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Volin
2007-08-08, 10:08 PM
The Beast
“I am the wolf who devoured their sheep, I am the spider that poisoned their young, and I am the creature roaring in the woods.” Kilaed (Bst 10)

Beasts spend their entire lives admiring the beauty and grace of a predator beating or biting prey to death. This admiration goes deep to the point of obsession in many Beasts, and this obsession is what tends to lead them on their path. During their career Beasts change their bodies, by choosing aspects of animals that they admire, in order to become the perfect predator. A Beast is always seeking to improve his body with these evolutions, and by putting all of these animal aspects together he seeks to become his own type of predator.
Adventures: Many Beasts adventure for the sake of adventure, a general restlessness that comes from any time spent among civilized people. Others seek far and wide for suitable prey, new hunting challenges, or other predators to fight and imitate. Usually, adventure is a given for Beasts, as very few pick a location to stay in for any extended period of time.
Characteristics: By fighting the way animals do, and not the way most sentient creatures choose to, the Beast has a number of unique combat maneuvers. While not as heavy hitting as many other melee combatants, Beasts have a wide assortment of abilities available to them, making their versatility their strongest characteristic.
Alignment: Beasts are almost never lawful. While they run the gamut of evil or good (since they rarely consider morality in their instinct driven actions) they do tend toward the chaotic. The only exception of this is when a Beast is “tamed” and considers himself beholden to a “master” figure of some sort. In this case, the Beast's actions tend toward the order of the master.
Religion- Beasts do not tend to number among the most devout. While they do not have to have any religion whatsoever, many do venerate a nature spirit, and claim that its power was responsible for the many evolutions a Beast undergoes.
Other Classes- Beasts get along well with almost any martial class. They tend to respect physical power over cerebral, and get along best with rogues and rangers. Druids tend to venerate the same sorts of spirits they do, and Druids are the most common type to be “masters” of Beasts. Classes like Clerics, Paladins and Monks tend to believe in a natural hierarchy that puts the Beast on the bottom, and thus they don't tend to get along so well.
Role- Beasts tend to play a specialized role in many parties. Since most of their abilities allow them to be very fast, and able to take down weaker foes like casters. They can also fill in where many classes barely have the ability, given their options for maneuvering around the battlefield. And while not quite as hard hitting as some primary melee classes, the Beast can make for an effective front line hitter.

Table 1:1 The Beast
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Natural Weapon, Track, Wild

2nd|
+1|
+3|
+3|
+0|Adaptation

3rd|
+2|
+3|
+3|
+1|Natural Weapon, Scent

4th|
+3|
+4|
+4|
+1|Adaptation, Powerful Blow

5th|
+3|
+4|
+4|
+1|Natural Weapon

6th|
+4|
+5|
+5|
+2|Adaptation, Uncanny Dodge

7th|
+5|
+5|
+5|
+2|Adaptation, Instinct

8th|
+6/+1|
+6|
+6|
+2|Natural Weapon

9th|
+6/+1|
+6|
+6|
+3|Adaptation

10th|
+7/+2|
+7|
+7|
+3|Adaptation, Ferocity

11th|
+8/+3|
+7|
+7|
+3|Natural Weapon

12th|
+9/+4|
+8|
+8|
+4|Adaptation

13th|
+9/+4|
+8|
+8|
+4|Natural Weapon, Ferocity

14th|
+10/+5|
+9|
+9|
+4|Adaptation

15th|
+11/+6/+1|
+9|
+9|
+5|Adaptation

16th|
+12/+7/+2|
+10|
+10|
+5|Natural Weapon, Ferocity

17th|
+12/+7/+2|
+10|
+10|
+5|Adaptation

18th|
+13/+8/+3|
+11|
+11|
+6|Natural Weapon

19th|
+14/+9/+4|
+11|
+11|
+6|Adaptation, Ferocity

20th|
+15/+10/+5|
+12|
+12|
+6|Adaptation[/table]

Game Rule Information
Beasts have the following game statistics.
Abilities- Beasts utilize a wide variety of skills and talents, and nearly every ability could be key to a beast. However, Strength does tend to have advantages to all of the Beast attack types, as they all feature melee damage in combat. Wisdom is useful thanks to its application later in the class, but as has already been stated, each ability score finds a place for Beasts.
Alignment- Beasts tend toward neutrality and chaos. Beasts do, however, tend toward evil since they tend to view the rest of the population as lower on the food chain. Rarely can one consider other sentient beings prey without attaining some evil habits.
Hit Die- d8.
Class Skills
The Beast's class skills, and the key abilities for each are Climb (Str), Craft (Int), Handle Animal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), Swim (Str).
Skill Points at 1st Level- (4 + Int Mod) X 4
Skill Points at Each Additional Level- 4 + Int Mod

