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Kree West
2014-05-22, 08:14 AM
Beast Warrior

Deep in the forests in the north a deadly warrior lurks. Living in the wild for years upon years, living like an animal. The Beast Warrior's life in the wild allows him to emulate the savagery.

I haven't learned how to make tables so sorry for that.
Hit dice: 1d10

Class Skills: A beast warrior’s class skills are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1rst Level: (6 + Intelligence modifier) x 4

Skill Points at Each Additional Level: 6 + Intelligence modifier

Abilities: Strength is important for beast warriors as it improves melee combat. Dexterity is needed due to beast warriors only being proficient with light armor. Constitution is useful for a larger hit point pool.

BAB and Saves: Full BAB, Good Fort and Ref

Weapon and Armor Proficiency: Beast warriors are proficient with all simple weapons and the kukri, hand axe, and short sword, light armor, but not sheilds.

Fury: When your current hit point total is bellow half your total hit points, your fury automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--, and a -2 penalty to AC. The fury ends when unconscious, helpless, or heal back above the threshold. At 5th level the threshold at which you enter a fury increases to half your total hit points plus your level in Beast Warrior x 2. At 10th level the bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/--. At 15th level the bonus to your Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/--. At 20th level during a fury you gain an additional +4 bonus to attack and damage rolls made during a fury.

Track: At 1st level you gain track as a bonus feat even if you do not meet the requirements.

Fast Movement: At 1rst level you gain a +10 ft. bonus to your land speed while in light or no armor.

Animal Focus: Animal Focus: At 2nd level you choose one animal aspect to focus on. The choices are listed below. Once chosen, a focus will grant additional abilities at higher levels.

Tiger: You gain two-weapon fighting as a bonus feat even if you do not meet the requirements.
At 6th level, you gain a +2 bonus on melee attack rolls and melee damage while attacking with two light weapons.
At 10th level, while wielding two or more of the same weapon, you gain improved critical with that weapon as a bonus feat, even if you do not meet the prerequisites for it.

Panther: For every two ranks placed in hide or move silently you gain a +1 bonus in the other.
At 6th level, you gain a +4 bonus on attack and damage rolls during a surprise round.
At 10th level, You gain sneak attack (2d6) as a second level rogue. This stacks with any sneak attack you possess from another class.

Bear: You gain hit points equal to 10 + your Constitution modifier + your level in Beast Warrior. (this needed a buff)
At 6th level, you gain DR 2/--, and your DR while in a Fury is increased by 2/--. (reworded for stacking)
At 10th level, you gain +4 to Natural Armor.

Wolf: You gain skill focus (spot) and skill focus (listen) as bonus feats.
At 6th level, you gain scent as a class ability
At 10th level, you gain improved trip and spring attack as bonus feats, even if you do not meet their prerequisites.

Eagle: You gain farshot as a bonus feat even if you do not meet the prerequisites. In addition you gain a +3 bonus to spot checks.
At 6th level, you gain a +1 bonus to ranged attacks for every 15ft. of distance the target is away from you.
At 10th level, the benefit from having a height advantage triples while using ranged attacks.

Tortoise: You may sacrifice 5ft. of movement this round for a +1 bonus to AC.
At 6th level, each attack targeted at you by an enemy that misses grants you a +1 AC bonus to the enemies next attack.
At 10th level, you can instead of attacking with a weapon you may add its bonus to attack rolls to your AC.

Snake: You gain sneak attack (1d6) as a first level rouge. This stacks with any sneak attack you posses from other classes.
At 6th level, you can always take a ten on tumble checks during combat.
At 10th level, the save DC of all your poisons is increased by half your Beast Warrior level.

Cat: For every three ranks you put in Move Silently you gain an additional +1 bonus to it.
At 6th level, while flanked you gain the bonus of the Whirlwind Attack feat.
At 10th level, You gain a bonus to Reflex saves equal to the Will save bonus provided by a Beast Warrior of your level.

Reckless: At 3rd level you may exchange AC for an attack bonus on a one for one basis. The limit to how much AC can be converted to attack bonus is equal to your base attack bonus.

Panther Stalk: At 4th level you may always take a 10 even on move silently checks even when rushed or threatened.

Tiger Leap: At 6th level you gain a +6 bonus to jump checks and automatically succeed if a jump if less than or equal to 15 ft. if you have a running start.

Improved Fast Movement: At 6th level you gain an additional +10ft. land speed bonus while in light or no armor.

Bear Rend: At 7th level instead of a full attack you may make an attack at your highest BAB and for each attack that hits successfully you gain an extra attack at a -2 penalty. For each consecutive attack gained this way the penalty increases by -(2 x 1 for each attack gained by this). This provokes an attack of opportunity for every other attack made.

Wolf Pack: At 9th level you gain the ability to cast Summon Nature's Ally once per day as a Druid equal to half your level.

Adrenaline: At 11th level when combat begins you gain a +4 bonus to Strength and Dexterity that lasts a number of rounds equal to one half your beast warrior level.

