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Spikes01k
2007-02-01, 03:34 PM
Dark Moon Claws
http://img216.imageshack.us/img216/5325/motivator2389882at9.jpg
source (http://www.captivatedbymandie.com/spankie88/archives/2005_09_01_archive.html)

The night was a dark one. The stars where shining, then in a moment nothing seemed to work. The bridge was jammed open, half the horses were eaten or roaming the court yard, three guards were found incapacitated, one guard was also mauled, and all the wheat turned foul. I find my self wondering, what sort of man, or beast, is capable of such chaos, havoc, destruction, and sabotage?
This is a wide spread, yet secretive, clan of lycan spawns and shifters. In the orient they are called ninja’s; elsewhere they are called bandits, saboteurs, the under-miners of tyrants and kings, and just plain assassins. With-in the clan active members are called “Claws”. This is not an organization or even so much a tribe (too open), but as stated, a clan of adventures. The wide spread nature of this clan is do to the fact that many who spend too much time away may or may not be allowed back, and are usually subject to extensive de-briefing, interrogation, or even death depending on the situation and individual sects of the clan. Because of this treatment and the fact that all members are trained to be completely self-sufficient a great deal of members who are out of contact with the clan for too long usually go solo and maybe start up their own clan.

Requirements
Race: Any Feline type Lycan Spawn (http://boards1.wizards.com/showthread.php?t=719079), Shifter, or lycanthropy. Other shape shifter types with lycanthropy heritage may also work, but are rare.

Alignment: Any


Level B.A.B. Ref Con/Will Special

1st +1 +2 +0 AC Bonus, Sneak Attack +1D6, Shadow Spirit,
Trap Finding, Bonus Feat: Weapon Focus (Natural Weapons: Claws)
2nd +2 +2 +1 Ghost Step
3rd +3 +2 +1 Claws of the Moon, Sneak Attack +2D6
4th +4 +2 +1 Great Leap
5th +5 +2 +2 Sneak Attack +3D6, Base Move: +5ft
6th +6 +2 +2 Ki Dodge, Acrobatics (+2)
7th +7 +3 +2 Speed Climb, Evasion
8th +8 +3 +3 Uncanny Dodge
9th +9 +4 +3 Sneak Attack +4D6, Size Manipulation Feat
10th +10 +4 +3 Additional Alt. Form
11th +11 +5 +4 Quick Shifting, Mighty Leaping
12th +12 +5 +4 Acrobatics (+4)
13th +13 +6 +4 Sneak Attack +5D6, Improved Evasion
14th +14 +6 +5 Blade Claw
15th +15 +7 +5 Base Move +10ft, Additional Alt. Form
16th +16 +7 +5 Ghost Sight, Improved Uncanny Dodge
17th +17 +8 +6 Greater Ki Dodge
18th +18 +8 +6 Acrobatics (+6), Sneak Attack +4D6
19th +19 +9 +6 Hyper Leaping
20th +20 +9 +7 Greater Quick Shifting, Claws of Blood
Hit Die: D8
Starting Gold: 4d4X10 gp

Class Skills
Balance: (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Slight of Hand (Dex), Sense Motive (Wis), Control Shape (Wis), Spot (Wis), Tumble (Dex), and Use Magical Device (Cha).

Skill Points at each level: 6+ Int modifiers

Class Features

Weapon and Armor Proficiency: A Claw are proficiently with any claw type weapons. She also has her Weapon Focus expanded to include not just natural weapons but Gauntlet weapons, and any other claw type weapon. (working on this, sorry) Other than this same as ninja?

AC Bonus (Ex): When unarmored and unencumbered, the Claw adds her Intelligence bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Shadow Spirit: A Dark Moon Claw gains Ki ability equal their Intelligence modifier plus an additional use every four levels in Dark Moon Claw. With the use of a feat attained at level 1, 3, 6, etc... this is increased to every other level retroactively. So when this feat is used to increase the rate additional uses of Ki at 9th level would gain two additional Ki uses one from level 2nd and 6th.

