A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Jormengand's Avatar

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    Oct 2012
    In the Playground, duh.

    Default The Animalist (Class in 30 minutes, PEACH)

    Oh yes, once again, a class made in just 30 minutes! Apart from a lot of copy-paste magic from other hypermundanes, that is... anyway, let's give a warm welcome to our hypermundane druid-equivalent, the animalist!

    Level BAB Fort Ref Will Special
    Overcome Wounds
    Maximum HD/day
    1st +1 +2 +0 +2 Animal Summoning, Shrug Off, Resilience, Righteous Desperation
    2nd +2 +3 +0 +3 Veteran Trick
    3rd +3 +3 +1 +3 Empower Animals
    4th +4 +4 +1 +4 Veteran Trick
    5th +5 +4 +1 +4 Empower Animals
    6th +6/+1 +5 +2 +5 Veteran Trick
    7th +7/+2 +5 +2 +5 Empower Animals
    8th +8/+3 +6 +2 +6 Veteran Trick
    9th +9/+4 +6 +3 +6 Empower Animals
    10th +10/+5 +7 +3 +7 Veteran Trick
    11th +11/+6/+1 +7 +3 +7 Empower Animals
    12th +12/+7/+2 +8 +4 +8 Veteran Trick
    13th +13/+8/+3 +8 +4 +8 Empower Animals
    14th +14/+9/+4 +9 +4 +9 Veteran Trick
    15th +15/+10/+5 +9 +5 +9 Empower Animals
    16th +16/+11/+6/+1 +10 +5 +10 Veteran Trick
    17th +17/+12/+7/+2 +10 +5 +10 Empower Animals
    18th +18/+13/+8/+3 +11 +6 +11 Veteran Trick
    19th +19/+14/+9/+4 +11 +6 +11 Empower Animals
    20th +20/+15/+10/+5 +12 +6 +12 Veteran Trick
    Class Skills:
    All class skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the animalist. Animalists' power comes from their conviction, and part of that is their vow never to use magic.
    Skill Points at 1st Level: (6 + Int modifier) 4
    Skill Points at Each Additional Level: 6 + Int modifier
    Hit Die: 1d10

    Weapon and Armour Proficiency
    Animalists are proficient with every type of weapon, armour or shield ever to come to be.

    Shrug Off
    Animalists can Shrug Off abilities which would hinder, incapacitate or even kill lesser beings. Shrugging Off an ability does not take an action any more than choosing a target to attack does; it is simply a thing that one does, or one does not.

    An animalist who Shrugs Off an effect ignores it. It does not affect the animalist at all, even if it affects an area (irrespective of, for example, whether or not the animalist enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the animalist isn't checked by it, and will automatically check the animalist again next round). Similarly, a animalist can't Shrug Off death by hit point damage, as the animalist would simply die again immedately. This makes the many effects on the table below unlikely at best to come up but they are included for completeness.

    The animalist may Shrug Off an effect in progress, or even one which hasn't taken effect yet (for example, a animalist could Shrug Off a spell's effect upon being struck by it, ignoring it, even if that animalist wasn't aware of the spell until it dealt its effects). Animalists incapable of experiencing the world, such as those who are Dead, Petrified or Unconscious, can't Shrug Off effects. Those who are merely distracted, incapable of acting, or suffering sensory impairment (such as those who are Fascinated, Stunned or simultaneously Blinded and Deafened) can still Shrug Off further effects.

    However, Shrugging Off an effect costs hit points. These hit points are dependent on the severity of the effect being Shrugged Off. Further, if the effect is permanent (except for spell effects and effects which are always or usually permanent), triple the number of hit points needed to remove it. An animalist can't Shrug Off an effect if doing so would kill the animalist. Use the following table to determine the hit point cost:

    Effect Cost
    Ability Damaged 5/point
    Ability Drained/Burned 15/point
    Blinded 10
    Blown Away* 20
    Checked 10
    Confused 10
    Dazed 10
    Dazzled 2
    Dead* 50
    Deafened 10
    Disabled 20
    Dying 30
    Energy Drained 10/level
    Entangled 10
    Grappling* 5
    Knocked Down* 15
    Paralysed 20
    Petrified 30
    Pinned* 5
    Prone* 5
    Spell Lv 0** 3
    Spell Lv 1** 6
    Spell Lv 2** 13
    Spell Lv 3** 21
    Spell Lv 4** 30
    Spell Lv 5** 40
    Spell Lv 6** 51
    Spell Lv 7** 63
    Spell Lv 8** 76
    Spell Lv 9** 90
    Spell Level 10th** 100
    Spell Level 11th*** 111
    Spell Level 12th*** 123
    Spell Level 13th*** 136
    Stable 20
    Staggered 20
    Stunned* 20
    Unconscious As stable/dying
    *These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the veteran won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
    **This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
    ***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).

