Haluesen
2013-03-12, 08:31 PM
Well, here this goes. My own homebrew class that kinda mixes ranger, druid, and rogue.
The Beastmaster-Survivalist
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|+0|+2|+2|+0|1stFavored Enemy, Wild Empathy, Animal Companion|3|0|||||
2nd|+1|+3|+3|+0|Sneak Attack +1d6, Track, Combat Style|3|1|||||
3rd|+2|+3|+3|+1||3|2|0||||
4th|+3|+4|+4|+1||3|3|1||||
5th|+3|+4|+4|+1|2ndFavored Enemy|3|3|2||||
6th|+4|+5|+5|+2|Improved Combat Style, Sneak Attack +2d6|3|3|2|0|||
7th|+5|+5|+5|+2|Woodland Stride, Trackless Step|3|3|3|1|||
8th|+6/+1|+6|+6|+2|Swift Tracker|3|3|3|2|||
9th|+6/+1|+6|+6|+3|Evasion|3|3|3|2|0||
10th|+7/+2|+7|+7|+3|Sneak Attack +3d6, 3rdFavored Enemy|3|3|3|3|1||
11th|+8/+3|+7|+7|+3|Combat Style Mastery|3|3|3|3|2||
12th|+9/+4|+8|+8|+4||3|3|3|3|2|0|
13th|+9/+4|+8|+8|+4|Camoflauge|4|3|3|3|3|1|
14th|+10/+5|+9|+9|+4|Sneak Attack +4d6|4|4|3|3|3|2|
15th|+11/+6/+1|+9|+9|+5|4thFavored Enemy|4|4|4|3|3|2|0
16th|+12/+7/+2|+10|+10|+5||4|4|4|4|3|3|1
17th|+12/+7/+2|+10|+10|+5||4|4|4|4|4|3|2
18th|+13/+8/+3|+11|+11|+6|Hide in Plain Sight, Sneak Attack +5d6|4|4|4|4|4|4|3
19th|+14/+9/+4|+11|+11|+6||4|4|4|4|4|4|4
20th|+15/+10/+5|+12|+12|+6|5thFavored Enemy|4|4|4|4|4|4|4
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int),Handle Animal (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering, geography, nature, religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon Proficiencies: The survivalist is proficient with the dagger, sickle, light and heavy mace, club, morningstar, throwing axe, handaxe, kukri, sap, shortsword, light pick, rapier, scimitar, longbow, and shortbow (and their composite counterparts). The survivalist can use light armor but not shields.
Spells: The survivalist casts divine spells, from its own spell list. To prepare or cast a spell, a survivalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a survivalists spell is 10 + the spell level + the survivalists Wisdom modifier.
Like other spellcasters, a survivalist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Beastmaster-Survivalist. In addition, he receives bonus spells per day if he has a high Wisdom score.
Survivalists meditate or pray for their spells. Each survivalist must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a survivalist can prepare spells. A survivalist may prepare and cast any spell on the survivalist spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Favored Enemy: As the ranger, but the survivalist only gets 2 favored enemies; animal at 1st level, and beast at 10th. At every level marked with favored enemy, the bonuses on both favored enemies goes up by 2 e.i. at 10th level the survivalist has favored enemy (animal)+6 and (beast)+2.
Wild Empathy: As the druid class feature.
Animal Companion: As the druid class feature, but no animals bigger than Large size.
Sneak Attack: As the rogue class feature, but only applies to light melee weapons and any appropriate size ranged weapons up to 30 ft.
Track: As a bonus feat.
Combat Style: Like a typical ranger, the survivalist can focus on two-weapon fighting and archery. Unlike the ranger however these progress in different ways and are a bit more restricted. Once the choice of combat style is made it cannot be changed.
If the survivalist selects two-weapon fighting style, he get Two-Weapon Fighting as a bonus feat, as long as he only wears light or no armor and only wields light weapons that he is proficient with.
If the survivalist selects the archery fighting style, he gets Precise Shot as a bonus feat, but only while wielding shortbows or longbows (including their composite counterparts) and wearing light or no armor.