Disease and Poison Immunity: At 13th level you are immune to all poisons and diseases both natural and magical.

Camouflage: At 13th level you can use the hide skill in any sort of natural terrain even if there isn’t cover or concealment.

Animalistic: At 16th level you can gain a bonus of +6 to Strength, Dexterity, and Constitution at the cost of a -4 penalty to Intelligence, Wisdom, and Charisma as a free action. For every round this lasts you take 1d3 damage. The effect can be ended as a free action.

Perfect Camouflage: At 17th level you may always take a 10 on hide checks while in natural terrain even if you are rushed or threatened.

gr8artist
2014-05-22, 02:12 PM
I'll give you a hand with that. It looks like an interesting class.
Pulled this template from the PGB competition, but you can add/remove elements as needed.



Beast Warrior

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: d10

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Beast Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Ranks per Level: (6 + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+2


+2


+0

Track, Fast Movement +10 ft
Fury (5 x level; +4 str, +2 saves, DR 2/--, –2 AC)


2nd

+2


+3


+3


+0

Animal Focus


3rd

+3


+3


+3


+1

Reckless


4th

+4


+4


+4


+1

Panther Stalk


5th

+5


+4


+4


+1

Fury (6 x level)


6th

+6/+1


+5


+5


+2

Tiger Leap, Fast Movement +20 feet


7th

+7/+2


+5


+5


+2

Bear Rend


8th

+8/+3


+6


+6


+2




9th

+9/+4


+6


+6


+3

Wolf Pack


10th

+10/+5


+7


+7


+3

Fury (+6 str, +3 saves, DR 3/--, –2 AC)


11th

+11/+6/+1


+7


+7


+3

Adrenaline


12th

+12/+7/+2


+8


+8


+4




13th

+13/+8/+3


+8


+8


+4

Disease and Poison Immunity, Camouflage


14th

+14/+9/+4


+9


+9


+4




15th

+15/+10/+5


+9


+9


+5

Fury (+8 str, +4 saves, DR 4/--, –2 AC)


16th

+16/+11/+6/+1


+10


+10


+5

Animalistic


17th

+17/+12/+7/+2


+10


+10


+5

Perfect Camouflage


18th

+18/+13/+8/+3


+11


+11


+6




19th

+19/+14/+9/+4


+11


+11


+6




20th

+20/+15/+10/+5


+12


+12


+6

Fury (+4 attack and damage)



Class Features
All of the following are class features of the Beast Warrior.

Weapon and Armor Proficiencies: Beast warriors are proficient with all simple and light weapons, light armor, but not shields.

Fury (Ex): When your current hit point total is below 5 x your beast warrior level, your fury automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/--, and a -2 penalty to AC. The fury ends when unconscious, helpless, or heal back above the threshold. At 5th level the threshold at which you enter a fury increases to 6 x your beast warrior level. At 10th level the bonus to your Strength score improves to +6, your bonus on saves improves to +3, and you gain damage reduction 3/--. At 15th level the bonus to your Strength score improves to +8, your bonus on saves improves to +4, and you gain damage reduction 4/--. At 20th level during a fury you gain an additional +4 bonus to attack and damage rolls made during a fury.

Track: At 1st level you gain track as a bonus feat even if you do not meet the requirements.

Fast Movement: At 1st level you gain a +10 ft. bonus to your land speed while in light or no armor.

Animal Focus: At 2nd level you choose between one animal focus. The animal focuses are listed below.

Tiger- gain two-weapon fighting as a bonus feat even if you do not meet the requirements.
Panther- gain skill focus in either hide or move silently.
Bear- gain hit points equal to 1d8 + your Constitution modifier.
Wolf- gain skill focus in either spot or listen.

At 6th level you gain a bonus based on the animal focus chosen at 2nd level.

Tiger- while wielding two light weapons gain a +2 bonus to attack and damage rolls.
Panther- gain a +4 bonus to attack and damage rolls during the surprise round.
Bear- gain damage reduction 2/--.
Wolf- gain blindsight equal to 5ft. per level.

At 11th level you gain a bonus based on the animal focus chosen at 2nd level.

Tiger- gain improved critical as a bonus feat even if you do not meet the requirements with two weapons.
Panther- gain sneak attack 1d6.
Bear- gain damage reduction 4/--.
Wolf- gain spring attack and mobility as bonus feats even if you do not meet the requirements.


Reckless (Ex): At 3rd level you may exchange AC for an attack bonus on a one for one basis. The limit to how much AC can be converted to attack bonus is equal to your base attack bonus.

Panther Stalk (Ex): At 4th level you may always take a 10 even on move silently checks even when rushed or threatened.

Tiger Leap (Ex): At 6th level you gain a +6 bonus to jump checks and automatically succeed if a jump if less than or equal to 15 ft. if you have a running start.

Improved Fast Movement: At 6th level you gain an additional +10ft. land speed bonus while in light or no armor.

Bear Rend (Ex): At 7th level for each attack that hits successfully you gain an extra attack at a -2 penalty. For each consecutive attack gained this way the penalty increases by -2.

