Soulblazer87
2013-05-19, 11:43 AM
Initially, it was posted at the DtD homebrew forums (here: http://s4.zetaboards.com/LawfulNice/topic/9880400/1/ ), but lack of responce for a week has 'forced' me to post it here as well, in hopes of completing this class.
So... yeah. Moster Tamers.
Watching ancient anime/cartoons again, playing some Final Fantasy again (the I-VI, not the new-age crap >.>)... And I get this.
I know that Druids have an Animal Companion, but to them it's more of a "yeah, it's there". It's good... but it could be so much better. So, I made this, a class that focuses on hunting down wild animals and trying to tame them.
It's still VERY much of a WIP, so I need lots of help, in both phrasing rules as well as arranging feats and stuff in a logical, reasonable progression (regardless of how much I want my class to dominate Void Dragons, this won't happen, so sad :( ).
Rough Outline (WIP)
Whisperer:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Capture
-Training
-Ranch
-Weapon Proficiency (Flail OR Ordinairy OR Cavalry)
-Evolution*
-Breeding*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Speaker:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Armor Proficiency (Light)
-Stance
-Breeding*
-Evolution*
-Obtain Familiar*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Tamer:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Devolution
-Nature Sense
-Weapon Proficiency (Flail OR Ordinairy OR Cavalry) OR Minor Magic
-Stance
-Bond*
-Breeding*
-Evolution*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Breeder:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Read
-Stance
-Evolution*
-Breeding*
-Armor Proficiency (Medium)*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Master:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Fight As One
-Push
-Beast Mastery*
-Evolution*
-Breeding*
-Expert Tracker*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
MONSTER TAMER
Some think that Rangers and Druids represent the ultimate union of companions. With their power to summon aid and keep a loyal animal at their heel, who would argue?
Those who actually learn to have LOTS of companions, of course!
Monster Tamers come from one of two paths, usually; those who tame great beasts out of need, whether to hunt or otherwise contribute to their places of residence, and those who do it out of sport, capturing and selling highly trained beasts.
To do that, Monster Tamers are uniquely trained in both melee and ranged combat, tracking and in sensing danger. Since most of their prey is big, bad and with nasty teeth, it pays greatly to be able to defend long enough to actually tame the beast.
CLASS NAMES:
Whisperer -> Speaker -> Tamer -> Breeder -> Master
Sword/Gun Kata:
White Raven (Very team-oriented)
Devoted Mind (extremely team-oriented and has Aid Another which is pretty much the best thing for this)
Tiger Claw (whips, chains... yup, pretty tamer-y to me)
Elemental Gearbolt (How many hunters don't use bows and crossbows? And elemental magic would be DAMN useful in such a case)
Silent Scope (But sometimes, you have to snipe...)
Possible Class Completion Bonuses: -1 to all Animal Ken checks
OR
Replace Training feat (remove it as feat, gain the 300exp per Beast Companion at class end)
OR
Replace Breeding (remove the feat, gain the upgrades at class end)
OR
Increase a Characteristic (other than Intelligence) by 1 point for each Beast Companion, works retroactively.
OR
Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
List of Possible Feats (help me put them to level and debug them);
Ranch (every level): Choose an animal that is your Beast Companion, gained via Capture feat. This animal is now a permanent ally and will not leave after the session is over. You can select this feat multiple times, each time you can keep a new Beast Companion, but you may not have more Beast Companions than dots in Charisma. You may, as a minute-long rite, release a Beast Companion to make room for another, if you will.
Breeding (every level): Choose one companion and one quality from the list below. The Beast Companion gains the benefits of that quality;
Large: Increase size by 2, reduce Stealth tests by 2k0.
Small: Reduce size by 2, increase Stealth tests by 2k0.
Fast: Increase movement speed by 4m.
Tough: Gain Armor Plating (2), or increase existing Armor Plating by 2.
Dangerous: Increase damage of all Natural weapons by 1k1.
Enduring: Increase HP by 3.
Resistant: Gain Aura (2).
Each time you gain this feat, you must choose another Beast Companion, but you may use the same quality over and over.
Training (every level): You may divide 300exp to all your companions to use as you see fit, as if you were spending them. This feat works retroactively for all Beast Companions. You may train your Beast Companions in any Magic School, Sword School or Gun Kata you are proficient in or they are proficient in on their own
Obtain Familiar (1st): As per Feat of same name.
Environmental Adaptation: Better able to survive hostile environments (WIP) Potentially; remove fatigue penalties for extended march, gain bonus to withstand extreme conditions, such as heat etc.
Capture: Make opposed Charisma+Animal Ken tests, against the target beast, whose Threat Rating may not be higher than your Monster Tamer level. Must succeed at least 10 times. If successful, the target becomes a Beast Companion for the rest of the session, unless you have empty spots via the Ranch feat Commanding your Beast Companions directly on what to do requires a half-action per Companion. Otherwise, they will act as their natural instincts tell them to, unless you have given them a Stance or they are intelligent enough to formulate and stick to a plan. If you use a maneuvre based on Aid Another, you can command the Beast Companion it affects at the same time.
