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Pesimismrocks
2013-08-23, 11:38 AM
Beastmaster
http://fc01.deviantart.net/fs70/i/2013/192/1/4/beastmaster_bloodsport_challenge_by_danarart-d60ionw.png
Image by Danarart

‘I have my eyes, I have my cunning and I have my strength’ Dar a beastmaster

Many huntsmen focus on hunting, killing training and focusing on a quarry. These are the rangers. But some take up the role of beastmaster, who emphasize on the magical side of nature. Blessed by nature gods they gain the ability to mimic lycanthropy as well as giving intelligence to animals and gaining magical gifts.
Background: Beastmasters have spent their lives in the wild befriending or enslaving beasts. The reason they choose to dedicate their lives to animals varies, some are barbarians who haven’t the strength to be hunters, some are fleeing from their families and civilisation who just want a companion.
Races:A beastmaster can be of any race, although dwarves are often too civilisation and technology bound to devote their lives to nature. Elves often find it difficult to accept what they consider inferior as equals and humans suffer from both these problems. Halflings find it much easier to make friends of animals with their outgoing personalities. Half-races also find it easy to relate as to an outsider a friend is a friend no matter the species.
Other Classes: A beastmaster feels most comfortable own his own with his animals, but druids and rangers are both empathized with. Shamans and Barbarians are also compatible as they all leave behind civilization. The beastmaster also likes the rogue, sorcerer and bards as fellow outsiders. They are less friendly to fighters, clerics, paladins and wizards due to their strict rulings and lawful lifestyles
Roles: For the most of it the beastmaster is a capable combatant and supporting class by using his beasts and his beastmorph to deadly effect. At higher levels he can also perform item crafting.
AlignmentAny non-lawful
Hit Die D10
Starting Gold: As ranger
Starting Age: As rogue
Class Skills: Balance, Bluff, Climb, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge(Arcana, Nature, Dungeoneering, The planes, Religon, History, Nobility and Geography), Listen, Move Silently, Perform, Profession, Ride, Search, Sense motive, Sleight of Hand, Speak Language, Sot, Survival, Swim, Tumble, Use rope
Skill points per level:6+Int Modifier
Beastmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

1st|
+0|
+2|
+2|
+2|Companion,Path, Beastmorph 1/day, Invocations|1
2nd|
+1|
+3|
+3|
+3||1
3rd|
+2|
+3|
+3|
+3|Nature’s gift |2
4th|
+3|
+4|
+4|
+4| Beastmorph 2/day |2
5th|
+3|
+4|
+4|
+4|Companion|2
6th|
+4|
+5|
+5|
+5| Nature’s gift Lesser Invocations|3
7th|
+5|
+5|
+5|
+5|Beastmorph 3/day |3
8th|
+6/1|
+6|
+6|
+6| Evasion|4
9th|
+6/1|
+6|
+6|
+6|Nature’s Gift, |4
10th|
+7/2|
+7|
+7|
+7|Beastmorph 4/day, Companion|4
11th|
+8/3|
+7|
+7|
+7| Greater Invocations|5
12th|
+9/4|
+8|
+8|
+8|Nature’s gift |5
13th|
+9/4|
+8|
+8|
+8|Beastmorph 5/day,|6
14th|
+10/5|
+9|
+9|
+9||6
15th|
+11/6/1|
+9|
+9|
+9|Nature’s gift, Companion|6
16th|
+12/7/2|
+10|
+10|
+10|Improved Evasion, Beastmorph 6/day, Dark Invocations|7
17th|
+12/7/2|
+10|
+10|
+10||7
18th|
+13/8/3|
+11|
+11|
+11|Nature’s gift |8
19th|
+14/9/4|
+11|
+11|
+11|Beastmorph 7/day|8
20th|
+15/10/5|
+12|
+12|
+12|Megamorph, Companion, One with the wild|8[/table]
Class Abilities:
Weapon and Armour Proficiency: Beastmasters are proficient with all simple and martial weapons, nets and with light armour and shields (not including tower shield)

Companion: At 1st level the Beastmaster gains either an animal companion or an Urban Companion as a druid at every 5th levle he gains an additonal companion. Any additional companions advance with an Effective druid level of his beastmaster level -2

Path: At 1st level each beastmaster must choose how they train. They must select physical or mental. Selecting Physical means you do not gain invocations or one with the wild. Selecting mental means you do not get beastmorph or megamorph.