Class Features
All of the following are the Beast's class features.
Weapon and Armor Proficiency: Much like the animals they imitate, the Beast lives or dies by mobility and speed. Beast adaptations only function while in light or no armor, and beasts are therefore only proficient in light armor While they tend to mistrust the actual build of weapons, preferring to utilize their 'more dependable' natural attacks, Beasts do know how to use simple weapons.
Track- As the feat.
Wild- The Beast takes on the features of animals during his many evolutions. While this does make him impressive in physical prowess, it changes his appearance, and others tend to react to these changes. Next to the name of each ability that causes this change is an asterix, indicating that it has a “trait” (which the physical change will be referred to hereafter). For each ability that the Beast acquires that has a trait, he gains +1 to intimidate checks and -1 to diplomacy checks. These modifiers may be removed or lessened depending on the situation, as the GM decides.
In addition, since the Beast spends most of his time turning into a powerful predator, animals react to him as if he were one. Animals are uneasy around him, sometimes going as far as to run away from him. Consequently the Beast receives a -4 to Handle Animal and Ride checks until the animal trusts him entirely, a decision which is ultimately up to the GM.
Natural Weapon: The Beast sees in beauty in nature differently from others. While others admire the grace of the hawk as it flows through the sky, he admires its brutal efficiency when it strikes an opponent faster than a bullet. This admiration goes so deep that he, usually with the help of a nature spirit, wills his own body to mimic those features. This adaptation of a hawk's talons, or a bull's horns is the first change that the Beast undergoes. Beasts gain one ability within the Natural Weapon class feature for each time it is listed under “special” on table 1:1. Natural Weapon abilities are broken off into four trees, each with four tiers. In order to gain access to a tier higher than one, the Beast must have all previous tiers, and the minimum level as is shown on table 1:2.
Table 1:2
{table=head]Beast Level|Highest Available Tier

1-7|
2nd|2nd
8-12|
3rd|3rd
13-20|
4th|4th [/table]

The Natural Weapon trees break off at the 3rd tier. While nature shares many of weapons, both Cats and Hawks have a type of claw, it uses them quite differently. At this point in his evolution, the Beast decides which method he would like to utilize. In each tree a choice is made at the point when the beast attains his 3rd Tier ability. The tiers have an example animal listed that the beast is more specifically mimicking. The Beast may only mimic one of the two, he may not go down one path and then begin the other. This does not prevent him from seeking a 3rd tier path from one or many of the other trees however, so long as no two come from the same tree.
Adaptation: Animals have adapted to do more than just fight. A Falcon can achieve incredibly high speeds in a dive, and a Wolf can smell prey from miles away. The Beast sees wonder in those aspects as well, and seeks to imitate them with as much fervor as he does the more overtly offensive of nature's abilities. Beasts gain one ability within the Adaptation class feature for each time it is listed under “special” on table 1:1. Adaptation abilities are broken off into eight trees, each with four tiers. In order to gain access to a tier higher than one, the Beast must have all previous tiers, and the minimum level as is shown on table 1:3.
Table 1:3
{table=head]Beast Level|Highest Available Tier

1-8|
2nd|2nd
9-11|
3rd|3rd
12-20|
4th|4th [/table]

Just like the Natural Weapon ability, Adaptation breaks off into two paths at 3rd tier. The Beast may only mimic one of the two, and this does not prevent him from seeking a 3rd tier path from another tree.
Finally, most Adaptations lend themselves to more properly performing a skill. Written next to the title of each adaptation that does have them are the automatic class skills that are conferred by gaining even the 1st Tier of that adaptation. If the Beast gains a class skill twice from this, he gains a +2 on each skill that he gained in this way.
Scent- The Beast gains the “scent” special ability, with a range of 60ft.
Powerful Blow- At 4th level the Beast's primary natural attack increases damage as if the Beast were one size category larger.
Uncanny Dodge- The Beast gains the Uncanny Dodge ability, as Barabarian.
Instinct- Many domesticated animals are known to react to the emotions of their masters, and animals are said to 'smell' fear. In combat, this innate sense of others serves the animal by helping it to react to dangers before they actually become apparent. Though in some animals this instinct has helped them to avoid harm, in other animals it has helped them develop a deadly accuracy in their attacks. At 8th level, the Beast makes the choice to add his Wisdom modifier to either his AC or to his damage rolls with his primary natural weapon. This choice is permanent.
Ferocity- As the Beast becomes more experienced at using the natural weapons he has grown for himself, he becomes more deadly. Each time the Beast gains this ability he may increase the damage on any of his natural weapons up one step, as if he had gained the Improved Natural Weapon feat (this ability stacks with Improved Natural Weapon).

Adaptations- This is kind of like a Beast spell list, so I apologize for the length.
However, it does have everything, just be ready for a really long spoiler panel.

