Ceefood
|
I always perceived the Paladin as a Cleric/Fighter hybrid & the Ranger as a Druid/Fighter hybrid but I always wanted a Monk/Druid hybrid hence my new class suggestion - the Animalmaster
this is my first attempt at writing a full class so any suggestions or questions as to why I have done what I have please ask
I dont know how to make the last table look right so if anyone can help me with that I would appreciate
Animalmaster
Alignment: Any non evil
Hit Die: D8
Class Skills
The Animalmaster’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Features
All of the following are class features of the Animalmaster.
Weapon and Armour Proficiency: Animalmaster’s are proficient with the following weapons: club, crossbow (any), dagger, handaxe, javelin, kama, longsword, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Animalmaster’s are proficient with light armour, medium armour, and shields (except tower shields).
Spells: An Animalmaster casts divine spells which are drawn from the Animalmaster spell list. An Animalmaster must choose and prepare her spells in advance.
To prepare or cast a spell, the Animalmaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Animalmaster’s spell is 10 + the spell level + the Animalmaster’s Wisdom modifier.
Like other spellcasters, an Animalmaster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3).
An Animalmaster must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. An Animalmaster may prepare and cast any spell on the Animalmaster spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons: Animalmasters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–7 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: An Animalmaster’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
Animal Bond (Ex): At 1st level, an Animalmaster forms a close bond with an animal companion. An Animalmaster may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the Animalmaster on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the Animalmaster advances in level. If a character receives an animal companion from more than one source, her effective Animalmaster levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Animalmaster reaches 4th or 7th level, depending on the companion. If an Animalmaster releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Flurry of Blows (Ex): Starting at 1st level, an Animalmaster can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a Animalmaster special weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the Animalmaster does not meet the prerequisites for the feat). For the purpose of these attacks, the Animalmaster’s base attack bonus is equal to his Animalmaster level - 1. For all other purposes, such as qualifying for a feat or a prestige class, the Animalmaster uses his normal base attack bonus. An Animalmaster applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. An Animalmaster may substitute disarm, sunder, and trip combat manoeuvres for unarmed attacks as part of a flurry of blows. An Animalmaster cannot use any weapon other than an unarmed strike or a special Animalmaster weapon as part of a flurry of blows. An Animalmaster with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike: At 1st level, an Animalmaster gains Improved Unarmed Strike as a bonus feat. An Animalmaster’s attacks may be with fist, elbows, knees, and feet. This means that an Animalmaster may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Animalmaster striking unarmed. An Animalmaster may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually an Animalmaster’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. An Animalmaster’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Animalmaster also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3–10. The unarmed damage values listed on Table 3–10 is for Medium Animalmasters. A Small Animalmaster deals less damage than the amount given there with his unarmed attacks, while a Large Animalmaster deals more damage; see Small or Large Animalmaster Unarmed Damage on the table given below.
Small or Large Animalmaster Unarmed Damage
Damage Damage
Level (Small Animalmaster) (Large Animalmaster)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Evasion (Ex): At 2nd level or higher, an Animalmaster can avoid damage from many area-effect attacks. If an Animalmaster makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an Animalmaster is wearing light armour or no armour. A helpless Animalmaster does not gain the benefit of evasion.
Nature Sense (Ex): At 2nd level an Animalmaster gains a +2 bonus on Knowledge (nature) and Survival checks.
Bonus Feat: At 4th level and every 4 levels thereafter, an Animalmaster may select a bonus feat. These feats must be taken from the following list: Acrobatic, Athletic, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple and Improved Initiative. At 8th level, the following feats are added to the list: Blind fight, Combat Casting, Combat Reflexes, Improved Feint, Improved Trip, and Mobility. At 12th level, the following feats are added to the list: Acrobatic Steps, Improved Critical, Improved Lightning Reflexes, Improved Vital Strike and Spring Attack. An Animalmaster need not have any of the prerequisites normally required for these feats to select them.
Wild Empathy (Ex): A Animalmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4). The Animalmaster rolls 1d20 and adds her Animalmaster level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Animalmaster and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. An Animalmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Improved Evasion (Ex): At 10th level, an Animalmaster’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Animalmaster does not gain the benefit of improved evasion
Cat’s Jump (Ex): At 14th level, a Animalmaster adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
Venom Immunity (Ex): At 18th level, an Animalmaster gains immunity to all poisons.
Animal Whirlwind (Ex): Upon reaching 20th level the Animalmaster and her animal companion become a terrifying force having fought together for so long. When both the Animalmaster and the animal companion start in the same square in combat they both may make one attack using the highest BAB of either of them & engage every target within reach while still using any bonuses granted by abilities, feats and spells. This attack may be used a number of rounds per day equal to 4 + Wisdom modifier and these rounds need not be consecutive.
ANIMALMASTER SPELLS
0-Level Animalmaster Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Animalmaster Spells
Alarm: Wards an area for 2 hours/level.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals only.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Faerie Fire: Outlines subjects with light, cancelling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Summons creature to fight.