Trap Finding: Claws can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Claws can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Sneak Attack: If a Claw can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Claw’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Claw flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Claw levels thereafter. Should the Claw score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Claw can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty.
A Claw can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Claw must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Claw cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. (Sneak attack works as per the Rogue class in the Player’s Handbook pg. 49).

Ghost Step: As per Ninja base class in the Complete Adventurer page 5.

Evasion: At 2nd level and higher, a Dark Moon Claw can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Dark Moon Claw is wearing light armor or no armor. A helpless Claw does not gain the benefit of evasion.

Claws of the Moon (Su): At 3rd level all Claws gain this supernatural ability. No matter what form the Dark Moon Claw takes, she may always transform her hands into deadly claws, even while in humanoid form. A medium Dark Moon Claw's claws deal 1d6 points while in humanoid form, all other forms that already have claw damage are increased by one die type or add a 1d6 to damage, which ever is greater. A Claw's ability to do damage with their claws increases as they advance. They may do additional claw damage equal to half (+1/2) their level in Dark Moon Claw however they can only use this ability for a number of turns every day equal to her class level, though she can spread the time all out over the whole day. She may also spend a daily use of Ki as a swift action to gain an additional turn per each use. This is a move action that dose not provokes an attack of opportunity, and requires a DC 15 Control Shape check. A Dark Moon Claw can shape these claws as a free action with a DC 25 check, or an immediate action with a DC 30 control shape check.

Base Movement (Ex): Their base movement increases by +5ft, in all forms, at level 5 and 15.

Acrobatics (Ex): She gains an additionally competence bonus to Balance, Climb, Jump, and Tumble of +2 at level 6, +4 at 12, and +6 at 18.

Size Manipulation: At level 9 a Dark Moon Claw gains this bonus feat; see below.

Evasion (Ex): Reflex saves that would normally reduce the damage by half now do no damage from a successful save. This ability does work when they are flat footed, however this does not work if they Claw is restrained. If you already have Evasion from another class you gain improved Evasion. If you already have Improved Evasion you gain a bonus feat.

New Alternate Forms (Su): These ninja’s have the ability to choose one of the following forms at level 5, and the remaining one at level 10. In additional effect of her training, she has the ability to change her spots, per-say. She can turn her fur into a solid black in any form. A claw may remain in these forms equal to her class level plus her modified dexterity modifier in minutes. A Dark Moon Claw does not need to use all of her time in these forms at once, she may use the time up in segments of five rounds or until all time is used up. This time limit may be extended once for 1/2 her levels in claw with a DC 30 control shape check. She can not portion this time as you would normally, all time must be spent in the greater hybrid form or the tiny cat form, if she reverts back to one of her other forms or the time runs out she falls unconscious for one day unless treated appropriately. Once she are awakes she is fatigued for 1 full day. She may take on both the Greater Hybrid form and the Tiny Cat form indefinably at level 14. She is no longer fatigued after taking on these two forms, but only with the +4 decks +2 con stats with the Greater Hybrid form. While in ether of these forms she finds specific terrains easier to move on. At level 10 while in one of the new alternate forms listed below a Dark Moon Claw become a master of movement and balance. *While moving over natural terrain that would normally restrict their movement they may ignore a five foot square while moving by making a DC 14 balance check +1 DC per additional five feet of movement. At level 16 they may also perform this ability in city terrains. At level 20 this also is can be applied to any terrain and (1) once per day if a DC 20 is made treat them as being under the Freedom of Movement spell as and extra ordinary ability. However this does not mean they are not affected by the terrain's naturally harming effects.* These new alternate forms take a great deal of concentration and make retaining them, thus abilities such as rage and frenzy are impossible to perform at the same time.

Alternate Form (Greater Hybrid): This alternate form is the result of taping into their lycanthropic nature and shaping it to suit their purposes. This form is normally a medium sized for medium, large and small sized humanoid, adjust all larger or smaller humanoids adjust one size toward medium. This form receives an additional +4 Dexterity and +2 Constitution and +2 natural armor; if the Claw does not have natural armor already they gain an AC of 2. This increases to +2 Strength, +6 Dexterity, +4 Constitution, +4 natural armor, and DR 2/Silver at level 8 or if they take this form at level 12. This stacks with the shifter shifting ability while it is being used, the normal hybrid form of the lycan spawn, and normal lycanthropy. Adjust fort, stat based skill, and other effects of con accordantly. Your base movement is increased an additional +10ft from the from base movement, while in this form. While in this form she takes half damage from most falls (Rounded down) and always land on her feet. While in this form they still get scent ability. All feats that effect Lycan Spawn's hybrid form also affect this form as well.