*Flight- Automatic Class Skills- Spot. Trait- Skin covered mishapen wings. Fold when not in use, could hide under cloak.
1st Tier- At first, the beast grows wings that are weak, but somewhat effective. The wings appear to be made out of human flesh. This allows the Beast to fly at a 30 ft. speed with clumsy maneuverability for 1 round per level of beast. This time may be split up as the Best wishes, but after flying for that maximum duration he cannot fly again unless he rests for one hour.
2nd Tier- At 2nd Tier the wings grow somewhat stronger, and the beasts bones become hollow and much lighter. This allows the Beast to fly at 40 ft speed with average maneuverability for 1 Minute per level, split up as he wishes, before having to rest for an hour. One disadvantage of this is that the beasts new bones make him much more susceptible to bing tripped, bull rushed or grappled. Treat the Beast as one size category smaller for purposes of these checks, as well as for determining the Beast's carrying capacity.
Falcon- Trait- The Beast grows strong feathery wings that allow him to move much more quickly.
3rd Tier- The Beast's original wings grow, and become much stronger. The Beast's fly speed changes to 50 ft speed, and he no longer has any imposed limit on how long he can maintain flight.
4th Tier- Finally, the Beast has all the control and speed in the air of a falcon in its stoop. When making dive attacks while flying, the Beast may move up to 4X his fly speed. In addition the attack does 3x damage on a successful hit.
Bat- Trait- The Beast grows large black bat-like wings.
3rd Tier- The Beast's new wings provide more control in the air, changing his maneuverability to good, and removing any imposed limit on how long he can maintain flight. In addition, hide is added as a class skill.
4th Tier- The Beast's wings grow a little more, and allow him to fold them entirely around himself. As a result, he gains the Hide in Plain Sight ability, and receives a +5 bonus to hide checks.

Speed- Automatic Class Skills- Balance, Escape Artist, Tumble
1st Tier- Mimicking the speed of many land predators, The Beast improves his mobility, and his muscles begin to arrange themselves for faster movement. The Beast increases his base movement speed by 10 ft.
2nd Tier- The Beast's leg muscles begin to become even more optimized for fast movement, and occasionally, the Beast will even take to all fours, very comfortably, to maneuver quickly. The Beast gains the Evasion ability.
Ram- Admiring the raw power of the ram, the Beast learns to throw his body at enemies.
3rd Tier- The Beast learns from the sheer power and agility of the ram. Learning to push his weight around he gains the ability to make a bull rush attempt at the end of a successful charge as a free action. Treat the attempt as if the Beast has the Improved Bull Rush feat.
4th Tier- The Beast gains the ability to make a whirlwind attack instead of the normal attack after a charge. In addition, the character's damage bonus from strength is doubled during this attack.. If the characters natural weapon is treated as a two handed weapon, the strength bonus is instead tripled. Any abilities that increase the damage of a Beast's charge only affect the first opponent struck by this ability.
Cheetah- Imitating the fearsome quickness of the Cheetah, the Beast is able to attain to incredible speeds.
3rd Tier- Learning from the Cheetah's tactic of bringing foes down, the Beast gains the ability to make a trip attempt as a swift action after successfully dealing damage during a charge. If the Beast also has the Improved Trip feat, he is allowed the free attack he normally gets after a trip.
4th Tier- Evolving his muscles perfectly for speed and agility, the Beast may now move up to his run speed to execute a charge. In addition, the Beast's land movement speed increases by an additional 10 ft. The character gains improved evasion.

Leaping- Automatic Class Skills- Balance, Escape Artist, Tumble
1st Tier- Always treated as running for purposes of Jump checks. +10 on jump checks.
2nd Tier- The Beast may take 10 on all jump checks. In addition, if the Beast suffers falling damage after a jump, treat the fall as if it were 20 ft shorter.
Leopard- Mimicking the Leopard by hiding in trees and upper ground, the Beast learns to pounce on his foe.
3rd Tier- The character's jumping distance is twice that of a normal character. Whatever the jumping distance would normally be for a Leopard's jump check, double that distance. In addition, the Beast gains Evasion. If he previously had Evasion, he gets Improved Evasion.
4th Tier- The Beast gains a special attack that allows them to make a devastating charge. To make this charge the character makes a jump check during the charge. For every 10 points on the jump check the attack deals a bonus 1d6 damage. Falling damage does not factor in to the distance of the jump check alone, however, any other height difference between the characters will allow for an additional 1d6 damage per 10 feet (for medium characters). Normal modifiers for charge attacks still apply
Tiger- The Beast adopts the effectiveness of the powerful tiger's pounce.
3rd Tier- Mimicking the pounce of a Tiger, the Beast makes this attack as part of a charge. As long as the Beast makes a horizontal jump, during a charge, covering at least ten feet, he may make a grapple attempt after dealing damage at the end of his charge. If the initial check is at least 10 higher than the opponent, then the Beast can pin the opponent right away.
4th Tier- The Beast may make a full attack at the end of a normal charge. This does not stack with the previous Tiger ability. Any special benefits aside from the standard charge statistics do not apply for any attack expect the character's first attack.