    Resilience (Ex)
    Animalists are tougher than tough. They reduce any lethal or nonlethal damage they take by 1 per level. This powerful effect will simply negate damage of any type, even special damage such as vile damage. If the damage dealt by an ability is of multiple types, the animalist can choose which type of damage to ignore, or some of each (for example, a fireball with energy admixture (cold) deals both fire and cold damage. A animalist of 4th level could ignore 3 cold and 1 fire damage, not that it's likely to matter). Even untyped damage can be prevented in this way, but some damage results directly from divine power and can't be prevented by any means. That doesn't stop an animalist from reducing any accompanying damage of other types.

    Righteous Desperation (Ex)

    Animalists are masters of improvisation, of getting by, of making do with what they have, and this stems from their conviction, their vow never to use magic. Such is the way of the animalist.

    An animalist who looks about for an improvised weapon to use can as a standard action take a search check whose DC is equal to the price of the item in gold pieces. Passing this check means the animalist finds (and can pick up as part of the check) an improvised weapon of the type for which the veteran is looking. Animalists never take a penalty for wielding an improvised weapon, although the improvised weapons found in this way are usually fragile, and break within a number of uses equal to 10, plus the number by which the search check DC was beaten.

    Animalists might easily not be able to find anything they can fashion into a weapon of the correct type, but unless they are in a barren plain they can probably find something vaguely weapon-shaped.

    Similarly, an animalist can find objects which function as tools, shields, and so forth in a similar manner. Again, they will break after the same number of uses as the weapon might and the veteran gets no penalty for using them.

    Further, an animalist is immune to fear, sickness and tiredness effects (such as shaken, frightened, terrified, cowering, sickened, nauseated, fatigued and exhausted).

    However, the animalist's guile and wit, their devotion and their motivation, all stem from the meaningfulness of the vow: the animalist cannot deliberately and knowingly use magic, psionics, martial strikes or stances, supernatural abilities, or magic or psionic items. They cannot accept direct magical or psionic aid to their person (Fireballing their foes doesn't count), and must take any save against that aid that is given to them. They are encouraged to shun those who repeatedly give them unwanted aid of this nature, and preferably all magic, but this is not actually required and animalist don't bear any particular enmity towards spellcasters, psionicists or initiators.

    An animalist who breaks this vow feels mentally shattered by the transgression, and loses the conviction that fuels animalist abilities (other than class skills, proficiency, and hit dice). These other abilities are regained at a rate of one level per day by adventuring normally as a glorified expert ("Normally" is subjective, but no attempt should be made to avoid combat beyond the usual measure).

    A creature who gets the vow from somewhere else other than a class loses all class abilities if they break the vow, and needs to recover them in the same way. Creatures such as factotums who steal the ability are only affected by breaking the vow for the duration of the ability that copies it.

    Animal Summoning (Ex)

    Animalists can summon a number of animals, vermin, or magical beasts who have no supernatural or spell-like abilities every day. Animalists can only summon creatures whose hit dice are no more than the animalist's level, and the total number of hit dice of creatures summonable in one day is given on Table: The Animalist.

    Despite the name, this is not a summoning effect. Instead, an animal (or magical beast, or vermin) of the animalist's choice wanders to the animalist's location after 1d3 rounds. Due to the animalist's affinity for animals, the animal can be communicated with and receive orders, although due to the animal's almost invariably low intelligence score it won't be able to comprehend complicated instructions.

    Table: Comprehension by Intelligence Score
    Int Comprehension
    1 Go to location with object; attack creature with method; put object in place; turn object; pull object;
    2 Go to place and attack creature with method; go to person with object; manipulate object
    3 Prioritise attacking type of creature; take all objects of type; protect creature; fight using own discretion
    4 Most single instructions containing multiple pieces of information such as take item from person at location with method
    5 Most compound instructions such as kill person, take item from person, go to location and give item to other person.
    6+ Almost all instructions that are not needlessly convoluted

    Animals serve for 18 hours or until slain. They always do what is asked of them by the animalist without complaint.

    Veteran Trick (Ex)
    Every second level, an animalist gets a veteran trick, treating each animalist level as half a veteran level for prerequisites. Veteran tricks can be retrained in the same way.

    Empower Animals (Ex)

    At third level, and every 2nd level thereafter, the animalist calls upon animals with a +1 inherent bonus to each ability score.

    Overcome Wounds (Ex)
    An animalist of at least 6th level is very hard to kill, and no wound inflicted on them hinders them long. They gain fast healing as given on Table: The Animalist.
    Last edited by Jormengand; 2016-02-13 at 03:54 PM.

  2. - Top - End - #2
    Orc in the Playground

    Join Date
    Aug 2014

    Default Re: The Animalist (Class in 30 minutes, PEACH)

    Interesting class, but it's missing lvl 20, aND a HD size unless I just totally missed those.

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: The Animalist (Class in 30 minutes, PEACH)

    Of course: the hit dice is probably d20
    If it is not I am confused.

  4. - Top - End - #4
    Jormengand's Avatar

    Join Date
    Oct 2012
    In the Playground, duh.

    Default Re: The Animalist (Class in 30 minutes, PEACH)

    Ficks'd, though no, the HD is not D20.

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