BeastmorphA Beastmaster has the ability to reshape his form into an animal similar to lycanthropes. As a swift action a number of times per day equal to the number shown on the table he may select a creature he could take as an animal companion or urban companion if he was a druid of his beastmaster level. For his beastmaster level+Wis modifier round he takes the following traits of the chosen beast:
Physical power: Take each of the chosen beasts Str, Con and Dex scores. Subtract 10 if even or 11 if odd. Add them as racial bonuses to your ability scores.
Movement: The beastmaster takes on the land speed of the chosen animal if its faster then his own. He also gains the fly, swim, climb and burrow speeds of the chosen beast if it has any.
Size: If the chosen beast is of a smaller size category than the beastmaster he may shrink a size category. If the chosen beast is of a larger size category then the beastmaster he may grow a size category. This has no effect on natural armour or ability scores
Natural armour: He gains any natural armour of his chosen beast.
Natural weapons: He gains one or two natural weapons of the beast, I.e a lion’s bite or a bear’s claws. These do damage as appropriate to a creature of the beastmaster’s new size.
A beastmaster can only beastmorph one animal at once. Any attempt to beastmorph while beastmorphed automatically fails
If he grows a size category his height is doubled [or the minimum to be at the next size category] and his weight is x8
If he shrinks a size category his height is halved [or the maximum for the next size category down] and weight divided by 8

Invocations A beastmaster has a repertoire of attacks, defenses, and other abilities known as wild invocations, which allow her to focus natural divine energy. A beastmaster can use any invocation he knows at will.

A beastmaster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a beastmaster can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a beastmaster is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A dragonfire adept's caster level with her invocations is equal to her class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the beastmaste's wis modifier modifier. Since spell-like abilities are not spells, a beastmaster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

The four grades of wild invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level beastmaster begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a beastmaster learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Wild Invocations, below, for a list of available invocations.

Just like other spell-like abilities, wild invocations are noy subject to arcane spell failure chance.

