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playswithfire
2007-10-14, 07:37 AM
I'll write a better descriptive text later but basically I saw that someone was gauging interest in a low-tech, low magic campaign that would allow home brewing and I wanted to come up with a sort of martial adept(took a bit from both warblade and swordsage)/druid(with some changes from PHB2/UA) hybrid; a hunter who has spent so much time stalking his prey and learning how animals, both prey and predator, react in the wild that he learns to mimic their fighting styles and eventually become more and more animalistic, also gaining access to some druid spells. This is what I came up with; first attempt at creating a full 20-level class, so it may not be very well balanced. Would greatly appreciate any feedback.

Tribal Hunter
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+0|
+2|
+2|
+0|Combat Bond|3|3|1

2nd|
+1|
+3|
+3|
+0|AC Bonus|4|3|1

3rd|
+2|
+3|
+3|
+1|Magic of the Wild|5|3|1

4th|
+3|
+4|
+4|
+1|Trackless Step|5|4|2

5th|
+3|
+4|
+4|
+1|Bonus Feat|6|4|2

6th|
+4|
+5|
+5|
+2|Darting Predator|6|4|2

7th|
+5|
+5|
+5|
+2|Beast Within|7|4|2

8th|
+6/+1|
+6|
+6|
+2|--|7|4|2

9th|
+6/+1|
+6|
+6|
+3|Bonus Feat|8|4|2

10th|
7+/+2|
+7|
+7|
+3|--|8|5|3

11th|
+8/+3|
+7|
+7|
+3|Stronger Wild Magic|9|5|3

12th|
+9/+4|
+8|
+8|
+4|--|9|5|3

13th|
+9/+4|
+8|
+8|
+4|Bonus Feat|10|5|3

14th|
+10/+5|
+9|
+9|
+4|--|10|5|3

15th|
+11/+6/+1|
+9|
+9|
+5|Greater Beast|11|6|3

16th|
+12/+7/+2|
+10|
+10|
+5|--|11|6|4

17th|
+12/+7/+2|
+10|
+10|
+5|Bonus Feat|12|6|4

18th|
+13/+8/+3|
+11|
+11|
+6|--|12|6|4

19th|
+14/+9/+4|
+11|
+11|
+6|--|13|6|4

20th|
+15/+10/+5|
+12|
+12|
+6|Stance Mastery|13|7|4

[/table]

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit die: d10.

Class Skills(4 + Int modifier, x4 at first level): Balance, Climb, Concentration, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge(nature), Listen, Move Silently, Spellcraft, Spot, Survival, Swim, Tumble

Weapon and Armor Proficiency: Tribal Hunters are proficient with the following weapons: bladed gauntlet, bow, butterfly knife, dagger, eagle claw, handaxe, kama, kukri, sai, singham, spear, spiked chain, and unarmed strike. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they may assume with wild shape or shifting (see below).

Tribal Hunters are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Tribal Hunter 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) Tribal Hunters are not proficient with shields.

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

Maneuvers Known and Readied: A Tribal Hunter knows and readies maneuvers as a warblade, except as noted here. The disciplines available to a Tribal Hunter are Tiger Claw, Shadow Hand and a variation of Desert Wind in which all maneuvers function the same way except they are based on acid rather than fire. For example, if a maneuver would deal fire damage, it instead does acid damage; and the same with fire resistance being replaced with acid resistance.

Stances Known: A Tribal Hunter learns stances as a warblade

Combat Bond
A Tribal Hunter has spent a lifetime establishing a bond with either his preferred weapon or an animal who hunts with him so at first level, you may select either.
Animal Companion (Ex): A Tribal Hunter may begin play with an animal companion selected from the following list: dog, riding dog, eagle, hawk, owl, snake (Small or Medium viper), or wolf.
or Weapon Bond
You have a natural talent for wielding a single, specific type of weapon such as a longsword or crossbow. From a young age, you demonstrated an advanced mastery of its use. Benefit: Select a single simple, martial, or exotic weapon melee with which you are proficient. You feel so comfortable with the weapon, it feels like an extension of your body, personality, and intellect. You may use your Wisdom score to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action. If you select this option, you do not gain your first level bonus feat. If multiclassing, this option removes your next granted bonus feat.

