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Mika the goblin
2023-11-20, 09:49 PM
Beastial Charger

From the outland barbarian to the valorous knight, the beastial charger is any who crave violence and the eternal brotherhood born from it. Raising great beasts and monsters to serve as mounts, all fear the eternal bond between the rider and their battle bread steed.

Alignment: Any

Hit Die: d12

Starting Wealth: 6d4 x 10
Class SkillsBalance, concentration, craft, diplomacy, handle animal, intimidate, jump, knowledge (nature), knowledge (dungeoneering), ride, and use rope.

Skill Ranks Per Level: 4 + Int




Table: Class Name


Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Maneuvers and Stances Known*

Maneuvers Readied













1st

+1

+2

+0

+0

Special Mount, Mounted Combat, Rearing

2 Maneuvers, 1 Stance

2



2nd

+2

+3

+0

+0

Rider’s Grace

3 Maneuvers, 1 Stance

2



3rd

+3

+3

+1

+1

Ride by Attack, Mounted Mobility

4 Maneuvers, 1 Stance

2



4th

+4

+4

+1

+1

War Call, Rearing

4 Maneuvers, 1 Stance

2



5th

+5

+4

+1

+1

Aura of fear/courage

5 Maneuvers, 2 Stances

3



6th

+6/+1

+5

+2

+2

Mettle, Mounted Strike

5 Maneuvers, 2 Stances

3



7th

+7/+2

+5

+2

+2

Rearing

6 Maneuvers, 2 Stances

3



8th

+8/+3

+6

+2

+2


6 Maneuvers, 2 Stances

3



9th

+9/+4

+6

+3

+3


7 Maneuvers, 3 Stances

4



10th

+10/+5

+7

+3

+3

Rearing, Victory Call

7 Maneuvers, 3 Stancess

4



11th

+11/+6/+1

+7

+3

+3


8 Maneuvers, 3 Stances

4



12th

+12/+7/+2

+8

+4

+4

Improved Mounted Strike, Improved Mettle

8 Maneuvers, 3 Stances

4



13th

+13/+8/+3

+8

+4

+4

Rearing

9 Maneuvers, 3 Stances

5



14th

+14/+9/+4

+9

+4

+4


9 Maneuvers, 3 Stances

5



15th

+15/+10/+5

+9

+5

+5

Call to Challenge

10 Maneuvers, 4 Stances

5



16th

+16/+11/+6

+10

+5

+5

Rearing

10 Maneuvers, 4 Stances

5



17th

+17/+12/+7

+10

+5

+5


11 Maneuvers, 4 Stances

6



18th

+18/+13/+8

+11

+6

+6

Greater Mounted Strike, Improved Aura

11 Maneuvers, 4 Stances

6



19th

+19/+14/+9

+11

+6

+6

Rearing

12 Maneuvers, 4 Stances

6



20th

+20/+15/+10

+12

+6

+6

Resounding Call, Rearing

12 Maneuvers, 4 Stances

6








Class Feature: Special Mount




Special Mount (Sp): At first level, a beastial charger gains the service of an unusually intelligent, strong, and loyal steed to serve her (see the sidebar). This mount is a magical beast that levels with the beastial charger and is always one size category larger than its rider.
Once per day, as a full-round action, a beastial charger may magically call her mount to her side. The mount immediately appears adjacent to the beastial charger.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Equal to a spell level 1/3 the beastial charger’s level. Should the beastial charger’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The beastial charger may not gain another level of beastial charger, unless the mount is somehow returned from the dead. During the absence* of their mount, the beastial charger takes a -2 penalty on all attack and weapon damage rolls.