2nd-Level Animalmaster Spells
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armour.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyses one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Others: You take half of subject’s damage.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
3rd-Level Animalmaster Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Continual Flame: Makes a permanent, heatless light.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Daylight: 60-ft. radius of bright light.
Dominate Animal: One animal obeys your silent mental commands and orders.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally III: Summons creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Animalmaster Spells
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature’s Ally IV: Summons creature to fight.
5th-Level Animalmaster Spells
Animal Growth: One animal doubles in size.
Awaken: Animals only gain human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Insect Plague: Wasp swarms attack creatures.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Stone skin: Grants DR 10/adamantine.
Summon Nature’s Ally V: Summons creature to fight.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Animalmaster Spells
Blade Barrier: Wall of blades deals 1d6/level damage.
Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
Summon Nature’s Ally VI: Summons creature to fight.
Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Animalmaster Spells
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Summon Nature’s Ally VII: Summons creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
True Seeing: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8th-Level Animalmaster Spells
Animal Shapes: One ally/level polymorphs into chosen animal.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Deals 10 damage/level to one subject.
Fire Storm: Deals 1d6/level fire damage.
Summon Nature’s Ally VIII: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9th-Level Animalmaster Spells
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Heal, Mass: As heal, but affects 1 subject/level.
Implosion: Inflict 10 damage/level to one creature/round.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Summons creature to fight.
Sympathy: Object or location attracts certain creatures.
Saves Flurry Of Blows BAB Unarmed damage for Med size Spells per Day
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal Bond, flurry of blows ,orisons, unarmed strike, -2/-2 1D6 3 1 --- --- --- --- --- --- --- ---
2nd +1 +3 +0 +3 Evasion, Nature sense -1/-1 1D6 4 2 --- --- --- --- --- --- --- ---
3rd +2 +3 +1 +3 +0/+0 1D6 4 2 1 --- --- --- --- --- --- ---
4th +3 +4 +1 +4 Bonus Feat +1/+1 1D8 4 3 2 --- --- --- --- --- --- ---
5th +3 +4 +1 +4 +2/+2 1D8 4 3 2 1 --- --- --- --- --- ---
6th +4 +5 +2 +5 wild empathy +3/+3/-2 1D8 4 3 3 2 --- --- --- --- --- ---
7th +5 +5 +2 +5 +4/+4/-1 1D8 4 4 3 2 1 --- --- --- --- ---
8th +6/+1 +6 +2 +6 Bonus Feat +5/+5/+0 1D10 4 4 3 3 2 --- --- --- --- ---
9th +6/+1 +6 +3 +6 +6/+6/+1 1D10 4 4 4 3 2 1 --- --- --- ---
10th +7/+2 +7 +3 +7 Improved Evasion +7/+7/+2 1D10 4 4 4 3 3 2 --- --- --- ---
11th +8/+3 +7 +3 +7 +8/+8/+3/-2 1D10 4 4 4 4 3 2 1 --- --- ---
12th +9/+4 +8 +4 +8 Bonus Feat +9/+9/+4/-1 2D6 4 4 4 4 3 3 2 --- --- ---
13th +9/+4 +8 +4 +8 +10/+10/+5/+0 2D6 4 4 4 4 4 3 2 1 --- ---
14th +10/+5 +9 +4 +9 Cat’s Jump +11/+11/+6/+1 2D6 4 4 4 4 4 3 3 2 --- ---
15th +11/+6/+1 +9 +5 +9 +12/+12/+7/+2 2D6 4 4 4 4 4 4 3 2 1 ---
16th +12/+7/+2 +10 +5 +10 Bonus Feat +13/+13/+8/+3 2D8 4 4 4 4 4 4 3 3 2 ---
17th +12/+7/+2 +10 +5 +10 +14/+14/+9/+4 2D8 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Venom Immunity +15/+15/+10/+5 2D8 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 +16/+16/+11/+6 2D8 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Bonus Feat, Animal Whirlwind +17/+17/+12/+7 2D10 4 4 4 4 4 4 4 4 4 4
| Sean FitzSimon |
kyrt-ryder wrote:Honestly, it's overpowered. It's got about 85% of the druid's capacity, and at least as much of the monk's. It comes out hella powerful, and beats the snot out of anything core.Hmm, perhaps the alignment restriction should be "Any Evil" then. :P
Or simply give it bard-style casting. After all, this class can't seem to decide if its a spellcaster or a melee fighter. Bard sounds like a good base.
| mdt |
Have to agree with above, it's a bit overpowered. Plus, it get's medium armor but still has flurry of blows.
I'd make the following changes :
Get rid of Flurry of Blows, and get rid of medium armor.
Keep it light armor and keep the unarmed damage increases. I'd also add on to those that the class retains those increases to unarmed damage in animal form if it uses a polymorph spell. Basically increase the animal's attacks by the same number of advancements as the human form's.
