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.
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.