Leveling a mount: Each mount’s level is equal to your level in Beastial Charger + ½ your non Beastial Charger levels (that is any level you have taken that has not increased your progression in this class) minimum 1. The charger’s mount is different from others of its species, having been raised from birth by its rider. The HD for each type of mount is always a d10, unless upgraded via evolution from the rearing list. The mount’s size is always one size category above its rider i.e. a Bulette ridden by a goblin would be medium sized, rather than huge, unless upgraded by evolution. A mount gains 8 skill points at first level and 4 points per level after and is not affected by modifiers. As a magical beast, it grows much faster than most sapient races, gaining 1 ability point each level. Mounts gain a feat at levels 1, 3, 6, 9, 12, 15, and 18. A mount’s saves are always the same as its rider’s.


Choosing a Mount: The primary difference between mounts are their special abilities and means of transportation, as all mounts start with the same ability scores. All mounts start with the Run feat.
20 str, 13 dex, 16 con, 3 int, 12 wis, 8 cha


Brown Bear:
Improved Grab (https://www.d20srd.org/srd/specialAbilities.htm#improvedGrab)
To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple (https://www.d20srd.org/srd/combat/specialAttacks.htm#grapple) as a free action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) without provoking an attack of opportunity (https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm).
Speed: 40ft.
+5 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 1d8 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 2d6
Low-light vision (https://www.d20srd.org/srd/specialAbilities.htm#lowLightVision), scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Boar:
FerocityA dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled (https://www.d20srd.org/srd/conditionSummary.htm#disabled) or dying (https://www.d20srd.org/srd/conditionSummary.htm#dying).
Speed: 40ft.
+6 Natural armor.
Gore 1d10
Low-light vision (https://www.d20srd.org/srd/specialAbilities.htm#lowLightVision), scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Bulette:
Leap (Ex (https://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each at its highest attack bonus, but it cannot bite.
Speed: 40ft. Burrow 10ft.
+8 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 1d8 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 2d6
Dark vision (https://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) 60ft, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent), tremorsense 60ft


Griffon:
Pounce (https://www.d20srd.org/srd/specialAbilities.htm#pounce)If a griffon dives upon or charges (https://www.d20srd.org/srd/combat/specialAttacks.htm#charge) a foe, it can make a full attack (https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack), including two rake (https://www.d20srd.org/srd/specialAbilities.htm#rake) attacks.
Rake (https://www.d20srd.org/srd/specialAbilities.htm#rake)Gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon (https://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons) in a grapple.
Speed: 30ft. Fly 80ft (average).
+6 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 1d6 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 2d6
Dark vision (https://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) 60ft, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Monitor:
Swallow Whole
If a monitor begins its turn with an opponent held in its mouth (see Improved Grab (https://www.d20srd.org/srd/specialAbilities.htm#improvedGrab)), it can attempt a new grapple check (https://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks) (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage.


Speed: 30ft. Swim 30ft. Climb 10ft.
+3 Natural armor.
Bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d8
Low-light vision, scent, may take a 10 on swim and climb checks.


Krenshar:
ScareAs a standard action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions), a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff (https://www.d20srd.org/srd/skills/bluff.htm) check with a +3 bonus).
Combining this scare ability with a loud screech produces an unsettling effect that works like a scare (https://www.d20srd.org/srd/spells/scare.htm) spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural (https://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities), sonic (https://www.d20srd.org/srd/specialAbilities.htm#sonicAttacks) mind-affecting fear (https://www.d20srd.org/srd/specialAbilities.htm#fear) effect. The save DC is Charisma-based.
Speed: 40ft.
+3 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 1d6 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d8
Dark vision (https://www.d20srd.org/srd/specialAbilities.htm#lowLightVision) 60ft, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Lion:
Improved Grab (https://www.d20srd.org/srd/specialAbilities.htm#improvedGrab)To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple (https://www.d20srd.org/srd/combat/specialAttacks.htm#grapple) as a free action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) without provoking an attack of opportunity (https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm). If it wins the grapple check (https://www.d20srd.org/srd/combat/specialAttacks.htm#grappleChecks), it establishes a hold and can rake (https://www.d20srd.org/srd/specialAbilities.htm#rake).
Pounce (https://www.d20srd.org/srd/specialAbilities.htm#pounce)If a dire lion charges (https://www.d20srd.org/srd/combat/specialAttacks.htm#charge), it can make a full attack (https://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack), including two rake (https://www.d20srd.org/srd/specialAbilities.htm#rake) attacks.
Rake (https://www.d20srd.org/srd/specialAbilities.htm#rake)Gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual -4 penalty for attacking with a natural weapon (https://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons) in a grapple.
Speed: 40ft.
+4 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 1d6 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d8
Low-light vision, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Manticor:
SpikesWith a snap of its tail, a manticore can loose a volley of six spikes as a standard action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#standardActions) (make an attack roll (https://www.d20srd.org/srd/combat/combatStatistics.htm#attackRoll) for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Speed: 30ft. Fly 50ft (clumsy)
+6 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 2d4, bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d8 and spike (ranged) 1d8 (19-20)
Dark vision 60ft, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent), (does not speak)