I'd also reduce it to 1/3rd spell progression, rather than 1/2, letting them get a maximum of 6th level spells.
| Sean FitzSimon |
Ok, I've given it some thought. Here are my suggestions to make this base class balanced against the other base classes. As it stands, it's retardedly powerful.
Remove the bonus feats. I have no idea why you'd give a casting class so many bonus feats- look at the cleric.
Remove all weapon proficiencies. Animal masters should fight only with their bare hands. Ditch proficiencies with shields as well.
Limit spellcasting to 6 levels, ala bard. Keep it as a prepared caster.
Grant some bonus movement speeds, but probably not at the pace Monks get it.
Honestly, I would probably get rid of flurry of blows. It's simply too powerful for a casting class- especially one that has a built in flanker.
Why venom immunity? I don't think its too powerful, I'm just curious as to why they get it.
Delay access to evasion, perhaps 8th or 9th level.
Ceefood
|
thanks for that guys
I combined the Monk & Druid classes & these are the changes I made -
Monk changes –
Removed the extra attacks from flurry of blows that the monk gets except the first one & the BAB is one lower than the monk at the same level – so monk gets more attacks & hits more often
Took the monk bonus feats & chose more appropriate ones, reduced the number by two & started them later
Moved Imp Evasion to one level later
Moved the High jump (Cats jump) from level 5 to 14
Moved venom immunity from 11 – 18 – gave it that on the fluff reason that being with animals of different kinds including venomous ones he would eventually gain immunity after numerous bites hence the late level gained.
Removed other monk abilities especially AC bonus from Wis & fast movement
Druid changes –
Kept nature bond as animal bond but restricted it to animal bond – not much of a change I know
Kept nature sense but moved to level 2
Kept wild empathy but moved from level 2 to level 6
Kept spell allowance but altered spells known and reduced number compared to druid list – ie. no plant spells
Venom immunity for druid was even earlier so now larger gap when compared to this class
Removed all other abilities especially wildshape
In short I traded wildshape for flurry at a reduced ability compared to monk - some wildshape forms a druid gets multiple attacks (see shifter druid thread)
Traded 5 druid abilities for 3 monk abilities
Gave venom immunity which both classes had but at a much later level
Added bonus feats from monk at reduced rate – maybe still too many but this is the only thing I thought might have been too much for class
So based on the above do you still think this makes the class too powerful ??
| mdt |
So based on the above do you still think this makes the class too powerful ??
Hard for me to do it in my head, it would be easier to tell if it was laid out again like in the first post.
May I point out though that you're really not getting anything new with this build? Not complaining, just saying, if you are going to merge the two you should come up with some custom ability that is just for them.
If I can make another suggestion?
Take away the spells completely. In their place, give him the shapeshift ability from the PHBII. It was a druid special ability. Basically, it took up animal companion and wild shape and let you assume one of a 5 animal forms. For this guy, I'd go with 1-5 (Panther/Wolf/Boar Whatever they prefer, but it's just beast-shape I at will, self only, limited to one form they pick at 1st level). Then at 6-10 give them Beast-Shape II (Again, at will, one animal form only). 11-15 Beast Shape III, and 16-20 Beast Shape IV.
So, you'd have a unique creature that had the boosted speed from the monk, some of the hand-to-hand ability, an animal companion and the ability to be an animal at will. You could move the venom back down, not a major thing that.
This character wouldn't step on either the druid or the monk, the druid would have spells and versatility, the monk all the nifty super secret bonuses and wisdom bonus to AC.
| mdt |
Thanks MDT
my last post was listing what I did in the first post ie I didnt change the first post but explained in better detail where I got everything frombut as for your ideaas I like some of them & will think it over
The concept came from the EQ Beastlord class
LOL
That explains why I couldn't visualize any changes. :)
And no problem, happy to post.
Dark_Mistress
|
Well since you are going for the EQ beastlord which I liked a lot in EQ. My first suggestion would be to change the spell progression to be like a bard. Then drop flurry of blows. Then it might be ok, hard to say with out playing but i think that would be a lot closer.
Also as a note you do know Sword and Sorcery did a EQ D20 game, just FYI. You might be able to still find it, pretty sure they had this class in it, might be a good place to start to make a PFRPG version.
NOM NOM NOM
|
If I might chime in again, I see absolutely NO reason why this should be a non-evil class.
Combination monk/druid would leave you with Lawful Neutral, and that's definitely a new twist on the alignment, but seriously, I can visualize a lot of very interesting badguys that are beastmasters.
So why the restriction? It just seems like another "no evil players" ultimatum, it belongs as a table rule/house rule, not a class rule. Now, if, on the other hand, the class taps into a good power source, that's another matter entirely.
So flavor it out, give us the juicy brai- I mean details, yes, details.
Ceefood
|
to NOM
Actually I like evil chars but partly from a suggestion from my partner the reason is this - Beastmasters are supposed to love or be friends with their animal companions - they are not intended to be slaves to the Beastmasters whim so no evil aligned chars who are likely to treat their companions as fodder
does that make sense ? & seem reasonable