AC Bonus (Ex): When unarmored or in light armor and unencumbered, the Tribal Hunter adds his Wisdom bonus (if any) to his AC.

Magic of the Wild: Beginning at third level, each day, for each maneuver known, a Tribal Hunter may prepare a spell from the druid spell list of a level less than the maneuver level and may have a spell readied in place of a maneuver. A spell used in this fashion may be readied as if it were a maneuver but a Tribal Hunter is limit to total spell usage per day using the Spell Point variant (page 154 of Unearthed Arcana) but with the bard's spell point progression and bonus points based on Wisdom.

At 11th level, a Tribal Hunter need only use one readied maneuver slot to be able to cast spells up to his spell point limit. This maneuver is not expended when the Tribal Hunter casts a spell. Meaning if a Tribal Hunter can ready five maneuvers, he may have 4 readied maneuvers and the ability to cast spells.

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

Spontaneous Rejuvenation: A Tribal Hunter can convert the stored energy of a spell to invigorate himself and his allies. To use spontaneous rejuvenation, a Tribal Hunter must take a standard action and use spell points equal to those necessary to cast a prepared spell. All allies within 30ft, including the Tribal Hunter gain fast healing for 3 rounds. The fast healing amount is equal to the level of the spell that could have been cast with the used spell points. The fast healing granted by this class feature does not stack with itself or other sources of fast healing.

Bonus Feats: At 5th level and every 4 levels after that (9th, 13th, 17th), a Tribal Hunter gets a bonus feat. A Tribal Hunter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats must be drawn from the following list: Alertness, Adaptive Style, Animal Affinity, Combat Reflexes, Eschew Materials, Extra Readied Maneuver, Gloom Razor, Improved Initiative, Improved Unarmed Strike, Reaping Talons, Self-Sufficient, Silent Spell, Stealthy, Still Spell, Sudden Recovery, Superior Unarmed Strike, Tiger Blooded, Track, Vital Recovery

Darting Predator (Ex):: At 6th level, a Tribal Hunter gains the Mobility feat even if he does not meet the prerequisites.

Beast Within (Su): Beginning at 7th level, a Tribal Hunter may Wild Shape as a druid whose druid level is four less than your initiator level for duration purposes once a day or shift as a Bloodclaw Master once a day. Add half or your Tribal Hunter level to any bloodclaw master levels you have to determine your bloodclaw master level for these shifts. The decision between wild shaping and shifting is made upon reaching level 7 and can not be changed. These usages stack with any existing uses per day of these abilities.

At 15th level, a Tribal Hunter may use the ability chosen at 7th level up to 3 times per day; the usages still stack with other sources of these abilities. If the Tribal Hunter chose the wild shape ability, he may select either Wild Shape (large) or Wild Shape (tiny).

A Tribal Hunter may not use spells while wild shaped but may use maneuvers, though he has may only have half as many maneuvers readied as he would otherwise be able to; he retains the benefit of the stance he was in when she wild shaped but may not change his stance while wild shaped. A shifted character may use spells and maneuvers as usual.

Stance Mastery (Ex): At 20th level, an Tribal Hunter can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

Vadin
2007-10-14, 11:59 AM
Perhaps you should change poison damage to acid damage, as there isn't actually a type of damage called poison damage (at least not yet). Also, nothing has poison resistance, while lots of things have fire resistance, which is a balancing factor for desert wind maneuvers. At least if it was acid some monsters wouldn't be so susceptible to it.

playswithfire
2007-10-14, 12:16 PM
Poor choice of wording on my part. Thanks for pointing that out. Any other comments?

*Goes to make that wording change

Finerty
2007-10-14, 10:16 PM
Might I suggest Demented_One's Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816) discipline instead of an acidic Desert Fire?

playswithfire
2007-10-15, 08:00 AM
Oncoming storm looks interesting; skimmed it so far and I'll take a more detailed look later, but what I was trying to do with acidic desert wind was to represent a snake's quick weaving motion followed by poisonous attacks to complement a wolf/tiger's many rapid strikes represented by tiger claw and the whole stalking predator aspect of Shadow Hand.