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View Full Version : D&D 3.x Class Anthropomorph (Class in 30 minutes, PEACH)



Jormengand
2017-01-07, 09:35 PM
This class is the love-child of a conversation about humanoid companions, and a severe lack of sleep. Have fun:

The Anthropomorph

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Humanoid Companion, Nurture Sense, Tame Empathy31————————
2nd+1+3+0+3Structure Stride42————————
3rd+2+3+1+3Traceless Path421———————
4th+3+4+1+4Resist Unnatural Lure532———————
5th+3+4+1+4Humanoid Shape (1/day)5321——————
6th+4+5+2+5Humanoid Shape (2/day)5332——————
7th+5+5+2+5Humanoid Shape (3/day)64321—————
8th+6/+1+6+2+6Humanoid Shape (Large)64332—————
9th+6/+1+6+3+6Disease Immunity644321————
10th+7/+2+7+3+7Humanoid Shape (4/day)644332————
11th+8/+3+7+3+7Humanoid Shape (Tiny)6544321———
12th+9/+4+8+4+8Giant Shape6544332———
13th+9/+4+8+4+8A Thousand Faces65544321——
14th+10/+5+9+4+9Humanoid Shape (5/day)65544332——
15th+11/+6/+1+9+5+9Timeless Body, Humanoid Shape (Huge)655544321—
16th+12/+7/+2+10+5+10Outsider Shape (1/day)655544332—
17th+12/+7/+2+10+5+106555544321
18th+13/+8/+3+11+6+11Humanoid Shape (6/day), Outsider Shape (2/day)6555544332
19th+14/+9/+4+11+6+116555554433
20th+15/+10/+5+12+6+12Outsider Shape (3/day, Huge outsider)6555554444

Special: Must be an animal, magical beast, plant or vermin.
Alignment: Any nonneutral
Hit Die: 1d8

Class Skills:
The anthropomorph’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Humanoid (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c)* (Cha), Heal (Wis), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
*Anthropomorphs can train and use this skill even if they aren't felines.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency
Anthropomorphs are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with humanoid shape.

Anthropomorphs are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A anthropomorph may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Anthropomorphs are proficient with shields (except tower shields) but must use only wooden ones.

A anthropomorph who wears prohibited armor or carries a prohibited shield is unable to cast anthropomorph spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells
A anthropomorph casts divine spells, which are drawn from the druid spell list, except that the summon nature's ally spells are replaced with the summon nurture's ally spells. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A anthropomorph must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the anthropomorph must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a anthropomorph’s spell is 10 + the spell level + the anthropomorph’s Wisdom modifier.

Like other spellcasters, a anthropomorph can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Anthropomorph. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A anthropomorph prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A anthropomorph may prepare and cast any spell on the anthropomorph spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting
A anthropomorph can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nurture’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells
A anthropomorph can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages
A anthropomorph’s bonus language options include common, the language of most humanoid creatures. This choice is in addition to the bonus languages available to the character because of her race.

A anthropomorph also knows Anthropomorphic, a secret language known only to anthropomorphs, which she learns upon becoming a 1st-level anthropomorph. Anthropomorphic is a free language for a anthropomorph; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Anthropomorphs are forbidden to teach this language to nonanthropomorphs.

Anthropomorphic has its own alphabet.

Humanoid Companion (Ex)
A anthropomorph may begin play with a humanoid companion selected from the following list: aasimar, dwarf, elf, gnome, goblin, halfling, hobgoblin, kobold, orc, tiefling. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: aquatic elf, locthach, merfolk. This animal is a loyal companion that accompanies the anthropomorph on her adventures as appropriate for its kind.

A 1st-level anthropomorph’s companion is completely typical for its kind except as noted below. As a anthropomorph advances in level, the humanoid’s power increases just like a druid's animal companion does. If a anthropomorph releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a humanoid companion that has perished.

A anthropomorph of 4th level or higher may select from alternative lists of humanoids. Should she select a humanoid companion from one of these alternative lists, the creature gains abilities as if the character’s anthropomorph level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s anthropomorph level and compare the result with the anthropomorph level entry on the table to determine the humanoid companion’s powers. (If this adjustment would reduce the anthropomorph’s effective level to 0 or lower, she can’t have that humanoid as a companion.)

Nurture Sense (Ex)
A anthropomorph gains a +2 bonus on Knowledge (local) and Gather Information checks.

Tame Empathy (Ex)

A anthropomorph can improve the attitude of a humanoid. This ability functions just like a Diplomacy check made to improve their attitude (but doesn't require a language in common). The anthropomorph rolls 1d20 and adds her anthropomorph level and her Charisma modifier to determine the tame empathy check result.

The typical civilised humanoid has a starting attitude of indifferent, while tribal humanoids are usually unfriendly.

To use tame empathy, the anthropomorph and the humanoid must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an humanoid in this way takes 1 minute but, as with influencing people normally, it might take more or less time.

A anthropomorph can also use this ability to influence a monstrous humanoid or giant with an Intelligence score of 3 or more, but she takes a -4 penalty on the check.

Structure Stride (Ex)
Starting at 2nd level, a anthropomorph may move through any sort of manufactured terrain (such as rubble or battlements) at her normal speed and without taking damage or suffering any other impairment. However, barbed wire, traps, and structures that have been magically manipulated to impede motion still affect her.

Traceless Path (Ex)
Starting at 3rd level, a anthropomorph leaves no trail in manufactured surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Unnatural Lure (Ex)
Starting at 4th level, a anthropomorph gains a +4 bonus on saving throws against the spell-like abilities of outsiders.