Evolution (every level): Select one Beast Companion. Grant them a Special Quality or Trait.
Armor Proficiency (Light -Medium): As per Feats of same name.
Weapon Proficiency (Shield - Chain - Primitive - Ordinairy - Cavalry): As per Feats of the same name.
Push (5): Push companions to greater effort (WIP) Potentially: Increase all Physical characteristics by 2 dots and increase all physical skills by 2 dots as well. The Beast in question takes 1 fatigue damage per round this bonus is active and may last until they faint or for 5 rounds, whichever is shortest. Usable once per scene.
Beast Mastery (Undead, Magical, Warp, Dire, Cyber): You have mastered taming Beast Companions of other types as well. Undead must be permanent. Magical and Daemon must still be non-sentient beings, but still capable of magical powers or other tricks. Semi-Sentient might be a being with 1 or 2 Intelligence at the most, but still beast-like (such as a very young dragon). Cyber can be a robotic or cybernetic being that fulfills the same requirements. Beasts with 2 Intelligence cannot be forced into servitude and may instead have to be bartered for using other means. Using different skills to Capture them might also be required (such as Arcana, Forbidden Lore or Tech-Use).
Stance (Aggressive - Defensive - Independent - Helpful): Select one of the following stances. You may teach any Beast Companion to enter and stay in them until you decide.
Aggressive: An Aggressive Beast Companion will attack first and foremost, often ignoring its defence, commonly using All-Out Attack.
Defensive: A Defensive Beast Companion will seek to protect its Master and fights defencively, often using Fight Defensively.
Independent: An Independent Beast Companion may move far away from its Master, definitely further than 100m, provided it has a goal to accomplish.
Helpful: A Helpful Beast Companion will often try to use Aid Another to help its Master or fellow Beast Companions or other Allies.
Expert Tracker: May Track as Ranger
Read: Make a Perception check to identify Assets, Traits or Special Qualities that are obviously apparent.
Nature Sense
Fight As One (5): You may spread a number of dots in any Physical skill amongst your Beast Companions, as a free action each round,
Minor Magic
Bond: You may communicate in a verbal way with your Beast Companions. It's not very detailed and has to deal more with ideas, rather than precise descriptions, but it's possible.
Devolution: By spending a day in training, you may reassign all feats that deal with Beast Companions with a single Beast Companion.
So... please PEACH, RnR etc etc.
So... yeah. Moster Tamers.
Watching ancient anime/cartoons again, playing some Final Fantasy again (the I-VI, not the new-age crap >.>)... And I get this.
I know that Druids have an Animal Companion, but to them it's more of a "yeah, it's there". It's good... but it could be so much better. So, I made this, a class that focuses on hunting down wild animals and trying to tame them.
It's still VERY much of a WIP, so I need lots of help, in both phrasing rules as well as arranging feats and stuff in a logical, reasonable progression (regardless of how much I want my class to dominate Void Dragons, this won't happen, so sad :( ).
Rough Outline (WIP)
Whisperer:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Capture
-Training
-Ranch
-Weapon Proficiency (Flail OR Ordinairy OR Cavalry)
-Evolution*
-Breeding*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Speaker:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Armor Proficiency (Light)
-Stance
-Breeding*
-Evolution*
-Obtain Familiar*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Tamer:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Devolution
-Nature Sense
-Weapon Proficiency (Flail OR Ordinairy OR Cavalry) OR Minor Magic
-Stance
-Bond*
-Breeding*
-Evolution*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Breeder:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Read
-Stance
-Evolution*
-Breeding*
-Armor Proficiency (Medium)*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
Master:
Requirements:
Class Attributes: Constitution, Dexterity, Wisdom, Charisma, Fellowship
Class Skills: Perception, Crafts, Acrobatics, Athletics, Ballistics, Brawl, Weaponry, Animal Ken, Command, Intimidation
Feats:
-Training
-Ranch
-Fight As One
-Push
-Beast Mastery*
-Evolution*
-Breeding*
-Expert Tracker*
Sword Schools:
Devoted Mind
White Raven
Completion Bonus: Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
MONSTER TAMER
Some think that Rangers and Druids represent the ultimate union of companions. With their power to summon aid and keep a loyal animal at their heel, who would argue?
Those who actually learn to have LOTS of companions, of course!
Monster Tamers come from one of two paths, usually; those who tame great beasts out of need, whether to hunt or otherwise contribute to their places of residence, and those who do it out of sport, capturing and selling highly trained beasts.
To do that, Monster Tamers are uniquely trained in both melee and ranged combat, tracking and in sensing danger. Since most of their prey is big, bad and with nasty teeth, it pays greatly to be able to defend long enough to actually tame the beast.
CLASS NAMES:
Whisperer -> Speaker -> Tamer -> Breeder -> Master
Sword/Gun Kata:
White Raven (Very team-oriented)
Devoted Mind (extremely team-oriented and has Aid Another which is pretty much the best thing for this)
Tiger Claw (whips, chains... yup, pretty tamer-y to me)
Elemental Gearbolt (How many hunters don't use bows and crossbows? And elemental magic would be DAMN useful in such a case)
Silent Scope (But sometimes, you have to snipe...)