Owlbear:
Improved Grab (https://www.d20srd.org/srd/specialAbilities.htm#improvedGrab)To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple (https://www.d20srd.org/srd/combat/specialAttacks.htm#grapple) as a free action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) without provoking an attack of opportunity (https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm).
Speed: 30ft. Climb 10ft.
+5 Natural armor.
2 claws (https://www.d20srd.org/srd/specialAbilities.htm#claworTalon) 2d4 and bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d10
Dark vision 60ft, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent)


Wolf:
TripA dire wolf that hits with a bite attack can attempt to trip (https://www.d20srd.org/srd/combat/specialAttacks.htm#trip) its opponent (+11 check modifier) as a free action (https://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions) without making a touch attack (https://www.d20srd.org/srd/combat/combatStatistics.htm#touchAttacks) or provoking an attack of opportunity (https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm). If the attempt fails, the opponent cannot react to trip the wolf.
Speed: 50ft.
+3 Natural armor.
Bite (https://www.d20srd.org/srd/specialAbilities.htm#bite) 1d8
Low-light vision, scent (https://www.d20srd.org/srd/specialAbilities.htm#scent), pack tactics.


Weapon and Armor Proficiency




Bestial Chargers are proficient with light and medium armor, as well as all light, simple, and one handed martial weapons.



Class Feature: Feats




Mounted Combat
Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

Ride-By Attack
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Mounted Mobility
If you are mounted, you and your mount get a +4 dodge bonus to Armor Class against attacks of opportunity provoked when your mount moves through a threatened square. A condition that makes you or your mount lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.



Class Feature: Rider’s Grace





As paladin’s Divine Grace ability.



Class Feature: War Call




War Call
While making a charge, let out a mighty yell as an intimidation check (dc 10 + targets hd) if both check and attack are successful, target and other opposing enemies within 30 ft of line of movement are shaken for 1d3 rounds, will save neg (dc equal to 10 + ½ your level + your charisma modifier).

Victory Call
War Call now grants all allies within 30 ft of line of movement a +2 moral bonus to hit and damage for 1d3 rounds.

Call to Challenge
War Call bonus now lasts 1d6 rounds, and the target of the charge must now make a choice; accept your challenge or run. If the challenge is accepted, they are immune to the fear effect of your call, and may make a stand against your charge. Both combatants roll an opposed strength check ( you use your mount strength modifier instead of your own), you gain a +4 to hit with the charge. If you win, the target is now prone, all other effects of the charge now apply. All other targets now get a -8 to the will save against the fear effect of your call, if they fail, they become panicked instead of shaken. If you lose the challenge, your charge is halted and you are flung 10 ft from your mount and are now prone, all other targets get +4 against your call’s fear effect. Your allies do not gain the moral bonus. If the challenge is not accepted, the target may attempt to flee up to ½ their movement, if they successfully move out of the way of the charge, the charge fails and they are safe, if they do not move out of the way, treat it as a critical hit. Either way, if the target flees, other targets get a -4 penalty to your fear effect, and your allies gain the bonus.

