Stalker can only use it in animal form, and only with animals of a similar type. (For instance, a wildstalker in wolf form could communicate with canine animals, such as dogs or coyotes, but not with birds, such as hawks or owls.)
Sneak Attack - This functions as the Rogue Sneak Attack ability, only the Wildstalker gains Sneak Attack die more slowly.
AC Bonus - Wildstalkers, like monks, gain their Wisdom bonus to AC, but only when they are unarmored, are carrying less than a medium load, are not wielding a shield, and are currently using a Wild Shape form. He gains additional AC according to Table: Wildstalker.
Woodland Stride - This functions as the Druid ability Woodland Stride.
Trackless Step - This functions as the Druid ability Trackless Step.
Predatory Instinct - As a wildstalker grows in power, he begins to take on a more predatory nature, and slowly becomes able to camouflage and blend in with his surroundings. At level 3, the wildstalker gains +1 to disguise, perception, and stealth checks while in a Wild Shape form. Every four levels thereafter, these bonuses increase by +1. At level 11, these bonuses also apply to the wildstalker's natural form.
Stunning Fist - At level 4, the wildstalker gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The wildstalker may use Stunning Fist with the natural attacks of any form.
Feral Strike - This ability functions as the Monk's Ki Strike ability except that it only applies to the wildstalker's Wild Shape forms. The wildstalker overcomes damage reduction as shown on Table: Wildstalker.
When the wildstalker reaches level 10, he must choose what alignment his Feral Strike counts as for purposes of damage reduction. The alignment he chooses must correspond with his own alignment, and True Neutral wildstalkers may choose any alignment axis but lawful. If his Feral Strike alignment no longer matches his own alignment due to an alignment change, he must choose a new alignment for his Feral Strike that corresponds with this new alignment.
Fast Movement - Wildstalkers gain increased base movement speed as indicated on Table: Wildstalker. However, this speed increase only functions in Wild Shape forms.
Venom Immunity - At 9th level, a Wildstalker gains immunity to all poisons.
Scent - At level 11, the wildstalker gains scent as an extraordinary ability for all forms, including his natural form.
A Thousand Faces - At 13th level, a wildstalker gains the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form.
Timeless Body - After attaining 15th level, a wildstalker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the wildstalker still dies of old age when his time is up.
Favored Class Options:
+1 HP/Level
+1 Skill/Level
+1/6 Rogue Talent/Level
+1/6 Sneak Attack 1d6/Level
+1/6 Wisdom AC Bonus/Level
+1/3 Wild Shape Natural AC/Level
+1/5 5' Fast Movement/Level