Senses- Automatic Class Skills- Sense Motive, Spot
1st Tier- Further heightening the Beast's already considerable scent and tracking abilities, this increases his Scent range by 60ft.
2nd Tier- By adapting his hearing, sight, smell, and even by sensing subtle vibrations, the Beast becomes very hard to sneak up on, always sensing the most subtle changes in the world around him. The Beast gains Blindsense 60ft.
Fox-The Beast develops the keen senses of the fox.
3rd Tier- Further focusing his body to sense the smells and trails around him, the Beast increases his Scent range by 60ft. In addition the Beast gains Improved Uncanny Dodge.
4th Tier- Now noticing the world around him to a level beyond even the animal he imitates, the Beast gains Blindsight 30ft.
Wolf- Seeing value in the pack senses and subtle communications of a wolf pack, the Beast forms a number of permanent and serious bonds.
3rd Tier- By performing a ceremony whereupon the Beast shares some of his actual blood with another being, the Beast becomes bonded to them. Neither one can ever willingly break the bond, except in the case of death. The bond has a constant Status (as the spell) effect going between the “Blood Brothers.” The Beast may have a number of Blood Brothers up to his Wisdom modifier. As a further bonus, when flanking with a Blood Brother the Beast and any bonded allies receive +4 flanking bonus instead of the normal +2
4th Tier- Over time, the Beast manages to strengthen the bond so that there is a near psychic level of connection between Blood Brothers, especially when attacking as a group. The Beast and his bonded allies gain +1, for every two beast levels, to damage while flanking with a bonded ally. The Beast also gains Improved Uncanny Dodge

*Aquatic- Automatic Class Skills- Spot. Trait- Toes begin to grow into fins, and gills grow on the side of the torso.
1st Tier- The Beast gains a 30 ft swim speed, +8 to swim checks, and may take 10 on swim checks, even when distracted or endangered.
2nd Tier- The Beast's swim speed increases by 10 ft. In addition, the Beast gains the ability to breath underwater. In addition the Beast may take the run action while swimming, provided that he moves in a straight line.
Shark-
3rd Tier- May charge underwater. In addition, when the Beast does charge underwater, he has the ability to attack in the middle of the charge and finish his movement after the attack.
4th Tier- May make a grapple check as a swift action after successfully dealing damage with an underwater charge (but may not finish movement after attack if attempting to grapple). If the Beast holds on with this grapple, he clenches down on his opponent with whatever natural weapon is his primary. Whenever the opponent fails any opposed grapple check with the Beast, as long as the grapple is maintained, the Beast deals his primary natural attack damage.
Dolphin-
3rd Tier- The Beast may charge underwater. In addition, any underwater charge deals triple damage.
4th Tier- The Beast may charge up to his run speed underwater. In addition, the beast gains Blindsight 30ft underwater. If he has Blindsight from any other source, the ranges stack when underwater.

Deception- Automatic Class Skills- Bluff, Disguise
1st Tier- The Beast gains +5 to all Hide and Bluff skill checks.
2nd Tier- The Beast gains the ability to hide two of its abilities which confer a physical trait. These abilities may not be used while the trait is retracted, however.
Chameleon-
3rd Tier- The Beast may use disguise self at will, as the spell. If someone interacts with the disguise, the get a will save DC 10 + (½ Beast level + Beast's Charisma Mod) to recognize it as an illusion.
4th Tier- For a short period, the Beast may mimic the ability of an animal that he has not spent the time and devotion to gain the abilities of. For 1 round per day, for every two levels of Beast, the Beast may imitate the abilities of any one adaptation set up to its third tier. After doing so, the Beast is fatigued until the end of the combat.
Snake-
3rd Tier- As long as the Beast is in a natural environment, he gains the Hide in Plain Sight ability. This ability may be used even if there are no shadows in the area. In addition, the Beast gains 2d6 Sneak attack damage.
4th Tier- The Beast gains the ability to perform a feint attempt as a move action. If the Beast also possesses the Improved Feint feat, the action is reduced to a swift. In addition, the Beast gains 2d6 more Sneak Attack damage.

Rage- Harnessing the power of raw fury, the Beast can unleash massively powerful attacks for short periods of time by simply working himself into an animal rage.
1st Tier- The Beast gains the ability to enter a rage once per day, as the Barbarian Ability.
2nd Tier- The Beast may rage for an additional time each day. In addition, the Beast in under the effects of the Diehard feat while raging.
Bear-
3rd Tier- The Beast gains the Greater Rage ability. In addition, the Beast has a +4 to sunder attempts while raging.
4th Tier- While raging a Beast cannot be killed. He may drop into negative hit points without suffering the penalties. However, if he does not receive healing before coming out of the rage, he will still die from his injuries.
Wolverine
3rd Tier- The Beast gains the ability to make an extra attack with his primary natural weapon during a full attackwhile raging, at a -2 penalty on all attack in the round.
4th Tier- The Beast may make two extra attacks with his primary natural weapon . In addition the Beast gains the Tireless Rage ability, as Barbarian.