Resounding call
War Call now confers a 2d10 bonus to the damage of the charge, and affects enemies 60ft within line of movement. Also if you win the challenge, your allies gain a +4 moral bonus instead of +2, as well as gaining a +2 dodge bonus for the duration.If target attempts to flee, they now move 5ft per 30ft you move during the charge, and the attack now counts as a coup de gras. If a target fails it’s will save by at least 10, they will automatically disarm themselves as they flee. If you lose, your allies still gain the normal moral bonus. you may now make a dc 18 reflex save to stay mounted. Target is no longer immune to the fear effect when accepting the challenge.



Class Feature: Rearing




The beastial charger may choose to add one of the following perks to their mount. Once chosen, they cannot be changed.
Bonus feat, Fast healing 2 (requires mount has at least 4 HD, stacks if chosen multiple times), +2 to any one ability score, WarBeast template (requires mount has at least 7 HD), Evolution* (requires mount has at least 10 HD), +4 ranks in the skill of your choice, Monster of Legend template (requires mount has at least 13 HD, bypasses all other prerequisites, may now level as monster of legend), Choose 2 additional options from the Monster of legend ability list (requires monster of legend template).



Class Feature: Aura




Upon reaching 5th level the beastial charger must choose; aura of fear (see dread necromancer) or aura of courage (see paladin). May not change this choice later. May not have both, unless obtained from another source.

Improved aura
Your fear/courage aura effects now have double the range and effect.



Class Feature: Mettle




Mettle
You can resist magical attacks with greater effectiveness than other warriors. Beginning at 6th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or asleep

Improved Mettle
Improved mettle is like mettle, except that even on a failed saving throw the character is only subject to a lesser effect.



Class Feature: Mounted Strike




Mounted Strike
Full round action that allows you to move your mounts full movement (you do not have to move in a straight line) and make an attack against each enemy you pass within reach of, moving through enemy threatened squares does not provoke an attack of opportunity, you attack each enemy once at your highest attack bonus, taking a -2 penalty to each enemy you attack after the first.
at 12th lvl, this is improved so that you may hit the same enemy twice provided that you move at least 10 ft away from them before another attack is made, also, you instead take a -2 penalty after every other enemy, while gaining an additional 1d6 damage to your first target.
at 18 lvl, this is improved again, so that you don't take any attack penalties for multiple targets, and may hit the same target as many times as you like provided you move at least 10 ft away before each new attack, as well as doing an additional 1d6 damage to all targets.



Class Feature: Stances and Maneuvers




Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Iron Heart, Tiger Claw, and White Raven.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by beastial chargers is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered beastial charger level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover an expended maneuver allowing your mount to make a full attack action. During this round, you cannot take any other actions, if you do this, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to beastial chargers. At 5th, 9th and 115th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.





Class Feature: Evolution




Evolution
Is one of the options available from rearing. If chosen, your mount’s HD are increased to d12s and is given Powerful build (if the mount's size is medium or smaller, increase its size 1 rank instead). In addition, your mount gains new abilities based on its type.

Bear: Swim 30ft, dr 2/-, natural weapons now count as both magic and adamantine for overcoming dr

Boar: Vorpal Tusks, Trample

Bulette: +10ft Burrow speed, +4 natural armor

Griffon: Smite (as paladin of its level)

Monitor: Petrifying Gaze (as basilisk)

Krenshar: Poison (Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based), Pack Tactics

Lion: Sonic attack (can focus sonic (https://www.d20srd.org/srd/specialAbilities.htm#sonicAttacks) energy in a 20ft cone. Deals 2d6 sonic damage 1d3 turns before it can be reused)

