[3.5, Class] the Beastman

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    The Beastman

    -Ramal Bearsoul, human Beastman, moments before ripping a troll to shreds.

    Legend says that Obad-Hai himself taught the Way of the Beast to the tribes of the Karinthean Forest. Others of more pragmatic nature claim that the first techniques were developed from pre-existing druidic powers. Whatever the case, Beastmen are ferocious fighters, almost more animal than man. They are often equally fierce out of battle, following the example of the greatest barbarian- they live,they love, they slay, and they are content.

    Adventures: Beastmen rarely leave their tribes, but those who do so often find themselves alienated from civilized life. Adventuring gives them a chance to findwealth and acceptance, and to test themselves in battle.

    Characteristics: The Beastman is a surprisingly versatile class. They have the power and endurance to be front-line warriors, but depending on the animal formsthey assume and the feats that they take, they can be just as serviceable as scouts, striking from the shadows and vanishing into a stealthy animal form.

    Alignment: Almost always chaotic. Beastmen embrace their animal natures, and hav

    e little respect for the petty rules of men.

    Religion: Beastmen are not necessarily religious. Many worship fierce nature deities, while others pay tribute to ancestral spirits, or even powerful fey.

    Background: Most beastmen come from primitive barbarian tribes, living deep in the forests of steppes and only rarely coming in contact with civilization.

    Races: Humans and savage humanoids are the most likely to be beastmen, althoughsome wild elf tribes also practice the Way of the Beast.

    Other Classes: Beastmen work well with barbarians, druids, rangers, and other classes who embrace the wilds. They sometimes come into conflict with monks and pa

    ladins, with their strict codes of conduct, but as a group they bear no specialgrudges. Individual tribes may distrust arcane spellcasters, for example, or seerogues as dishonorable weaklings.

    Role: Beastmen are front-line warriors, with a healthy aptitude for scouting.

    Game Rule Information:Abilities: Wisdom is the most important ability for a Beastman, as it drives hisBeast Shape and Animalistic Resilience abilities. Constitution boosts his already impressive health, and Strength and Dexterity help make him an effective melee combatant.Starting Age: As barbarian.Starting Gold: As barbarian.

    HD: d10

    The Beastman's class skills (and the key ability for each skill) are Climb (Str),Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump(Str), Knowledge (Geography), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)Skill Points at 1st Level: (4 + Int modifier) 4.Skill Points at Each Additional Level: 4 + Int modifier.

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    Level BAB Fort Ref Will Special1st +0 +2 +2 +0 Track, Beast Shape2nd +1 +3 +3 +0 Wild Empathy3rd +2 +3 +3 +1 Woodland stride, Beast Speech4th +3 +4 +4 +1 Beast Shape (Move Action), Primal Might5th +3 +4 +4 +1 Beast Shape (Tiny or Large)6th +4 +5 +5 +2 Trackless step7th +5 +5 +5 +2 Swift tracker8th +6/+1 +6 +6 +2 Beast Shape (Swift Action)9th +6/+1 +6 +6 +3 Venom immunity, Beast Shape (Special Qualities)10th +7/+2 +7 +7 +3 Beast Shape (Vermin )11th +8/+3 +7 +7 +3 Resistance to Transmutation12th +9/+4 +8 +8 +4 Beast Shape (Free Action)13th +9/+4 +8 +8 +4 Thousand Faces14th +10/+5 +9 +9 +4 Adamantine Claws15th +11/+6/+1 +9 +9 +5 Beast Shape (Huge or Diminutive)16th +12/+7/+2 +10 +10 +5 Beast Shape (Immediate Action)17th +12/+7/+3 +10 +10 +5 Timeless Body18th +13/+8/+3 +11 +11 +6 Animalistic Might19th +14/+9/+4 +11 +11 +6 Immunity to Transmutation20th +15/+10/+5 +12 +12 +6 Beast Shape (Colossal or Fine; Magical Beasts)

    Weapon and Armor Proficiencies: Beastmen are proficient with all simple weapons,and with the natural weapons of any form he might transform into. They are alsoproficient with light armor.

    Wild Shape (Su): A Beastman can transform himself into a wide variety of animals. This ability functions as the Alternate Form special ability, except as notedhere.

    As per the usual Alternate Form rules Beastman gains the physical abilities (Str, Dex, Con) of his new form. However, he also gains a bonus or penalty to that ability, based on the value of his original score:Original Ability Bonus or Penalty6 or less -4

    7-9 -210-13 +014-16 +218+ +4Bonuses and penalties only apply to the corresponding score. For example, when using his Wild Shape ability, a Beastman with the stats Str 8, Dex 12, Con 14 would gain a -2 penalty to his new form

    s Strength and a +2 bonus to its Constitution.