*Hide- The Beast's skin becomes tough, allowing him to take more damage without injury. Trait- While subtle, the skin hardens and becomes discolored.
1st Tier- The Beast's natural armor increases by 1.
2nd Tier- The Beast's natural armor increases by 1.
Rhino-
3rd Tier- The Beast's natural armor increases by 1. In addition the Beast gains DR 1/-
4th Tier- The Beast's natural armor increases by 1. In addition his DR increases to 2/-
*Porcupine- Trait- Quills grow all over the Beast's body, this one is almost entirely impossible to cover.
3rd Tier- The Beast's natural armor increases by 1. In addition, when the Beast is in a grapple, he deals an extra 1d6 on each successful grapple check.
4th Tier- The Beasts body spines grow, dealing 1d4 damage each time an opponent strikes him with a melee weapon.

Natural Weapon- Just a little more reading...

*Fang Trait- Long fangs appear all over the beast's mouth, usually replacing the normal canine.
1st Tier- The Beast grows large fangs, and gains a 1d6 Bite attack.
2nd Tier- Having had some time working with his new fangs, the Beast has learned where to attack to do some of the most damage. As a standard action the Beast may attempt to Bite where it will cause an opponent to bleed. Each time this attack is successful, it deals base bite damage, and causes the opponent to bleed 1 hp away every round. Cumulative uses of this attack cause the bleed damage per round to increase by 1. If the opponent receives the benefit of a healing spell, or a DC 15 heal check, the bleeding ceases.
Dog
3rd Tier- The Beast gains the Improved Grab special ability, allowing him to take a swift action to grapple an opponent after a successful bite.
4th Tier- The Beast learns to use his fangs more proficiently, and definitely with more cruelty. Whenever the Beast ends an attack sequence (or a single attack) with a bite, he may rip the flesh out as he pulls the fangs away. This maneuver deals bite damage + (1.5x Str Mod). This works if used with the 2nd Tier bite ability, and works when the Beast intentionally ends a grapple he started.
Spider
3rd Tier- Venom sacs grow inside the Beast, and he becomes capable of delivering devastating poisons into an opponent's body. He gains the ability to use each of the poisons listed on table 2-1. Each poison has an associated cost in venom “points”. When making a venom filled attack, the Beast spends the minimum number of these points to be able to do the attack (which is made as a melee touch attack, dealing base bite damage). The Beast may, as an option, spend up to 5 additional venom points to increase the save DC by 1 per point. At 3rd Tier, the Beast has 3 venom points. Venom points from the Scorpion tree stack with Venom points from this one.
4th Tier- The Beast gains an additional 5 venom points.
Venom
{table=head]Venom|Point Cost|Effect

Acid Bite|
1|
3d6 Acid Damage

Acid Spray|
3|
15ft Cone 3d6 Acid, Ref DC 12+Dex

Necrotic|
2|
2d4 Str, Fort DC 13+Con

Neurotoxin|
2|
1d6 Con, Fort DC 11+Con

Acidic|
4|
1d6 Dex+1d6 Cha, Fort DC 14+Con [/table]

*Claw Trait- The Beast grows claws on his hands, possibly from his fingernails growing out, and possibly extending out of the fingertips.
1st Tier- The Beast grows claws from his fingers. He gains two 1d4 Claw attacks.
2nd Tier- Having become used to using his claws, the Beast can utilize them to aid him in climbing. The Beast gains +8 to climb checks, and can take 10 on all climb checks. More about climb checks later!
*Cat- Trait- Large claws grow on the feet.
3rd Tier- Imitating cats, the Beast grows large curved claws on his feet. This gives him access to a secondary natural weapon attack, 2 1d4 rake attacks. These attacks may only be used when attacking either a prone foe, or a when grappling one. While grappling, these rake attacks may be used to attack even while pinning the opponent. When upgrading damage on natural attacks, these rake attacks are in a different category than the initial claw attacks.
4th Tier- The Beast's mastery of his claws in a combat situation comes to the fore. Using his claws like a monk uses his hands, the Beast is able to make more attacks in a short time. When using the full attack action, the Beast gets the standard two claw attacks, and one additional claw attack for every 6 points of base attack bonus the Beast has. In addition, the Beast may make even more attacks with his claws if he is affected by an ability that would normally do so (such as the haste spell, or the 3rd and 4th tier Wolverine rage ability from this class). Normal stacking rules apply with the additional attacks. No secondary attacks may be made when using this ability.
*Hawk Trait- Large talons grow on the feet, preventing the Beast from being able to wear normal footwear.
3rd Tier- The Beast grows large talons, replacing his feet. These can be used to attack an enemy, granting the Beast two 1d4 rake attacks. These can only be used when attacking a prone opponent, or when striking a foe while flying above him. In addition, the talons have more flexibility than regular feet, providing a +2 on balance checks.
4th Tier- The Beast gains more power with his talons, and is able to use them to grab very heavy objects with him in the air, including foes. To use this ability, the beast must succeed in starting and holding a grapple while flying above an opponent. If he is able to hold on to the grapple, and his opponent is his size category or smaller, then the Beast may take flight while holding his foe. Every round, the enemy may attempt to break free of the grapple, though he must take falling damage normally. As long as he is able to hold the grapple, the Beast may make his rake attacks as a swift action each round. In addition, the Beast can choose to let go of his foe at any time he wishes. The Beast can only fly with up to his medium load, and flies at half speed and two categories worse maneuverability when flying with any more than a light load.