Improved Combat Style: Again similar to the ranger's ability but different.
If the survivalist selected two-weapon fighting, he get Two-Weapon Defense as a bonus feat, as long as he only wear light or no armor and only wields light weapons that he is proficient with.
If the survivalist selected archery, he gets Shot on the Run as a bonus feat, as long as he only wears light or no armor and wields a shortbow or longbow.
If the survivalist has one of the feats listed above, he may instead select a similar feat. For two-weapon fighters, it must have Two-Weapon fighting as a prerequisite. For archers, it must have Point Blank Shot as a prerequisite.
Woodland Stride: As the druid class feature.
Trackless Step: As the druid class feature.
Swift Tracker: As the ranger class feature.
Evasion: As the monk class feature.
Combat Style Mastery: Again similar to the ranger's ability but different.
If the survivalist selected two-weapon fighting, he get Improved Two-Weapon Defense as a bonus feat, as long as he only wear light or no armor and only wields light weapons that he is proficient with.
If the survivalist selected archery, he gets Improved Precise Shot as a bonus feat, as long as he only wears light or no armor and wields a shortbow or longbow.
If the survivalist has one of the feats listed above, he may instead select a similar feat. For two-weapon fighters, it must have Two-Weapon fighting as a prerequisite. For archers, it must have Point Blank Shot as a prerequisite.
Camoflauge: As the ranger class feature.
Hide in Plain Sight: As the ranger class feature.
__________________________________________________ _______________
Well that is it more or less, at least what I have come up with. I will be adding the spell list later once I have put some more thought into it, but it will primarily be healing, nature and animal based, stealthy based spells. Think ranger spell list with a bit of expanded healing, and maybe a few of the druid's and Trickery cleric's tricks. Overall the class is intended to fill a backup roll, engaging enemies from afar or maybe in a flanking position if they wish to risk it. I wanted it not really sturdy, to make up for all the extra class features and skills. In metaness, I am kinda aiming for Tier 3 or 4.
So...what do you think, dwellers of the Playground? :smallbiggrin:
The Beastmaster-Survivalist
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th
1st|+0|+2|+2|+0|1stFavored Enemy, Wild Empathy, Animal Companion|3|0|||||
2nd|+1|+3|+3|+0|Sneak Attack +1d6, Track, Combat Style|3|1|||||
3rd|+2|+3|+3|+1||3|2|0||||
4th|+3|+4|+4|+1||3|3|1||||
5th|+3|+4|+4|+1|2ndFavored Enemy|3|3|2||||
6th|+4|+5|+5|+2|Improved Combat Style, Sneak Attack +2d6|3|3|2|0|||
7th|+5|+5|+5|+2|Woodland Stride, Trackless Step|3|3|3|1|||
8th|+6/+1|+6|+6|+2|Swift Tracker|3|3|3|2|||
9th|+6/+1|+6|+6|+3|Evasion|3|3|3|2|0||
10th|+7/+2|+7|+7|+3|Sneak Attack +3d6, 3rdFavored Enemy|3|3|3|3|1||
11th|+8/+3|+7|+7|+3|Combat Style Mastery|3|3|3|3|2||
12th|+9/+4|+8|+8|+4||3|3|3|3|2|0|
13th|+9/+4|+8|+8|+4|Camoflauge|4|3|3|3|3|1|
14th|+10/+5|+9|+9|+4|Sneak Attack +4d6|4|4|3|3|3|2|
15th|+11/+6/+1|+9|+9|+5|4thFavored Enemy|4|4|4|3|3|2|0
16th|+12/+7/+2|+10|+10|+5||4|4|4|4|3|3|1
17th|+12/+7/+2|+10|+10|+5||4|4|4|4|4|3|2
18th|+13/+8/+3|+11|+11|+6|Hide in Plain Sight, Sneak Attack +5d6|4|4|4|4|4|4|3
19th|+14/+9/+4|+11|+11|+6||4|4|4|4|4|4|4
20th|+15/+10/+5|+12|+12|+6|5thFavored Enemy|4|4|4|4|4|4|4
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentrate (Con), Craft (Int),Handle Animal (Wis), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering, geography, nature, religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon Proficiencies: The survivalist is proficient with the dagger, sickle, light and heavy mace, club, morningstar, throwing axe, handaxe, kukri, sap, shortsword, light pick, rapier, scimitar, longbow, and shortbow (and their composite counterparts). The survivalist can use light armor but not shields.