Evasion: As rogue

Improved EvasionAs rogue

Nature’s GiftAs a beastmaster grows in experience, divine power grants him special powers. At each 3rd level he may select one of these abilities for which he meets the prequesites
Beastwalk: A beastmaster with this gift gains new strength in their legs as their muscles grow. They double their base land speed to a maximum of +40ft
Hawkwings:
[Prequesites: 7th level] A beastmaster with this gift gains a pair of wings. These can resemble bird, bat or insect wings but they give you a fly speed equal to your base land speed (good)
Cat’s Balance A beastmaster with this gift becomes light and skilled at balancing as well as being able to survive falls from great heights. The beastmaster gains a +6 bonus to balance, jump and climb. He can also use feather fall on himself at will as a spell like ability.
Fishgills A beastmaster with this gift grows gills and webbed hands. He gains a +6 bonus to swim as well as allowing him to breathe underwater.
Survival of the Cockroach A beastmaster with this gift becomes very adept at surviving. He gains the endurance, die hard and self-sufficient feats as bonus feats. He also counts as constantly being under the effects of a endure elements.
Echolocation
[Prequesites 11th level] A beastmaster with this gift gains the ability to pinpoint things by sound. He gains blindsense 50ft and +6 to listen but takes a -2 penalty to move silently and spot.
Eagle Eye A beastmaster with this gift has enhanced senses and great eyes. He gains a +6 bonus to spot, search and listen.
Snakeyes A beastmaster with this gift has supernatural luck beyond measure. A number of times per day equal to the beastmasters wisdom modifier he may reroll a d20 that rolled a natural 1
Spirit Knowledge The beastmaster hears whisperings of ancient spirits granting him knowledge of creatures he’s fighting as well as informing him of the past and the world around him. The beastmaster gains a +4 on all knowledge checks as well as the Knowledge Devotion feat. He may use his wisdom modifier instead of intelligence for all knowledge checks.
Animal Trainer The beastmaster has the divine gift to command minions of nature to help him on his journey. The beastmaster may Rebuke and Command animals as an evil cleric rebukes or commands undead.
Bull’s Strength The beastmaster gains divine physical strength. He gaisn a +2 bonus to str
Bear’s Endurance The beastmaster has toughened himself to nature. He gains a +2 bonus to con
Cat’s Grace The beastmaster is agile beyond the norm. He gains a +2 bonus to dex
Fox’s Cunning The beastmaster has enhanced his mind. He gains a +2 bonus to Int
owl’s Wisdom The beastmaster has trained his senses and mind to be impermeable. He gains a +2 bonus to wis
Eagle’s Splendour The beastmaster is physically attractive and incredibly persuasive. He gains a +2 bonus to charisma
Nature's healing The beastmaster gains fast healing 1
Viscous When using beastmorph to assume the form of an animal with the pounce special rule, you may make a full attack at the end of a charge.
Serpent's Grip When using Beastmorph to assume the form of an animal with the constrict special attack, you gain a +4 to grapple checks and a Constrict attack that does d8+ your str modifier
Lockjaw When using Beastmorph to assume the form of a creature with the trip special rule may make a trip attack (with a +2 bonus) as a free action after hitting with a bite attack
Lumbering When using Beastmorph to assume the form of a creature with either a trample attack or the stampede special rule may make a trample attack that does d6 damage + str modifier. The reflex save to avoid the damadge is 10 + 1/2 Beastmaster level + wis modifier
Deadly Claws When in Beastform you gian a +3 bonus to dmage with natural weapons
Extra invocation Add a wild invocation to your list of known invocations. You may only take invocations of levels you have acess to.
Envenomed Fangs While in Beastform with a poisonous attack you may utilise the poisonous attack, with the DC change to 10+half beastmaster level + wis modifier.
Share Life The beastmaster may 3/day as a move action transfer any amount of his hp into any other allies within 50ft. He may spread this out between ally's.
Primal Tatoos
[Prequesites:4th level] Choose a number of level 1 spells from any spell list equal to your wis modifier. You may cast up to 3 of these each day. If the spell requires a touch attack, these can be delivered as part of a full round action, through any natural weapons. The save DC for these spells are 10+ half the beastmasters class levels +wis modifier
Ink Laden Skin
[Prequesites: 11th level, Primal Tatoos.]
Choose a number of level 3 or lower spells equal to your wis modifier. You may cast each of these once per day. Any of these spells that require a touch attack my instead be delivered as part of a full attack through a natural weapon
The Hunter
[Prequesite: 4th level]
1/day by making a DC10 Craft[Taxidermy] check the beastmaster can create a trophy out of the corpse of a creature he has killed. The Beastmaster my wear only one trophy at once. Any creature of the same type as a trophy as the master is wearing must make a Will save of DC 10+ Beastmasters wis modifier + half the CR of the trophies creature upon seeing the trophy or be nauseated for one round. Mindless creatures are unaffected. A successful save gives immunity to this ability for 1 week


Megamorph By using two of his beast morphs the beastmaster may select up to 3 animals. He beastmorphs into all 3 of these.
Physical power: Take each of the chosen beasts Str, Con and Dex scores and add them together. -30. The beastmaster may add these to his Str, Con and Dex scores
Movement: The beastmaster takes on the fastest land speed of the chosen animals and himself. He takes on the fastest swim, fly, burrow and climb speed of each of the 3 animals
Size: The beastmaster selects the size of one of the 3 animals. He becomes that size.
Natural armour: He gains the cumultive natural armour of the 3 animals
Natural weapons: He gains all natural weapons of the animals. these do damage as appropriate to his size

One with Nature: At 20th level a mental beastmaster gains the ablity to shift forms. He may as a standard action change his creature type to any of the following: Plant, Animal, Magical beast, Elemental. He may also add of remove any of the following subtypes as a move action: Incorporeal, Fire, Water, Air, Earth. He gains spell resistance 20+ his Hit dice. Any of his companions that were tiny or smaller gain the swarm subtype