*Tail Trait- A tail grows from the Beast's tailbone.
1st Tier- The Beast grows a flexible tail. Using enough momentum he is able to do a 1d4 slam attack with the tail.
2nd Tier- The Beast's tail grows, allowing him to make attacks with it against adjacent foes, and from 10 ft away with no adjustment. The Beast threatens this entire area.
Monkey
3rd Tier- The Beast's tail becomes slender and considerably more flexible. The newfound flexibility allows the Beast to use his tail to do things he would normally need to do with his hands, making this a kind of third hand. The Beast may use this to disarm and trip opponents as if it were a 10ft whip. In addition, he may use it to press buttons or pull levers from a distance (the tail has half the character's strength score). Finally, the tail can also be used to make sleight of hand checks. It gains a +4 on such attempts.
4th Tier- The Beast's tail grows unnaturally long, giving it a 15ft reach. In addition, the Beast may now wield a light weapon (any weapon that could have Weapon Finesse applied to it) in the tail, fighting with it as he would an off hand weapon (two weapon fighting feats will make the Beast better at its use, and can even give the ability to make multiple weapon attacks with Improved Two Weapon Fighting). Add the Beast's dexterity modifiers to attack with the weapon, and ½ the character's strength modifier to damage.
Scorpion
3rd Tier-Venom sacs grow inside the Beast, and he becomes capable of delivering devastating poisons into an opponent's body. He gains the ability to use each of the poisons listed on table 2-2. Each poison has an associated cost in venom “points”. When making a venom filled attack, the Beast spends the minimum number of these points to be able to do the attack (which is made as a melee touch attack, dealing base tail damage). The Beast may, as an option, spend up to 5 additional venom points to increase the save DC by 1 per point. At 3rd Tier, the Beast has 3 venom points. Venom points from the Spider tree stack with venom points from this one.
4th Tier- The Beast gains an additional 5 venom points.
{table=head]Venom|Point Cost|Effect

Paralyzing|
2|
Paralyze, Fort DC 11+Con, victim makes new save each round to negate

Arthritic|
3|
1d10 Dex, Fort DC 13 + Con

Slow|
2|
Slow (as the spell), Fort DC 14+Con, New save each round to negate

Deadly|
5|
2d4 Con, Fort DC 12 + Con

[/table]

*Horns Trait- The Beast grows horns from his head, preventing him from using normal headgear.
1st Tier- The Beast grows two horns on his head. These horns are self willed into a shape of the Beast's choosing, either rounded or pointed. The Beast gains a 1d6 gore or slam attack, chosen by the Beast.
2nd Tier- By using the weight and momentum of his entire body, the Beast is able to use all of his strength on each blow. When making horn attacks the Beast is now treated as if he were fighting with a two handed weapon. Thus he uses 1.5x his Str modifier on damage rolls, and gains the benefit of using a two handed weapon when using feats like power attack.
Bull
3rd Tier- Once the Beast chooses to go down the Bull tree, his horns become permanently pointed, and now does a gore attack with his horns. Using the size of his horns, the Beast is able to throw himself into a charge, hitting his opponent with his entire weight. The Beast does x2 damage on charges.
4th Tier- The critical multiplier on the damage of the Beast's charge with a horn attack increases to x3, and his critical threat range on his horns increases to 19-20.
Ram
3rd Tier- Once the Beast chooses to go down the Ram tree, his horns become permanently rounded, and now does a slam attack with his horns. By striking opponents with full force in soft spots on their bodies, the Beast can cause wracking pain. After successfully dealing damage with a charge attack, the Beast may choose to do such pain. The opponent then must make a fortitude save with a DC equal to 5 + the damage dealt on the first attack of the charge. If the opponent fails the save, he is nauseated for one round.
4th Tier- Using even more excessive force, the Beast can now cripple an opponent, knock the wind out of him, and generally take him out of a fight. After successfully dealing damage on a charge attack, the Beast may strike an opponent to daze them. The opponent must then make a fortitude save with a DC equal to 10 + the damage dealt on the first attack of the charge or become dazed for 2 rounds. In addition, the Beast's critical hit multiplier with horn attacks increases to x3.