Spells: The survivalist casts divine spells, from its own spell list. To prepare or cast a spell, a survivalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a survivalists spell is 10 + the spell level + the survivalists Wisdom modifier.
Like other spellcasters, a survivalist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Beastmaster-Survivalist. In addition, he receives bonus spells per day if he has a high Wisdom score.
Survivalists meditate or pray for their spells. Each survivalist must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a survivalist can prepare spells. A survivalist may prepare and cast any spell on the survivalist spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Favored Enemy: As the ranger, but the survivalist only gets 2 favored enemies; animal at 1st level, and beast at 10th. At every level marked with favored enemy, the bonuses on both favored enemies goes up by 2 e.i. at 10th level the survivalist has favored enemy (animal)+6 and (beast)+2.
Wild Empathy: As the druid class feature.
Animal Companion: As the druid class feature, but no animals bigger than Large size.
Sneak Attack: As the rogue class feature, but only applies to light melee weapons and any appropriate size ranged weapons up to 30 ft.
Track: As a bonus feat.
Combat Style: Like a typical ranger, the survivalist can focus on two-weapon fighting and archery. Unlike the ranger however these progress in different ways and are a bit more restricted. Once the choice of combat style is made it cannot be changed.
If the survivalist selects two-weapon fighting style, he get Two-Weapon Fighting as a bonus feat, as long as he only wears light or no armor and only wields light weapons that he is proficient with.
If the survivalist selects the archery fighting style, he gets Precise Shot as a bonus feat, but only while wielding shortbows or longbows (including their composite counterparts) and wearing light or no armor.
Improved Combat Style: Again similar to the ranger's ability but different.
If the survivalist selected two-weapon fighting, he get Two-Weapon Defense as a bonus feat, as long as he only wear light or no armor and only wields light weapons that he is proficient with.
If the survivalist selected archery, he gets Shot on the Run as a bonus feat, as long as he only wears light or no armor and wields a shortbow or longbow.
If the survivalist has one of the feats listed above, he may instead select a similar feat. For two-weapon fighters, it must have Two-Weapon fighting as a prerequisite. For archers, it must have Point Blank Shot as a prerequisite.
Woodland Stride: As the druid class feature.
Trackless Step: As the druid class feature.
Swift Tracker: As the ranger class feature.
Evasion: As the monk class feature.
Combat Style Mastery: Again similar to the ranger's ability but different.
If the survivalist selected two-weapon fighting, he get Improved Two-Weapon Defense as a bonus feat, as long as he only wear light or no armor and only wields light weapons that he is proficient with.
If the survivalist selected archery, he gets Improved Precise Shot as a bonus feat, as long as he only wears light or no armor and wields a shortbow or longbow.
If the survivalist has one of the feats listed above, he may instead select a similar feat. For two-weapon fighters, it must have Two-Weapon fighting as a prerequisite. For archers, it must have Point Blank Shot as a prerequisite.
Camoflauge: As the ranger class feature.
Hide in Plain Sight: As the ranger class feature.
__________________________________________________ _______________
Well that is it more or less, at least what I have come up with. I will be adding the spell list later once I have put some more thought into it, but it will primarily be healing, nature and animal based, stealthy based spells. Think ranger spell list with a bit of expanded healing, and maybe a few of the druid's and Trickery cleric's tricks. Overall the class is intended to fill a backup roll, engaging enemies from afar or maybe in a flanking position if they wish to risk it. I wanted it not really sturdy, to make up for all the extra class features and skills. In metaness, I am kinda aiming for Tier 3 or 4.
So...what do you think, dwellers of the Playground? :smallbiggrin: