| Dragon78 |
Wildborn
LV
1)Track, Unarmed Strike, Wild Empathy, Wild Armor
2)Athletic, Uncanny Dodge, Woodland Stride
3)Endurance, Favored Terrain
4)Nature's Bond, Tough Skin+1
5)Evasion, Heightened Senses
6)Disease Immunity, Terrain Mobility
7)Bonus Feat, Swift Tracker
8)Improved Favored Terrain, Tough Skin+2
9)Power of Nature
10)Improved Heightened Senses, Improved Uncanny Dodge
11)Bonus Feat, Venom Immunity
12)Tough Skin, Wild Speech
13)Call of the Wild
14)Improved Evasion, Slippery Mind
15)Bonus Feat, Greater Favored Terrain
16)Greater Heightened Senses, Tough Skin+4
17)Hide in Plain Sight
18)Freedom of Movement
19)Bonus Feat, Nature's Ally
20)Master of His Domain
HD: d12
BA: Fighter
Good Saves: Fort, Ref
SP: 6+Int
Weapon Prof. Dagger, Club, Spear, Great Club, Quarterstaff, Sap, Short Bow, Long Bow, Kukri, Boomarang, Whip, Net, Hand Axe, Throwing Axe, Short Spear, Long Spear, Javelin, Dart, Blowgun, Bolas, and Sling
Armor Prof. No Armor but prof. with all shields(except tower).
Class Skills
Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Intimidate, K(Geography), K(Local), K(Nature), Perception, Perform, Ride, Sense Motive, Stealth, Survival, Swim.
Wild Armor- Use Cha Mod for AC and CMD, loose this bonus if wearing armor or carrying a medium lode. Shields still can be used otherwise like the monk AC ability.
Unarmed Strike-as a monk 1/2 his level for dice damage, based unarmed damage is 1d4.
Athletic-Add 1/2 level on Acrobatic, Climb, and Swim checks
Favored Terrain-As ranger ability(except Planes and Urban) must choose terrain that you were raised in. You also gain the benefits of endure elements while in your favorite terrain.
Nature's Bond-Choose a familiar(wizard lv=class lv) or animal companion(druid lv -2)
Tough Skin-Gain a natural armor bonus.
Heightened Senses-Gain low-light vision and darkvsion 30ft, if you already have low-light vision it is doubled, if you already have darkvision add 30ft range(120ft max).
Terrain Mobility- gain special movement bonus based on terrain you were raised: cold(Full movement on snow/ice), Desert(+10 land speed or burrow speed 15ft), Forest(climb speed 20ft), Jungle(climb speed 20ft or swim speed 30ft), Mountains(climb speed 20ft), Plains(+10ft land speed), Swamp(full movement in swamps or swim speed 30ft), Underground(burrow speed 15ft or Climb speed 20ft), Water(swim speed 30ft)
Bonus Feats- Dodge, Mobility, Improved Bullrush, Great Fortitude, Iron Will, Lightning Reflexes, Nimble Moves, Improved Trip, Power Attack, Cleave or Improved Grapple.
Improved Favorite Terrain-bonus becomes +4 and gain fast healing 1 while in is favorite terrain.
Power of Nature-Gain a +2 Inherent bonus to Str, Dex, or Con, and additional +2 at level 13, and again at level 17. These bonus stack with each other.
Improved Heightened Senses-Darkvision 60ft(or increases by 60ft, 120ft max) and the scent ability.
Wild Speech(SP)-can use speak with animals, speak with plants and stonetell each once per day as a spell like ability, caster level equal to class level.
Call of the Wild(SU)-Once per day you can let out a mighty yell and one round later an animal or animals will appear to help you. This ability acts like Summon Nature's Ally VII but summons creatures of the animal type or vermin types. At 15th level this acts as Summon Nature's Ally VIII, and as Summon Nature's Ally IX at 17th. You can use this ability 2/day at level 19.
Greater Favored Terrain-The bonus becomes +6, you gain a +2 dodge bonus to AC and a +2 competence bonus to your will saves while in your favorite terrain.
Greater Heightened Senses-You gain tremor sense 30ft while on land and blindsense 30ft while in water.
Freedom of Movement(SU)you gain this as a constant effect.
Nature's Ally- Creatures of the animal, vermin, and plant types will not attack unless magical compelled or a they are evil aligned.
Master of His Domain-Favored Terrain bonus becomes +8, You no longer need to eat or drink to survive, you only need 2 hours of sleep each day. You no longer age and are not effected by magical aging effects and you also gain fast healing 5. While in your favorite Terrain you also gain regeneration 1(acid).
| Browman |
not going to lie but this looks pretty broken, stronger and less restrictive animal companion than ranger, free inherent bonuses to all physical stats, movement bonuses, bonus feats, better favoured terrain, lots of HP, free dark vision/ low light vision, scent.
Right now I would say it is clearly better than a ranger as you give up spells, favoured enemies and martial weapons for a slew of abilities and a better animal companion. And given how many skills you have and with Cha as an important stat, what is to stop you from grabbing UMD and getting some useful low level wands.
Personally I would look at making this a barbarian archtype rather than trying to make an entirely new class. It should make things somewhat less broken.
But if you want to stick with this:
1 nothing at this level looks to bad
2 move woodland stride or uncanny dodge to a higher level
3 nothing looks to bad here
4 keep natures bond as the same level mods as a ranger, tough skin
5 grant low light vision or dark vision or a buff to one of them, I would remove evasion entirely
6 I would keep this as terrain mobility only
7 Swift tracker only
8 seems somewhat reasonable
9 I would give a +2 bonus to one stat only
10 once again give a choice of +darkvision or scent, no improved uncanny dodge
11 Venom and disease immunity (only for effects from favoured terrain), no bonus feat
12 Wild Speach, tough skin
13 Call of the Wild
14 Slippery mind only
15 Greater favoured terrain only
16 Grant one of the sense bonus options given at earlier levels, tough skin
17 Hide in plain sight
18 Freedom of movement (would reduce to a number of rounds a day, say 10)
19 Natures ally only
20 I would drop this to +8 Favoured terrain, half normal sleep for race, and fast healing 5
| Dragon78 |
Yeah I agree should have made it like the ranger animal companion.
Because you can take improved familiar and the familiar's HP is based on 1/2 of your classes which in this case could be useful. Though I would like to think of a third option for that ability instead of an animal companion or familiar.
Kraven the Hunter is a Ranger with favored enemies of animal and human.
Actually the stat boost is a +2 to one stat at level 9, then at 13th you get another +2 to one stat(even the same one), then finally at level 17th you get the final +2.
While the class has a lot abilities it will not be as big of a damage dealer as fighters, Barbarians, Rangers, or Paladins can be.
| Browman |
He might be slight weaker at direct combat than those classes but his abilty to be almost as good as them and an unbelievably awesome scout, by mid-levels his party should always know exactly what they are facing and be well prepared for it. He is also gaining rogue style protection from reflex based attacks and sneak attacks.
| +5 Toaster |
One: drop the shield bypass, he shouldn't have TOO good an AC.
Two: restrict him to familiars, but have them considered animal companions for the purposes of feats. He already gains the ability to call better animals.
I do like some of bowmans ideas, but i think freedom of movement should be kept (though restricted to favored terrain). This all being said an awesome scout in a game where the divination school of spells even exists is hardly OP. I do think something more thematic should be put instead of the ability score increases though.
| Dragon78 |
Wildborn(version 2)
LV
1)Unarmed Strike, Wild Armor, Wild Empathy, Natural Resistance
2)Athletic, Endurance, Favored Terrain
3)Keen Senses(Low-Light Vision), Track
4)Hunter's Bond, Tough Skin+1
5)Endure Elements, Uncanny Dodge
6)Evasion, Woodland Stride
7)Disease Immunity, Keen Senses(Darkvision 60ft)
8)Improved Favored Terrain, Tough Skin+2
9)Power of Nature
10)Improved Uncanny Dodge
11)Keen Senses(Scent), Swift Tracker
12)Tough Skin+3, Wild Speech
13)Call of the Wild, Venom Immunity
14)Greater Favored Terrain, Slippery Mind
15)Keen Senses(Blind-Sense 20ft)
16)Sustenance, Tough Skin+4
17)Hide in Plain Sight
18)Freedom of Movement
19)Nature's Ally, Aging Immunity
20)Master of His Domain, Tough Skin+5
Armor prof.-no armor and but bucklers and light shields.
Natural Resistance- Gains a +2 bonus vs disease, poison, and paralysis effects.
Hunter's Bond-1)Gain Animal companion(as Ranger), 2)a familiar(as wizard), 3)a bond with his allies witch grant them half his favored terrain bonus while in his favored terrain and as long as they remain within 30ft from him.
Endure Elements(EX)- As a constant effect.
Improved Favored Terrain- +4 bonus and fast healing 1 in favored terrain.
Greater Favored Terrain- +6 bonus and fast healing 3 in favored terrain.
Sustenance- same as the ring.
Master of His Domain- He gains fast Healing 5 in his favored terrain and fast healing 1 in any other terrain. He knows when his domain has been invaded or is otherwised threatened, he also knows when a person is in trouble and in what direction these are taking place. Also once per year if he dies in his favored terrain then he is brought back to life as he was subject to a true resurrection spell.
| Dragon78 |
The class gets scent at level 11 but would you really want it to get at level 3?!
Yes, everything else like HD, BA, etc. stays the same.
Would you guys do some playtest for me. Get a group together and let one person play this class for several battles at different levels both in and out of the classes favored terrain.
| Dragon78 |
I used Cha instead of Wis because.
-All the characters I based the concept of this class are good looking and have a strong sense of self sound like a good cha score.
-Wisdom is more law/order/zen while cha is more chaos/free/wild themed to me.
-I like Cha and always wanted some unarmed fighting classes with fighter attack bonus and good HP.
I gues if I had to choose I would pick d10HD/6+Int SP over d12HD/+4Int SP.