Pesimismrocks
2013-08-29, 02:17 PM
Wild Invocations


Least Invocations

Summon the beast:
Least, 2nd
The beastmaster can use Summon nature's ally 1 as the spell. He may not cast this invocation again until the previous one's effects have run out.
Fleet of foot:
Least, 1st
Gain a bonus to 10ft bonus to speed. This invocation has a duration of 24 hours
Hunter's Senses:
Least, 2nd You can see in darkness as if you were in bright sunlight. Note that this doesn't include magical darkness.
Animalistic movement
Least, 3rd
Gain a +6 bonus to jump, climb and swim
Moonlight
Least, 2nd
The beastmaster can cast Daylight, as the spell
Snake Tongue
Least, 1st
The beastmaster gains a +6 bonus to bluff, diplomacy and intimidate. This invocation lasts 24 hours
Horrific Appearence:
Least, 2nd
Select an opponent within 30ft. They must make a will save or be frightened.
Quicksand:
Least 3rd
All characters within a 20ft circle cantered on the beastmaster [including the beastmaster himself] Must make a reflex save or be fatigued trying to climb out of the quicksand
Weaken the rodent
Least, 2nd
The beastmaster must select an opponent within 30ft. This opponent must mak a will save or take 2 temporary str and con damage.
Rabbit's Heart
Least, 2nd
All creatures within 30ft of the beastmaster take a -4 penalty to saves against fear effects. The beastmaster may decide to allow certain creatures to not have this penalty. This invocation lasts 24hrs
Lizard Hide
Least 4th
All animal or urban companions of the beastmaster gain DR 1/-
Sightsharing
Least 3rd
Choose an companion within 1 mile. For a number of rounds you can see and/ or hear what the companion can see or hear for 10 rounds. If you choose to see you are treated as blinded, if you choose to hear you are treated as deafened


Lesser Invocations

Charm Person
Lesser 3rd
The beastmaster can use cham person as the spell
Eagle's Flight
lesser 2nd
The beastmaster gains a flight speed equal to their base land speed. This invocation lasts 24hrs
Swarm of crows
lesser 3rd
Select a point within 100ft. All enemies within 30ft of that point take damage equal to 1/2 class level x d6.
Pipes
Lesser 3rd
Select an opponent within 60ft. Roll a d20
{table]1-10 | Sleep
10-16 | Fear
17-19 | Charm monster
20 | Otto's irresistable dance[/table]
The opponent suffer the effects of the indicated spell for 5+ your wis modifier rounds. Once this invocation has been cast, it cannot be cast again until the duration of the previous one has run out. Will negates
Instincts
Lesser 2nd
You gain a bonus equal to your wisdom modifier on fortitude saves, reflex saves or will saves. [Choose when casting]. Yoou cannot have it apply to more then one save at once. This invocation lasts 24hrs
Electrical Field
Lesser 3rd
You gain blindsense out to a range of your wisdom modifier x 10ft
Vineswarm
Lesser 2nd
As the entangle spell
Windstorm
Lesser 2nd
All creatures of medium size or less within 30ft of the beastmaster must make a fortitude save or be blown back outsid ethe radius of the invocation
Walking Woods
Lesser 3rd
One tree or other non-creature plant is animated as animate object. You may have a maximum number of trees equal to 1/2 your beastmastre level or your wisdom modifier, whichever is lower.
Call forth the beasts
Lesser 3rd
The beastmaster can cast Summon Naure's Ally 2 as the druid spell. He may not cast this invocation again until it's duration has ended.
Evolution: Enhanced Muscle Tissue
Lesser 2nd
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 3 + your wisdom modifier, that creature gains a +4 enhancement bonus to str.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Thick Coat
Lesser 3rd
Select one animal companion, animal cohort or special mount you have. For a number of rounds equal to 5+ your wisdom modifier that creature gains a +2 bonus to natural armour.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Hardened Body
Lesser 2nd
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 3 + your wisdom modifier, that creature gains a +4 enhancement bonus to con.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Lithe Body
Lesser 2nd
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 4 + your wisdom modifier, that creature gains a +4 enhancement bonus to dex.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Quickened Respiration
Lesser 2nd
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 5 + your wisdom modifier, that creature gains a +10ft enhancement bonus to speed.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Deadly Weapon
Lesser 2nd
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 5 + your wisdom modifier, select a natural weapon of that creature. The die size is increased by one.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.

Greater Invocations

Call forth the lightning
Greater 4th
A storm cloud surrounds the beastmaster. This storm cloud has a radius equal to 5ft per beastmaster level, and this radius moves with the beastmaster. Once per turn, either as a move action or as a free action after the beastmaster has been attacked, he may call a lightning bolt. He may designate any opponent within the radius [or if attacked he must designate the person that attacked him] that opponent takes 6d6 electric damage
The Forest is Calling
Greater 5th
The beastmaster can cast summon nature's ally 3 as the spell. He may not cast this again until it's duration runs out
Treewalk
Greater 6th
The Beastmaster may walk into a tree with all his companions, animal cohorts and special mounts, along with a number of allies equal to his wis modifier. They all then reappear next to any tree designated by the beastmaster within 1 mile/ beastmaster level. The beastmaster and all allies must appear out of the same tree.
Invigoration
Greater 5th
The beastmaster gains temporary hit points equal to his caster level. These hit points last 24hrs or until the invocation is cast again[tye new temporary hit points replace the old]
Weather Wizard
Greater 7th
The beastmaster may change the weather at will, as the control weather spell
Nocturnal hunter
Greater 6th
The beastmaster may create magical darkness a the darkness spell. When he cat the invocation he may also disappear as the greater invisibility spell [cat on himself only]
Evolution: Predatory leap
Greater 5th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 5 + your wisdom modifier, that creature gains a +10ft enhancement bonus to speed, a + 4 enhancement to strength and one natural weapon has it die size upgraded.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Defensive prey
Greater 5th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 5 + your wisdom modifier, that creature gains a +4 enhancement bonus to con and natural armour, the diehard feat and a +2 hp/level
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Elemental Fury
Greater 6th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 3+ your wisdom modifier, that creature's natural weapons do +2d6 elemental damage. When cast, the beastmaster can choose whether the creature will deal fire, cold, acid or lightning damage
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Ghostly Visage
Greater 6th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 5 + your wisdom modifier, that creature gains a 20% miss chance against any attacks directed toward it.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Extra Weapon
Greater 6th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 8+ your wisdom modifier, that creature gains a natural weapon that deals 2d6+str modifier damage. This can be a claw,bite,sting,wing,tail,tail slam, gore, tentacle or kick.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.

Dark Invocations:

The Beast Comes
Dark 6th
As summon natures ally 6. This invocation cannot be cast again until it's duration has run out.
Arboreal Army
Dark 7th
All inanimate plants within 25ft+5ft/2 beastmaster levels is effected as by the animate object spell.
Meld
Dark 8th
Select an animal, plant or magical beast adjacent to the beastmater. The beastmaster merges with them. The creature is removed and the beastmaster beastmorphs into that creature. Unwilling creatures [any non-intelligent except animal and urban companions or any intelligent that haven't agreed] get a will save.
Evolution: The Avenger
Dark 8th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 8+ your wisdom modifier, that creature gains a number of effects. It's type changes to elemental, it's size increases or decreases by one , It's natural weapons are all increased by one dice size, they each do an extra 2d6 elemental damage, it gains +6 bonus to str, con, dex and natural armour, a 20ft bonus to speeds and an immunity to one type of energy. The type of energy the natural tracks and the immunity is chosen by the beastmaster when the invocation is cast. Both the immunity and the elemental damage must be of the same type: I.e. Fire damage and immunity to fire
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
[B]Evolution: Bolt of Death
Dark 8th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 8+ your wisdom modifier, that creature gains a number of effects. It's type changes to magical beast, it gains a 20% miss chance, a +10 bonus to dexterity an wisdom, a +4 bonus to str and natural armour, the pounce special rule, the cleave and greater cleave feats, a +60ft bonus to speed and the improved evasion special rule.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.
Evolution: Living Rock
Dark 8th
Select one animal companion, animal cohort or special mount that you have. For a number of rounds equal to 8+ your wisdom modifier, that creature gains a number of effects. It's type changes to plant, it gains a +10 bonus to con and natural armour, it gains the mettle special quality, DR 15/silver, immunity to fire, cold, electric, sonic and force [not acid], +2 hp per caster level, fast healing 5, a +4 bonus to str, and it increases by one size category.
A companion, cohort or special mount may only have 1 evolution invocation affecting it at once.

Lyndworm
2013-08-29, 03:06 PM
I actually like Beastmorph quite a bit. It seems like the class' most unique ability, and it's not significantly more powerful than Rage, in my opinion. It's probably fine as-is.

If you don't mind my boldness, I have a few suggestions for the class as a whole.


Instead of familiars, why not grant urban companions (http://www.wizards.com/default.asp?x=dnd/we/20070228a)? They're the same deal, but slightly more powerful (which makes sense in context as animal companions are more powerful than familiars).


I suggest giving fewer companions of greater strength. Ten companions is way too many, regardless of their power (if for no other reason than the lag they force on a game), and 1/2 level progression is very weak, especially at later levels. The Ranger does it that way, and I've never seen a Ranger with an animal companion because of it.


To further distinguish between the Mental Training and Physical Training Beastmasters, you could link Beastmorph just to Physical training and limit your shapeshifting options to current animal companions (if you're worried about balance, this will dial back versatility a bit). The Mental Training Beastmasters could be given some more externally magical abilities, perhaps some buff/debuff spells (for their Deliver Touch Spells ability) or the Invocations that you wrote in at 7th level.


I feel like the Nature's gift abilities are a little bland, but I can't really think of a way to spice them up. Maybe find some way to have them progress as you level? Also, maybe some Gifts to give you some of the Extraordinary abilities of your Beastmorphs (like Constrict, Improved Grab, or Pounce). Finally, I kind of feel like you might get too many Gifts. Nine is a lot.


I love Megamorph (is that an Animorphs reference I detect?), but it could use some clarification. How do you determine your ability score boosts from three different animals? What if they're different sizes from one another? It's easy enough to adjudicate as a DM, but when I write or read rules I generally prefer to be as clear as possible.

desero clades
2013-08-29, 10:59 PM
Yessss... I was looking for a class that did just about exactly this! I have to say though that I agree with Lyndworm about how many companions you get. It would just lag the game. I suggest instead of choosing between the two, why not have both? Have them at full power too, so full druid levels and full sorcerer levels.

If you wanted even more animals, give them summon nature's ally as an SLA x-number of times a day. Of course they can only use it to summon animals.

Other than that, the beastmorph ability isn't too overpowered I feel. If anything I think it just makes him a better melee fighter with his utility.

Need to see the invocations he gets to really judge how powerful it is.

Pesimismrocks
2013-08-30, 02:53 AM
I actually like Beastmorph quite a bit. It seems like the class' most unique ability, and it's not significantly more powerful than Rage, in my opinion. It's probably fine as-is.

If you don't mind my boldness, I have a few suggestions for the class as a whole.


Instead of familiars, why not grant urban companions (http://www.wizards.com/default.asp?x=dnd/we/20070228a)? They're the same deal, but slightly more powerful (which makes sense in context as animal companions are more powerful than familiars).
Thats exactly what I was looking for, thanks.


I suggest giving fewer companions of greater strength. Ten companions is way too many, regardless of their power (if for no other reason than the lag they force on a game), and 1/2 level progression is very weak, especially at later levels. The Ranger does it that way, and I've never seen a Ranger with an animal companion because of it.
It did cross my mind. Perhaps 1 at 1st level and 4 others at every 5th level at -3


To further distinguish between the Mental Training and Physical Training Beastmasters, you could link Beastmorph just to Physical training and limit your shapeshifting options to current animal companions (if you're worried about balance, this will dial back versatility a bit). The Mental Training Beastmasters could be given some more externally magical abilities, perhaps some buff/debuff spells (for their Deliver Touch Spells ability) or the Invocations that you wrote in at 7th level.
In the original draft, it did have to be one of your companions. The original draft was walls of text of the beastmorph so I simplified it. But personally I like the utility of beastmorph as it is. The original draft also had invocations at half warlock progression. It was used to buff animals and debuff enemies. I like the idea of seperating mental and phisical beastmasters though


I feel like the Nature's gift abilities are a little bland, but I can't really think of a way to spice them up. Maybe find some way to have them progress as you level? Also, maybe some Gifts to give you some of the Extraordinary abilities of your Beastmorphs (like Constrict, Improved Grab, or Pounce). Finally, I kind of feel like you might get too many Gifts. Nine is a lot.
Again originally it had a number of class features but I instead replaced them with Nature's Gift. Perhaps lowering it to 6 or 5 would be better?


I love Megamorph (is that an Animorphs reference I detect?), but it could use some clarification. How do you determine your ability score boosts from three different animals? What if they're different sizes from one another? It's easy enough to adjudicate as a DM, but when I write or read rules I generally prefer to be as clear as possible.
I love animorphs. :smallbiggrin: I will clarify it

Yessss... I was looking for a class that did just about exactly this! I have to say though that I agree with Lyndworm about how many companions you get. It would just lag the game. I suggest instead of choosing between the two, why not have both? Have them at full power too, so full druid levels and full sorcerer levels.
Now there's an interesting idea. So at each level you can choose whether you go for the familiar or companion.

If you wanted even more animals, give them summon nature's ally as an SLA x-number of times a day. Of course they can only use it to summon animals.
I like this idea too, but I may add it in as an invocation

Other than that, the beastmorph ability isn't too overpowered I feel. If anything I think it just makes him a better melee fighter with his utility.

Need to see the invocations he gets to really judge how powerful it is.
Again the invocations were part of the original but I will add them back in as a replacement for beastmorph.

desero clades
2013-08-30, 03:30 AM
Now there's an interesting idea. So at each level you can choose whether you go for the familiar or companion.
Hmm.. Maybe just have both at full druid/sorcerer level or at least 3/4ths level.
I would suggest different abilities at whatever levels to upgrade your familiar or companion. Improve natural armor, improved natural attacks, etc.

Pesimismrocks
2013-08-30, 03:57 AM
Hmm.. Maybe just have both at full druid/sorcerer level or at least 3/4ths level.
I would suggest different abilities at whatever levels to upgrade your familiar or companion. Improve natural armor, improved natural attacks, etc.

But that adds the problem of too many minions. And do they not get that just from being companions? Bonus feats from gaining hit dice?

Lyndworm
2013-08-30, 05:38 AM
Thats exactly what I was looking for, thanks.
Hey - I'm here to help. :smallcool:


It did cross my mind. Perhaps 1 at 1st level and 4 others at every 5th level at -3
Yeah, that looks about right. That gives you a five-bear hit-squad, not counting the bear you also sometimes are, all with decent power. Sounds good to me.


In the original draft, it did have to be one of your companions. The original draft was walls of text of the beastmorph so I simplified it. But personally I like the utility of beastmorph as it is.
That's all fine. I only brought it up because you mentioned Beastmorph might be too strong; it's probably fine how it is.


The original draft also had invocations at half warlock progression. It was used to buff animals and debuff enemies. I like the idea of seperating mental and phisical beastmasters though
I thought you might like that one. :smallwink: I look forward to seeing some Invocations for this dude. The Invocation system is among my favorites, and I've wanted to see more done with it since I first got my hands on Complete Arcane. Especially a fey/wild-touched nature-themed "Warlock."


Again originally it had a number of class features but I instead replaced them with Nature's Gift. Perhaps lowering it to 6 or 5 would be better?
I like the idea of choosing from a list of abilities, so Nature's Gift is great to me. It makes me think of Nature's Warrior (from Complete Warrior, I think), which I also like a lot. Actually, you might want to see what you can loot from that PrC, you might get an idea or two for new Gifts.

Lowering it would, I think, be a little better. I like 6, if you can fit it into a logical progression.


I love animorphs. :smallbiggrin:[/quote[
Did we just become best friends?! (http://www.youtube.com/watch?v=QzBmQMyYDBk)

[QUOTE=Pesimismrocks;15924914]I will clarify it
Nicely done. That's extremely powerful, but, hey, who takes 20 levels in the same class these days? I like it.


But that adds the problem of too many minions. And do they not get that just from being companions? Bonus feats from gaining hit dice?
Animal companions gain feats from their extra Hit Dice just like the Beastmaster does from extra class levels. Urban companions don't get any additional feats, though, because they don't gain any additional HD.

desero clades
2013-08-30, 12:19 PM
But that adds the problem of too many minions. And do they not get that just from being companions? Bonus feats from gaining hit dice?