Manticore: May now speak common, spikes now cause paralysis (DC (https://www.dandwiki.com/wiki/SRD:DC) 15 Fortitude save (https://www.dandwiki.com/wiki/SRD:Saving_Throw) or be paralyzed (https://www.dandwiki.com/wiki/SRD:Paralyzed) for 1d4+1 rounds)

Owlbear: Feather fall (constant effect), 1/day stone skin (as sorcerer of mount’s level)

Wolf: Savage (as brachyurus, but deals 2d6 instead), freezing bite (as winter wolf)

Lvl 2 Expert
2023-11-21, 06:17 AM
I don't really have remarks on the balance or mechanics, it looks fine, if anything a bit low tier at higher levels, like any martial. But as a grammar-grue I'd like to remark that it's usually written as bestial, without the first a. (Although apparently beastial is an obsolete/historic form of the word, so you can argue it actually works better for the setting?)

H_H_F_F
2023-11-21, 01:03 PM
You don't say anything about refreshing your maneuvers, which is pretty crucial. Every other class has a mechanic for that.

Low Mount... doesn't do anything? There's nothing stopping you from initiating maneuvers and stances on horseback. I guess it could be interpreted that if I was to take martial study for certain Stone Dragon domains, it'd work?

The mount is far stronger than usual for things like this, and the rules are sort of unclear (Is a mount reduced to your HD, or do you get no mount at level 1? If reduced to your HD, what do you do with ability score increases? Do you truly think a 1 HD bullete is an appropriate level 1 feature?)

Call to challenge is badly written. Leaving aside how silly I find the premise ("Oh, by the gods, this man just knocked down this random goblin we have nothing to do with! Run, 20th level fighters, run!" VS "Oh good, our commander fled like a coward and was skewered in the back, nothing to worry about here") "Flee in terror" is not a rules term (are they panicked?), movement out of turn is a mess, you let the gellatenous cube and the flying greatwyrm flee at the exact same pace, etc.


Other than that, it seems fine balance wise for a mid op game. However, I have my doubts that between paladin, ranger, knight, and crusader, it'll get a strong sense of identity.


Have you considered just making the knight from phbII an initiator class? Remove the bonus feats at 5/10/15 and maybe a couple other features, give them access to a couple of disciplines, give them a refresh mechanic more punishing than the warblade but less than the swordsage, and be done with it.

Mika the goblin
2023-11-21, 07:37 PM
Hey, thanks man, I'll re word some of it and throw in some stat blocks for the mounts, their HD is supposed to match your class level, but that sounds like it'll have some issues... Lemme work shop it for a day and see what I can do.

Maat Mons
2023-11-22, 12:54 AM
When composing posts, the top left button switches to WYSIWYG mode. When in this mode, pasting from most word processors preserves most formatting.

So, when you hit level 16, you can get your mount casting as a 5th-level Cleric.

Why would anyone use Evolution to turn a Wolf into a Winter Wolf when Brachyurus is so much better at wolfing?

Dire isn’t a template.

Mika the goblin
2023-11-22, 02:12 AM
thanks for the tip. dire is a template in pathfinder, and has already been removed in favor of expanded utility of evolution. winter wolf was an example, it could be any non sentient lupine. although, i doubt most DMs would allow a level 13 character to ride and epic level monster lol.

Mika the goblin
2023-11-22, 02:40 AM
dont mind me, just rapid posting so it will let me post pictures (need 10 posts apparently)

Mika the goblin
2023-11-22, 02:41 AM
i did manage to find a way to throw in an ability from brachyurus, nerfed down of course

Mika the goblin
2023-11-22, 02:42 AM
this makes six

Mika the goblin
2023-11-22, 02:43 AM
i do have some other class ideas as well

Mika the goblin
2023-11-22, 02:45 AM
might try posting them once i get this one fleshed out

Mika the goblin
2023-11-22, 02:46 AM
........9.

Mika the goblin
2023-11-22, 02:47 AM
i mean, its not even a picture, just a table... is that so much to ask?