Alternate Form (Tiny Cat): The members of the “Dark Moon Claws” have the ability to take on the form of a (size tiny) wild cat (Cat, page 270, Monster Manual v.3.5). This form should be treated like an alternate Animal form; all feats should apply similarly if applicable. Treat this as per the Polymorph spell except you keep your standard base attack (adjust grapple attack appropriately) and Hit Points. She also retains the Hyper Jumping ability, ability to take half Damage from most falls (Rounded down) and she has the additional ability of increased base move by +20ft of a normal cat of this type. Items that are carried can be absorbed via the Touch of the Wild feat if that has been obtained.

Mighty Leaping (Ex): The Dark Moon Claw gains this feat even though they do not meet the requirments. This grants a +10 competence bonus on Jump checks. If she intentionally jumps down from a height, a successful Jump check (DC 15) lets you take damage as if you had fallen 20 feet less than you actually did. She also is not limited by its height when jumping (Originally found in Savage Species, pg 37).

Quick Shifting (Su): At level 5 these clan members can now change forms as a move action. This actions does not provoke an attack of opportunity.

Uncanny Dodge (Ex): Starting at 6th level, a Claw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Claw already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Claw level required flanking the character.

Ghost Sight: As per Ninja base class in the Complete Adventurer page 5.

Improved Uncanny Dodge (Ex): A Claw of 8th level or higher can no longer be flanked.
This defense denies another from sneak attacking her by flanking her, unless the attacker has at least four more class levels than the target does of ether the Claw class, Rogues, or other similar sneak attacking class.

Blade Claw (Su): At level 14, via the Touch of the Wild feat, these lycanthropes have learned to increase their claw’s natural damage. They may absorb any claw type weapon/gauntlet they have in their equipped as a free action with a DC 30 Shape Change check. If the check is failed then she may opt to not follow through with the absorption taking a normal action, or not absorb the weapon but still take an action. This ability can be used even in humanoid form if they are currently using “Claws of the Moon” active but not in the Tiny Cat alternate form. This ability does not grant any additional effects other than the standard magical pluses to hit and damage of the weapon. This ability is restricted to 3D6 damage (Max of +3 minimum damage and a max possible 18 damage) from the weapon itself not including the bonuses from magical enchantments. No magical properties are transferred from this process. Ignore the weapon critical damage range. (GM has full discretion on how much damage and in what can and can not be used while it is absorbed). This extra damage is added to her normal natural claw damage. The magic item Beast Claws does work in combination with this power, and is added to the damage after all other bonuses are accounted for. As for relating feats pertaining to weapon and unarmed attack they should both work, but should never stack when pertaining to the same type of bonus.

Improved Evasion (Ex): This ability works like evasion, except that while the Claw still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Dark Moon Claw does not gain the benefit of improved evasion. If they already have this ability they gain a bonus feat of choice.

Greater Quick Shifting (Sp): A claw may shape shift once per turn as a free action, however this does provoke an attack of opportunity. A DC of 30 on tumble rolls to avoid the attack of opportunity.

Greater Ki Dodge: As per Ninja base class in the Complete Adventurer page 5.

Hyper Leaping
At level 19 a Claw may use up four (4) daily uses of Ki to gain nearly blinding speed while in close proximity to walls and other hard surfaces. With this ability while indoors, in heavy forests, or other densely restricted environments they double their speed and no longer need to travel along the ground. This ability lasts for 2 rounds and can only be activated while wearing no armor and not carrying anything more than a light load. The power can be turned off in one round, but the Ki cost is still the same.