Humanoid Shape (Su)
At 5th level, a anthropomorph gains the ability to turn herself into any Small or Medium humanoid or monstrous humanoid and back again once per day. Her options for new forms include all creatures with the humanoid or monstrous humanoid types. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per anthropomorph level, or until she changes back. Changing form (to humanoid or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use humanoid shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the anthropomorph melds into the new form and becomes nonfunctional. When the anthropomorph reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the anthropomorph's feet.

The form chosen must be that of a humanoid the anthropomorph is familiar with.

A anthropomorph gains the ability to speak while in animal form because she no longer is limited to the sounds that a normal, untrained animal can make, but she cannot communicate normally with other animals.

A anthropomorph can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Anthropomorph. In addition, she gains the ability to take the shape of a Large humanoid or monstrous humanoid at 8th level, a Tiny one at 11th level, and a Huge one at 15th level.

The new form’s Hit Dice can’t exceed the character’s anthropomorph level.

At 12th level, a anthropomorph becomes able to use wild shape to change into a giant creature with the same size restrictions as for animal forms.

At 16th level, a anthropomorph becomes able to use wild shape to change into a Small, Medium, or Large outsider once per day. These outsider forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the anthropomorph gains all the outsider’s extraordinary, supernatural, and spell-like abilities. She also gains the outsider's feats for as long as she maintains the shape, but she retains her own creature type.

At 18th level, a anthropomorph becomes able to assume outsider form twice per day, and at 20th level she can do so three times per day. At 20th level, a anthropomorph may use this ability to change into a Huge outsider.

Disease Immunity (Ex)
At 9th level, a anthropomorph gains immunity to all diseases.

A Thousand Faces (Su)
At 13th level, a anthropomorph gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the anthropomorph’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the anthropomorph’s appearance, within the limits described for the spell.

Timeless Body (Ex)

After attaining 15th level, a anthropomorph no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the anthropomorph still dies of old age when her time is up.

Ex-Anthropomorphs
A anthropomorph who ceases to revere civilisation, changes to a prohibited alignment, or teaches the Anthropomorphic language to a nonanthropomorph loses all spells and anthropomorph abilities (including her humanoid companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a anthropomorph until she atones (see the atonement spell description).

Alternative Humanoid Companions

4th Level or Higher (Level -3)
Bugbear
Gnoll
Grimlock
Sahuagin
Troglodyte
Lizardfolk
Wererat

7th Level or Higher (Level -6)
Centaur
Derro
Doppleganger
Gargoyle
Harpy
Kapoacinth
Minotaur
Ogre
Sea Hag
Wereboar
Werewolf

10th Level or Higher (Level -9)

Annis
Ettin
Green Hag
Scrag
Troll
Werebear
Weretiger

13th Level or Higher (Level -12)

Hill Giant
Medusa
Ogre Barbarian
Ogre Mage
Scorpionfolk
Stone Giant

16th Level or Higher (Level -15)

Fire Giant
Frost Giant

Summon Nurture's Ally

These spells work just like the Summon Nature's Ally spells except that they use the following lists:

I: aasimar, aquatic elf, dwarf, elf, gnome, goblin, halfling, hobgoblin, kobold, locthach, merfolk, orc, tiefling
II: Bugbear, Gnoll, Grimlock, Sahuagin, Troglodyte, Lizardfolk, Wererat
III: Centaur, Derro, Dretch (Demon) Doppleganger, Ogre, Werewolf
IV: Gargoyle, Harpy, Kapoacinth, Mephit (Any) Minotaur, Sea Hag, Wereboar
V: Annis, Barbazu (Devil), Ettin, Green Hag, Hound Archon, Scrag, Troll, Werebear, Weretiger
VI: Bralani (Eladrin), Hill Giant, Janni (Genie), Kyton (Devil), Medusa, Ogre Barbarian, Scorpionfolk
VII: Avoral (Guardinal), Babau (Demon) Djinni (Genie), Ogre Mage, Osyluth (Devil), Stone Giant
VIII: Fire Giant, Frost Giant, Lillend, Vrock (Demon)
IX: Beblith (Demon), Cloud Giant, Hamatula (Devil), Harpy Archer, Hezrou (Demon), Night Hag, Leonal (Guardinal), Storm Giant,

AvatarVecna
2017-01-08, 03:12 PM
This seems like it would have some very interesting results if paired with a refluffed Beastmaster...harem time! :smallbiggrin: :smalltongue:

EDIT: Hrm...the restriction makes that a bit weirder...

nonsi
2017-01-11, 11:57 AM
.
Nice.
If core 3.5 had class variants, this could be a respectable contender for an urban Druid. Only issue I have with it is that it feels a bit wrong for humanoids to serve as (animal) companions.

Jormengand
2017-01-11, 05:50 PM
.
Nice.
If core 3.5 had class variants, this could be a respectable contender for an urban Druid. Only issue I have with it is that it feels a bit wrong for humanoids to serve as (animal) companions.

They're not serving as animal companions, they're serving as humanoid companions! :smalltongue:

Though, honestly, it's not all that different from an intelligent, humanoid-shape outsider serving as a long-term ally.

nikkoli
2017-01-11, 08:44 PM
What kinds of animals/magical beasts/plants/vermin are ECL 0? I'm guessing animals or vernin need to be awakened too?

Jormengand
2017-01-12, 10:25 AM
What kinds of animals/magical beasts/plants/vermin are ECL 0? I'm guessing animals or vernin need to be awakened too?

Beguiler (Magical beast) and Hairy Spider (Vermin) for a start. There's a long list of animals with less than or equal to 1 HD, which would get replaced by the first level, too.