How does that add to the "too many minions" problem? I'm saying they get 2 strong minions, the familiar and the animal companion, that's it. This would replace getting a companion every x-level.

Also I like the clarification of megamorph. Have to admit though, the first thing I thought of was a weret-rex with wings and octopus tentacles, which is both frightening and hilarious to me.

Pesimismrocks
2013-08-31, 02:34 PM
Hey - I'm here to help. :smallcool:


Yeah, that looks about right. That gives you a five-bear hit-squad, not counting the bear you also sometimes are, all with decent power. Sounds good to me.


That's all fine. I only brought it up because you mentioned Beastmorph might be too strong; it's probably fine how it is.


I thought you might like that one. :smallwink: I look forward to seeing some Invocations for this dude. The Invocation system is among my favorites, and I've wanted to see more done with it since I first got my hands on Complete Arcane. Especially a fey/wild-touched nature-themed "Warlock."
Any Ideas? Mine all suck?:smallfrown:

[QUITE]I like the idea of choosing from a list of abilities, so Nature's Gift is great to me. It makes me think of Nature's Warrior (from Complete Warrior, I think), which I also like a lot. Actually, you might want to see what you can loot from that PrC, you might get an idea or two for new Gifts.[/QUOTE]
Thanks I'll check that out

Lowering it would, I think, be a little better. I like 6, if you can fit it into a logical progression.


I love animorphs. :smallbiggrin:
Did we just become best friends?! (http://www.youtube.com/watch?v=QzBmQMyYDBk)
:biggrin:


Nicely done. That's extremely powerful, but, hey, who takes 20 levels in the same class these days? I like it. I like powerful capstones. I mean wizards get wish, so why not some love for non full casters?



Animal companions gain feats from their extra Hit Dice just like the Beastmaster does from extra class levels. Urban companions don't get any additional feats, though, because they don't gain any additional HD.
Hmm... I'll add some bonus feats in for both sides, one at every 3rd level. Does that seem appropriate

How does that add to the "too many minions" problem? I'm saying they get 2 strong minions, the familiar and the animal companion, that's it. This would replace getting a companion every x-level. Ah, I misunderstood, I rather like the idea of a squadron of beasts.


Also I like the clarification of megamorph. Have to admit though, the first thing I thought of was a weret-rex with wings and octopus tentacles, which is both frightening and hilarious to me.
Yeah me too. :smallbiggrin:

Lyndworm
2013-08-31, 05:39 PM
Any Ideas? Mine all suck?:smallfrown:
Hmm... Specifically, no. In general, though, I suggest looking over the Druid and/or Ranger spell lists for stuff to yoink, and (if you want a Fey feel) check out Fey monsters and templates and Fey-inspired PrCs.


I like powerful capstones. I mean wizards get wish, so why not some love for non full casters?
I totally agree. I think that every class (save perhaps full casters) should get a crazy-awesome capstone to make up for skipping PrCs, and because more classes need nice things.


Hmm... I'll add some bonus feats in for both sides, one at every 3rd level. Does that seem appropriate
I'm not sure it's necessary, to be honest. Urban companions get to use any feats the Beastmaster has, and animal companions get a feat or two every 3 or 6 Beastmaster levels. Just my 2cp.



Also I like the clarification of megamorph. Have to admit though, the first thing I thought of was a weret-rex with wings and octopus tentacles, which is both frightening and hilarious to me.
Yeah me too. :smallbiggrin:
I present to you Cthulusaurus rex (http://i.imgur.com/8TfE0.jpg) and Cthulu rex[ (http://fc03.deviantart.net/fs71/i/2011/087/d/d/cthulhu__rex_by_ashere-d3cpmqv.jpg). :smalltongue: I'm afraid that neither of those beasts have wings, though.

desero clades
2013-08-31, 07:29 PM
I present to you Cthulusaurus rex (http://i.imgur.com/8TfE0.jpg) and Cthulu rex[ (http://fc03.deviantart.net/fs71/i/2011/087/d/d/cthulhu__rex_by_ashere-d3cpmqv.jpg). :smalltongue: I'm afraid that neither of those beasts have wings, though.

Oh man, not what I imagined but awesome nonetheless.
The first one had wings! The saddest wings ever but still wings!