I know it was huge, but all of it had to be included. Please PEACH the heck out of it. I want to know all the little things someone could do to gank the class, I want to know if someone thinks it's too weak or too strong. Heck, I want to know if you think I should name the abilities something else. Thanks guys! (Changed some of the class description, I hope it makes the class a little more readily understood.)

Vadin
2007-08-09, 01:22 PM
I like the customization aspect (always very good, would like to see a magic-type class in this general style), but just one thing. Hide. I get that its something the bat gets as a part of its adaptation, but why isn't it a class skill? Lots of predators hide, not just bats. They could get a skill focus feat or just an unnamed bonus, but it doesn't seem to fit the class that it shouldn't be available until level 10-ish.

StickMan
2007-08-09, 03:40 PM
OK I don't have time to nit pic right now but dude you are so in my head with this. I've had this same kind of Idea before and is one of the many ideas that led in to my Transmutant PRC that I posted a few days ago. But to sum up I love the class and expect me to do a full critique some time soon.

Lord Xaedien
2007-08-09, 08:51 PM
I authored this class with Volin, and Hide/Move Silently should be on the list of bonus skills in the deception tree. So all a Beast needs to pick up those skills is take at least one level in that tree.

The reason hide isn't in the basic skill list is mostly a balance issue. There are a lot of skills that make sense for a beast to have, but we decided in the end the easiest way to handle it was to give them the barbarian skill list and let them pick up skills based on their chosen adaptations.

That also goes back to the idea of customization... what you chose customizes your skills.

Vadin
2007-08-09, 08:58 PM
Fair enough. It just seemed a little odd to not be able to hide until so late in his adventuring career.

StickMan
2007-08-09, 09:10 PM
I think you need to add Hide and Move Silently to the list for sure. You've built a class that is based on being a predator for the most part and that is how predators attack prey with stealth not brute force. I would not worry about what skill you add to a skill list as far as balance goes its really the number of skill points that is a balance issue.

Second I think you can up the BAB what you have here is a melee class, melee class tend to be weak no matter how many cool things you give them. Well one thing I should point out is that you can not make full with natural weapons, so unless you slip something in I don't think your going to get more than one attack per round.

Also I don't see why the adaptations go away if you have heaver than medium armor on I suggest you add something to the Wild class feature to make using heaver than light armor unusable such as takes a - x to attacks with medium or heavy armor or a increased armor check penalty and lower max dex.

Last can you go back and take the 3rd or 4th level tear of something. For example could I take both the dog bite and spider bite natural weapon advancements? Or do I get locked off from the other when I take one?

Fedor
2007-08-10, 01:08 PM
hmm it seems to me that charging is going to be were the major damage possibilties are going to come from in this class....

Lord Xaedien
2007-08-10, 11:05 PM
Yeah we noticed that in our initial playtesting... we were thinking of adding a cladd feature at lvl 8 (moving around some things of course) that allowed for a standard action charge... one that could move only your base speed, and did not provide a +2 to damage. This would provide a beast who was charged based with a better chance to get off his attacks. In beast style, we were going to name it "pounce"

opinions?

Also, we probably will add hide and move silently to the class skills. You guys are right... thanks for all the feedback, and keep it coming!

GryffonDurime
2007-08-10, 11:28 PM
Wow...I am a magic-obsessed magiholic, but this class...just oodles of fun, enough flavor to smother a lemur, and mechanically so varied and customizable! Amazing...I love it. Please, design more classes and take a swing at a mystic one eventually, with this same style, and I'm sure it'll be amazing.

But on the topic of this class? This is just a nit-pick but you didn't include the "split up in any way" caveat for the Flying adaptation's first two levels. Was this intentional? It just creates a vagueness that the rules imply as "once you've started, the timer's ticking".

Lord Xaedien
2007-08-11, 02:22 AM
oversight on our part I am afraid. It indeed can be split up at any time.

Volin
2007-08-13, 11:16 AM
All right, I edited the description of the first two flight tiers.

Now, for the proposed charge thing.

Pounce
When the Beast is forced to face opponents with enough strength to withstand his initial charge, he must improvise and find some way to attain that sort of momentum again. In order to pounce, the Beast must make a tumble check to move away from his opponent at least 10 feet. If this check fails, then the Beast still moves back ten feet, however he provokes an attack of opportunity, and ends the round prone. However, if the check is successful, then the Beast makes a charge attack as a standard action.

Tell me what you guys think. As I said, the biggest problem with this class in the play tests was that if it couldn't charge it found itself helpless. As usual...PEACH the heck out of it.

Kaelaroth
2007-08-13, 12:11 PM
I love it. Thank you!