    Any gear worn or carried by the Beastman melds into the new form and becomes nonfunctional. When he reverts to his true form, any objects previously melded intothe new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall

    off and land at the his feet.

    Changing shape is a standard action that does not provoke attacks of opportunity. At 4th level, a Beastman may change shape as a Move action. At 8th level, he may change shape as a Swift action, and at 12th as a Free action. At 16th level,he may change shape as a Free or Immediate action.

    A Beastman may use this ability at will, and may remain in an alternate form aslong as he wishes.

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    A Beastman can only assume so many different forms. At each level (except for 10th and 20th, see below), he may select one creature with a number of hit die equal to or less than his Beastman level and "learns" its form. Henceforth, he canuse Beast Shape to transform into it, gaining the benefits mentioned above. In addition to these learned forms, all Beastmen "know" the forms of all Animals inthe "Animals" chapter of the Monster Manual 1 with hit die equal to or less thanhis Beastman level.

    Initially, all forms must be Animals. Beginning at 10th level, new forms may beeither Animals or Vermin, and at 20th level, a Beastman may also select MagicalBeasts. At 10th and 20th level, he learns an additional two forms, for a total of three new forms. These extra forms must be of the type he just gained access to.

    At first level, a Beastman may only select Medium or Small forms. Beginning at 5th level, he may select Large and Tiny forms. At 15th level, he gains access toHuge and Diminutive forms, and at 20th level he may select Colossal and Fine forms.

    Spoiler: Beastmen and Feats, PrCs

    Because a Beastman

    s Wild Shape does not function exactly as the ability was written, compatibility problems can crop up from time to time. Here

    s how to resolve them:

    Class levels which progress wild shape HD limits and/or daily uses also allow the Beastman to pick his new form for the level. Abilities which add additional wild shape forms, such as the Aberration WildShape feat, add new forms to his list of potential forms. In addition, any suchfeat allows him to choose one additional new form, which must be of the newly-accessible forms. Abilities which require wild shape uses to be expended, such as the Eagle sWings feat, may be taken. The Beastman is considered to have a number of daily wild shape uses to expend on these abilities equal to one-fourth his class levelplus his Wisdom modifier.

    Wild Empathy (Ex): Beginning at 2nd level, A Beastman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improvethe attitude of a person. The Beastman rolls 1d20 and adds his Beastman level and his Wisdom 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 Beastman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as withinfluencing people, it might take more or less time.

    A Beastman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

    Woodland Stride (Ex): Beginning at 3rd level, a Beastman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similarterrain) at his normal speed and without taking damage or suffering any other impairment. He may also walk through thorns, briars, or overgrown areas that havebeen magically affected to impede movement (such as by an entangle spell), provided that his Beastman level is higher than the effect's caster level.

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    Beast Speech (Su): Beginning at 3rd level, a Beastman may communicate with animals as though under the effects of a speak with animals spell. In addition, whenusing his Beast Shape, he maintains his ability to speak normally (including verbal components of spells) regardless of the form he takes.

    Primal Power (Su): Beginning at 4th level, a Beastman

    s natural weapons gain anenhancement bonus equal to one-fourth his Beastman level. In additionally, he gains a bonus to natural armor equal to his Wisdom modifier.

    Trackless Step (Ex): Beginning at 6th level, a Beastman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

    Swift Tracker (Ex): Beginning at 7th level, a Beastman can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a-10 penalty (instead of the normal -20) when moving at up to twice normal speedwhile tracking.

    Venom Immunity (Ex): At 9th level, a Beastman gains immunity to all natural poisons.

    Resistance to Transmutation (Ex): At 11th level, a Beastman has incredible control over his own form. He gains a competence bonus to saves against any all trans

    mutation spells equal to his Wisdom modifier.

    A Thousand Faces (Su): Beginning at 13th level, a Beastman gains the ability tochange his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects his body but not his possessions. It is notan illusory effect, but a minor physical alteration of the his appearance, within the limits described for the spell.

    Adamantine Claws (Su): Beginning at 14th level, a Beastman's natural weapons are treated as being made of adamantine.

    Timeless Body (Ex): After attaining 17th level, a Beastman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties him may

    have already incurred, however, remain in place. Bonuses still accrue, but he no longr pssesses a maimum age and thus, never dies of old age.

    Animalistic Might (Su): Beginning at 18th level, a Beastman can enlarge or shrink his current form by one size category as a swift action, gaining all the normal benefits of changing size categories. (See the "Improving Monsters" entry of the Monster Manual). This ability does not stack with itself.

    Immunity to Transmutation (Ex): at 19th level, a Beastman has such perfect control over his own form that he becomes immune to transmutation spells. Whenever atransmutation spell is cast on him, he is aware of what effect it will have on him. If he chooses, he may either allow it to work normally.

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