Claws of Blood
At level 20 a Dark Moon Claw can us her Ki to temporarily into an assassin capable of taking on an entire squad! After expending three (3) daily uses of Ki as a swift action, this ability allows you to inflicted sneak attack and sudden strike damage with only a minimum of 10 feat of movement before attacking. However this ability disrupts their ability to use Ki to remain invisible, after the first strike you become visible if using the Ghost Step ability. This ability lasts for 2 rounds and can only be activated while wearing no armor and not carrying anything more than a light load. The power can be turned off in one round, but the Ki cost is still the same.

New Feats:
Size Manipulation
Requirements: alternate form, Int 12, and Shape Shifter sub type
A shape shifter that takes this feat can temporarily alter one specific alternate form so that their body is one size category Smaller than normal but still for the most part act like it is it’s original size. Their actual height, length, and weight are at the limits of the size category smaller than them. They receive a -2 to strength and also gain all the benefits of being larger but none of the negatives. This means they can use equipment for both sizes with no problems. The shape shifter can retain this form so long as they make a control shape check at DC 26 every 1 minute, using the new forms constitution modifier of that form while in stressful situations. If not in a combat or other equally stressful situation, this effect could be maintained indefinitely, even while sleeping. Simply keep track of the time till each combat round equals a minute then make the control shape check. The lycanthropy may only make as many con checks as they have con modifiers of the form they are in. After-words they become exhausted. This ability does not stack with monkey grip, powerful build, or other similar abilities.

Touch of the Wild
Requirements: Lycanthropy or Lycan Spawn. Int 14, humanoid form Dex 14.
With a DC 22 control shape check. This allows the lycanthropy to make there shape changing closer to “wild shape”. They may absorb items and equipment equal to half (1/2) of their light carrying weight in that form. If their carrying weight decreases while in this form they must expel items till the proper weight is met. Same effects of wild shape are taken with absorbed items. The item's weight does not desapear, rather it gets added to your body weight but no longer effects your carrying weight or other actions.
..........

Note: Quite honestly I am not sure if this class is too powerful or not, I am leaning toward it probably is… Suggestions would be nice.

Raveler1
2007-02-01, 04:57 PM
It seems likely to me that this class would be overpowered. You're using the fighter progression of BAB, and then giving lots of special abilities on top of it. I'd reduce the BAB to 3/4, at a bare minimum. This is compounded by the sneak attack; there should never be a class with both a full BAB progression and the sneak attack ability due to its likely abuse by munchkins.

Also, as a prestige class, there should be 5, 10, or 15 levels at most. 20 levels makes this a base class, which doesn't have feat requirements. If you mean it to be a base class, change the feat requirement to a bonus feat at the first level.


AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Intelligence bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
I think you mean Dark Moon Claws, rather than Monk here.

I feel like there are too many special abilities here; maybe if you made this a prestige class for a ninja base class? That way, you could pull out all the ninja references, and concentrate on what make the Dark Moon Claws unique - the lycanthropy and cat-like abilities.

Spikes01k
2007-02-01, 06:02 PM
It seems likely to me that this class would be overpowered. You're using the fighter progression of BAB, and then giving lots of special abilities on top of it. I'd reduce the BAB to 3/4, at a bare minimum. This is compounded by the sneak attack; there should never be a class with both a full BAB progression and the sneak attack ability due to its likely abuse by munchkins.

Also, as a prestige class, there should be 5, 10, or 15 levels at most. 20 levels makes this a base class, which doesn't have feat requirements. If you mean it to be a base class, change the feat requirement to a bonus feat at the first level.


I think you mean Dark Moon Claws, rather than Monk here.

I feel like there are too many special abilities here; maybe if you made this a prestige class for a ninja base class? That way, you could pull out all the ninja references, and concentrate on what make the Dark Moon Claws unique - the lycanthropy and cat-like abilities.


oops thanks missed that.

Edit: yes you are right this is suposed to be a base class. I made a 15 level PrC but it was just so big I thought it would be better to just to turn it into a base class. If you would note that I did cut a great deal of the normal ninja abilities, but droping the BAB a little might be a good idea. However any Fighter can use Sneak attack, they can now get Sneak Attack as one of their Fighter feats, so it has been done with an offical variant.