Wolf Pack (Su): At 9th level you gain the ability to summon a pack of 1d10 wolves under your command once per day.

Adrenaline (Ex): At 11th level when combat begins you gain a +4 bonus to Strength and Dexterity that lasts a number of rounds equal to your beast warrior level.

Disease and Poison Immunity (Ex): At 13th level you are immune to all poisons and diseases both natural and magical.

Camouflage (Ex): At 13th level you can use the hide skill in any sort of natural terrain even if there isn't cover or concealment.

Animalistic (Ex): At 16th level you can gain a bonus of +6 to Strength, Dexterity, and Constitution at the cost of a -4 penalty to Intelligence, Wisdom, and Charisma as a free action. The effect can be ended as a free action.

Perfect Camouflage (Ex): At 17th level you may always take a 10 on hide checks while in natural terrain even if you are rushed or threatened.

Now, it's been a while since I've played DnD, so I'm not sure about power balance. If it were Pathfinder, I know you'd need to add in more options and abilities, and spread what you have out across the dead levels.
Many of your abilities are poorly worded and could benefit from some improvement. I think the most grievous error is in Fury, which triggers when HP ≤ (5 x level). At first level, with 10 constitution, this means half health. But, as the level increases and more and more of your HD are added in (averaged, mind you, for 5.5 HP + Con / level), a 10 constitution warrior gets to Fury earlier and earlier... Eventually you would Fury while unharmed.

Level
Average Health
Fury Limit
% health at which you Fury


1
10
5
50%


2
15.5
10
66%


3
21
15
75%


4
26.5
20
80%


5
32
30 (6xlevel)
94%


6
37.5
36
96%


7
43
42
98%


8
48.5
48
100%


9
54
54



10
59.5
60



11
65
66



12
70.5
72



13
76
78



14
81.5
84



15
87
90



16
92.5
96



17
98
102



18
103.5
108



19
109
114



20
114.5
120




Personally, I would spread fast movement out in 5' intervals, and let it go all the way up to 30 feet. Perhaps rename it after a cheetah?
Animal focus could use a re-wording. Also, levels 6/11/16 are big for your class because he gets more attacks at those levels.
Animal Focus: At 2nd level you choose one animal aspect to focus on. The choices are listed below. Once chosen, a focus will grant additional abilities at higher levels.

Tiger: You gain two-weapon fighting as a bonus feat even if you do not meet the requirements.


At X level, you gain a +2 bonus on melee attack rolls and melee damage while attacking with two light weapons.
At X level, while wielding two or more of the same weapon, you gain improved critical with that weapon as a bonus feat, even if you do not meet the prerequisites for it. (buffed, I think? Wording was unclear)


Panther: You gain skill focus (hide) and skill focus (move silently) as bonus feats. (this needed a buff)


​At X level, you gain a +4 bonus on attack and damage rolls during a surprise round.
At X level, You gain sneak attack (1d6) as a first level rogue. This stacks with any sneak attack you possess from another class. (this needs a buff)



Bear: You gain hit points equal to 10 + your Constitution modifier. (this needed a buff)


​At X level, you gain DR 2/--, and your DR while in a Fury is increased by 2/--. (reworded for stacking)
At X level, your DR increases to 4/--, and your DR while in a Fury is increased by 4/--. (reworded for stacking, though I think a natural armor bonus should replace one of these)


Wolf: You gain skill focus (spot) and skill focus (listen) as bonus feats.


At X level, you gain blindsight with a range of 5 feet per level. (change this to a flat value, or give him scent and something else instead)
At X level, you gain mobility and spring attack as bonus feats, even if you do not meet their prerequisites.
(Wolves have improved trip, yes? Seems like a nice feat to give him.)


Add more animals... Birds, deer, turtles, monkeys, apes, fish... you have nothing but 4-legged mammals here.

Level 13 gets too much all at once.
Reckless needs a better explanation or mechanic. Give a hide bonus to panther stalk, because it's stupid that dnd has them separate (they're both "stealth" in Pathfinder)
Animalistic is probably too good, and will make barbarians cry. You have four solid buffs (animalistic, fury, adrenaline, and reckless) that all stack and grant sizeable attack perks. You will outshine pretty much every melee DPS build, without effort.
Wolf pack needs to function like a spell, perhaps summon nature's ally (whatever level lets you get multiple wolves)
Bear Rend needs clarification, bad. As it stands, it looks like at level 20, assuming anything 12 or more hits the defender (which isn't unlikely given your amazing strength and attack buffs), you get the following attack sequence:
+20/+18/+16/+14/+12/+10//+15/+13/+11//+10//+5.
Look at the stats for the animals you're imitating, and grant him those abilities... pounce, improved trip, natural attacks, natural armor bonuses, scent, ferocity, rend, etc...

Kree West
2014-05-22, 02:51 PM
Many thanks for the better formatting. I will work on revisions to what you recommended. I fixed the Fury problem (I hope) and added more animals. As for when class features are gained I was building this off of Ranger.