Possible Class Completion Bonuses: -1 to all Animal Ken checks
OR
Replace Training feat (remove it as feat, gain the 300exp per Beast Companion at class end)
OR
Replace Breeding (remove the feat, gain the upgrades at class end)
OR
Increase a Characteristic (other than Intelligence) by 1 point for each Beast Companion, works retroactively.
OR
Increase a Physical Characteristic by 1 and another Characteristic by 1. Increase Threat Level by 1 and Level by 1. Threat level and level do not affect Beast Companions of Threat Level equal to your Monster Tamer level.
List of Possible Feats (help me put them to level and debug them);
Ranch (every level): Choose an animal that is your Beast Companion, gained via Capture feat. This animal is now a permanent ally and will not leave after the session is over. You can select this feat multiple times, each time you can keep a new Beast Companion, but you may not have more Beast Companions than dots in Charisma. You may, as a minute-long rite, release a Beast Companion to make room for another, if you will.
Breeding (every level): Choose one companion and one quality from the list below. The Beast Companion gains the benefits of that quality;
Large: Increase size by 2, reduce Stealth tests by 2k0.
Small: Reduce size by 2, increase Stealth tests by 2k0.
Fast: Increase movement speed by 4m.
Tough: Gain Armor Plating (2), or increase existing Armor Plating by 2.
Dangerous: Increase damage of all Natural weapons by 1k1.
Enduring: Increase HP by 3.
Resistant: Gain Aura (2).
Each time you gain this feat, you must choose another Beast Companion, but you may use the same quality over and over.
Training (every level): You may divide 300exp to all your companions to use as you see fit, as if you were spending them. This feat works retroactively for all Beast Companions. You may train your Beast Companions in any Magic School, Sword School or Gun Kata you are proficient in or they are proficient in on their own
Obtain Familiar (1st): As per Feat of same name.
Environmental Adaptation: Better able to survive hostile environments (WIP) Potentially; remove fatigue penalties for extended march, gain bonus to withstand extreme conditions, such as heat etc.
Capture: Make opposed Charisma+Animal Ken tests, against the target beast, whose Threat Rating may not be higher than your Monster Tamer level. Must succeed at least 10 times. If successful, the target becomes a Beast Companion for the rest of the session, unless you have empty spots via the Ranch feat Commanding your Beast Companions directly on what to do requires a half-action per Companion. Otherwise, they will act as their natural instincts tell them to, unless you have given them a Stance or they are intelligent enough to formulate and stick to a plan. If you use a maneuvre based on Aid Another, you can command the Beast Companion it affects at the same time.
Evolution (every level): Select one Beast Companion. Grant them a Special Quality or Trait.
Armor Proficiency (Light -Medium): As per Feats of same name.
Weapon Proficiency (Shield - Chain - Primitive - Ordinairy - Cavalry): As per Feats of the same name.
Push (5): Push companions to greater effort (WIP) Potentially: Increase all Physical characteristics by 2 dots and increase all physical skills by 2 dots as well. The Beast in question takes 1 fatigue damage per round this bonus is active and may last until they faint or for 5 rounds, whichever is shortest. Usable once per scene.
Beast Mastery (Undead, Magical, Warp, Dire, Cyber): You have mastered taming Beast Companions of other types as well. Undead must be permanent. Magical and Daemon must still be non-sentient beings, but still capable of magical powers or other tricks. Semi-Sentient might be a being with 1 or 2 Intelligence at the most, but still beast-like (such as a very young dragon). Cyber can be a robotic or cybernetic being that fulfills the same requirements. Beasts with 2 Intelligence cannot be forced into servitude and may instead have to be bartered for using other means. Using different skills to Capture them might also be required (such as Arcana, Forbidden Lore or Tech-Use).
Stance (Aggressive - Defensive - Independent - Helpful): Select one of the following stances. You may teach any Beast Companion to enter and stay in them until you decide.
Aggressive: An Aggressive Beast Companion will attack first and foremost, often ignoring its defence, commonly using All-Out Attack.
Defensive: A Defensive Beast Companion will seek to protect its Master and fights defencively, often using Fight Defensively.
Independent: An Independent Beast Companion may move far away from its Master, definitely further than 100m, provided it has a goal to accomplish.
Helpful: A Helpful Beast Companion will often try to use Aid Another to help its Master or fellow Beast Companions or other Allies.
Expert Tracker: May Track as Ranger
Read: Make a Perception check to identify Assets, Traits or Special Qualities that are obviously apparent.
Nature Sense
Fight As One (5): You may spread a number of dots in any Physical skill amongst your Beast Companions, as a free action each round,
Minor Magic
Bond: You may communicate in a verbal way with your Beast Companions. It's not very detailed and has to deal more with ideas, rather than precise descriptions, but it's possible.
Devolution: By spending a day in training, you may reassign all feats that deal with Beast Companions with a single Beast Companion.
So... please PEACH, RnR etc etc.