Fedor
2007-08-13, 11:01 PM
i think it should be either a verry high tumble check based off of oppents bab or hd or something of the like or you should just take the attack of oper like a real man err beast :biggrin:

Lord Xaedien
2007-08-13, 11:06 PM
isn't there a standard DC 20 tumble check to disengage without invoking an attack of opportunity? Or am I crazy?

Or both...

Fedor
2007-08-14, 08:52 AM
i think the rules cover tumbling threw occupied zones which i think is like a 25 but after playtesting last week i just thought those monster charges are to nasty not to make it hard for them to do them at will :wink: just my 2 cents

YPU
2007-08-14, 10:42 AM
i quite like it, and i think it would also make for great crosclass with ranger and barbarian. you have spend a lot of time on it. small point of note, you have two ram treats, perhaps rename one of the two.

Lord Xaedien
2007-08-14, 09:28 PM
i think the rules cover tumbling threw occupied zones which i think is like a 25 but after playtesting last week i just thought those monster charges are to nasty not to make it hard for them to do them at will :wink: just my 2 cents

well the only way to really make them "hard" is to make it scale somehow...

we initially wanted to use standard rules for the beast to set up the charge... which means they have to figure out how to get away from their opponent to set up the charge... should we instead make it a full round action and include the movement part of the charge as part of the action? What should the beast do to qualify for a successful retreat without incurring an attack of opportunity?

Fedor
2007-08-14, 11:14 PM
you know pj maybe where just over thinking things i must admit my intial opions on the beasts charging in combat coused some fear to me that they may be over powered buuut after reading the basic 3.5 rules on tumbling and charging i think every thing actualy balances itself out, a side note on pounce maybe that should be a restricted abilitie only allowed to a certan advancement tree and or a certain level, all in all i think u and tk did a great job with this class im tempted to run a ogrun beast in witchfire:xykon:

Dryad
2007-08-15, 05:42 AM
I wouldn't call it Pounce, as the Pounce ability allows you to perform a full attack action at the end of a charge. Which is something different.

You can, by the way, perform a full attack action with natural weapons. It's just that monster HD's normally don't allow for them. An unarmed strike is a natural weapon, after all, and counts as a slam attack for all purposes except for the humanoid drawback of normally provoking an AoO.

Perhaps it is better to rename your pounce to Skirmish.

YPU
2007-08-15, 08:30 AM
Also, finish of with a starting package (gold as druid?) and starting age (as barbarian) I say a half-orc with claws would make for a obvious choice.

Lord Xaedien
2007-08-15, 02:11 PM
I wouldn't call it Pounce, as the Pounce ability allows you to perform a full attack action at the end of a charge. Which is something different.

You can, by the way, perform a full attack action with natural weapons. It's just that monster HD's normally don't allow for them. An unarmed strike is a natural weapon, after all, and counts as a slam attack for all purposes except for the humanoid drawback of normally provoking an AoO.

Perhaps it is better to rename your pounce to Skirmish.

I imagine most beasts, who have 2-3 natural attacks would probably take multiattack and use all their natural attacks for a full attack.

Skirmish? Hmm... That's confusing since its the name of the Scout classes main ability (scout, another great multiclass choice for beast BTW). How about Blitz or Rush? Feral Rush?

YPU
2007-08-15, 02:14 PM
i like the sound of blitz, and i dont think there is anything going by that name. there are a few diferent rushes about.

AngelAndrius
2007-08-15, 08:14 PM
I like the whole set up (it´s noob btw). I love any adaptable class and the ways to fairly easily adapt to various climates is a very neat touch.

Volug
2007-08-15, 08:20 PM
this looks COOL. im using it in a new campain with my buds so hope you dont mind :smalltongue:

Volin
2007-08-20, 11:58 AM
All right, sorry for disappearing again for a while.

YPU, I don't have starting packages because this class is actually planned to adapted to the Iron Kingdoms campaign setting, and the starting packages would be IK styled. But for normal D&D, I would give them Barbarian starting gold and a basic leather armor. Maybe a spear.

Dryad, I hate to disagree, but about natural attacks and base attack, you're actually wrong. According to the d20srd (http://www.d20srd.org),


Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm).

The Large creature thing isn't stated in the class, and therefore, those slam attacks would not be improved by Powerful Blow or Ferocity.

And while blitz may be a better name for the ability (and I plan to change that) I have a temporary change to the ability itself.

Blitz- By making a full round action, and a DC (20+ 1 per threatening opponent) Tumble check, the Beast may move up to his move away from an opponent and immediately make a charge attack. If the Beast fails his tumble attempt he falls prone, provokes an attack of opportunity, and the Blitz ability fails.

Maybe that works? Its a little harder, somewhat conidtional, and makes the action a full round (getting rid of any rules fuzziness). Anyway, hopefully this helps to fix the ability.

Fedor
2007-08-21, 11:30 AM
nice i think thats a good improvement leaves you great at single opponents and a little less so against multiples makes me think of a shark attack or some other preadatory movement like that :biggrin: :biggrin: