new core class

Glen

First Post
A player wanted me to look at this and I didn't see any problems with it but thougth I would use the vast knowledge o those out here.

I appreciate any feed back good or bad so long as it is constructive as I don't want my player crused by the comments of his betters. (I don't know why he hit me?)


Beast Ranger (Animal Friend) core class variation

Adventures: Few are the chosen gifted with the ability to commune with nature’s children. Blessed with a limited form of telepathic communication with animals, a Beast Ranger and the animals are able work together to protect the land’s inhabitants and defend the balance of nature against those who wish to destroy it. It is important to note, that an Beast Ranger does not normally command, nor control their animal companions, rather they are friends and comrade-in-arms (unless the Beast Ranger is one of the rare Neutral Evil-aligned category).

Religion: Beast Ranger revere nature and gain their special abilities from the forces of nature itself or from a nature deity.

Background: Most Beast Ranger find themselves drawn into large areas of forests or other large animal abundant areas as they reach their young adulthood. On occasions, a Beast Rangers natural affinity to animals and such may come to existence at a later stage of an individual’s life. Many perceive the Beast Ranger as a loner. This is an incorrect observation since very few realize that many Beast Rangers’ companions are usually animals. Beast Ranger usually are trained by another Beast Ranger (solitary master) in how to use their gifts similarly to the way a Ranger is.

Races: Any race can be a Beast Ranger. Gnomes and Elves are the proffered race for the Beast Ranger class. Humans and Half-elves are also a common choice while Halflings and Dwarves are least common to be a Beast Ranger. Although uncommon, Half Orcs are more likely to be a Beast Ranger then a Dwarf.

Classes: Beast Ranger get along well with Rangers, Druids and to some extent Barbarians. Like Druids, the Beast Rangers dislike the Paladin’s devotion to abstract ideals instead of “the real world.” Since Beast Rangers don’t much look to other people for support or friendship, they find easy to tolerate people who are quite different from themselves, such as bookish wizards, preachy clerics and even urban thieves.
Notes regarding to multi-classing: Beast Ranger do not have the patience or the inclination to study books like a mage or a bard, nor do they have the desire to live in cities like rogues. They are attuned to nature and more specifically the animals, so they do not have the patience for a structured tier of command as found with Clerics and Fighters. Although they can be considered as savage like barbarians, they do not live in large tribe like groups. Finally, although Beast Rangers can be very physical as their environment forces them to be, the Beast Ranger does not have the single-minded determination to perfect oneself like a Monk does. Overall, the class that a Beast Ranger can best find understanding to and therefore is the best choice to multi-class with is that of a Druid (but again, most will find the Druidic structure to also be too structured). Other than the Druid, the following order of preference would best suit an Beast Ranger multi-class character: Druid, Ranger, Barbarian, Fighter, Cleric (nature oriented), Thief, Sorcerer, Psionic Warior, Bard, Psion, and finally Wizard

Game Rule Information

Abilities: Wisdom and Charisma are both important to the Beast Ranger. Charisma is important as it helps the Beast Ranger with skills related to animals. Wisdom is important as it helps them with other skills for tracking and the senses. Dexterity is also important for a Beast Ranger as she is limited to light armor.

Alignment: To be a Beast Ranger, one must be Neutral Good, True Neutral or Chaotic Neutral. Although a rare few Neutral Evil Beast Rangers do exist (Beast Rangers who have succumbed to the various humanoid civilizations’ decadence or the taint of evil magic), it is not recommended that they be used as PCs.

Hit Dice: d10

Weapon and Armor Proficiency: Beast Rangers are proficient with all simple and martial weapons. They are proficient with light armors. They are skilled with wooden shields and bucklers.

Spells: The Beast Ranger cannot cast spells as a regular Ranger can.

Class Skills: The Beast Ranger’s class skills (and the key ability for each skill) are:
Animal Empathy (Cha); Balance (Dex); Climb (Str); Concentration (Con); Craft (Bowmaking, Armor, Weapons) (Int); Handle Animal (Cha); Heal (Wis); Hide (Dex); Intuit Direction (Wis); Jump (Str); Knowledge (nature) (Int); Listen (Wis); Move Silently (Dex); Profession (Herbalist or Animal Handler) (Wis), Sense Motive (Wis); Search (Int); Spot (Wis); Swim (Str), and Wilderness Lore (Wis). Note: Certain skills are affected by the use of Armor. Consult DM’s guide if unsure.



Skill Points (1st level): (4 + Int modifier) x 4
Skill points per level after 1st: 4 + Int modifier


The Beast Ranger
Level Base attack Save Special
Fort Ref Will
1 +1 +1 +1 +0 Animal Friend, Track
2 +2 +1 +1 +0 Animal Companion
3 +3 +2 +2 +1
4 +4 +2 +2 +1 Woodland Stride
5 +5 +3 +3 +1 Trackless Step
6 +6/+1 +3 +3 +2
7 +7/+2 +4 +4 +2 Animal Empathy +1
8 +8/+3 +4 +4 +2 Track +1
9 +9/+4 +5 +5 +3
10 +10/+5 +5 +5 +3
11 +11/+6/+1 +6 +6 +3 Animal Empathy +2
12 +12/+7/+2 +6 +6 +4 Track +2
13 +13/+8/+3 +7 +7 +4
14 +14/+9/+4 +7 +7 +4
15 +15/+10/+5 +8 +8 +5 Animal Empathy +3
16 +16/+11/+6/+1 +8 +8 +5 Track +3
17 +17/+12/+7/+2 +9 +9 +5
18 +18/+13/+8/+3 +9 +9 +6
19 +19/+14/+9/+4 +10 +10 +6 Animal Empathy +4
20 +20/+15/+10/+5 +10 +10 +6 Track +4

Animal Companion: Animal can have no more than 2 HD. Beginning at level 6, the Beast Ranger cannot have an Animal companion with more than half the hit die (rounded down) of the Rangers level. The Beast Ranger may have more than one animal companion, provided the animals’ total hit die does not exceed the hit die limit.
Note: As a general rule, all animal companions should not be magical in nature.

Class Features:

Animal Companion: A 1st-level Beast Ranger may begin play with an animal companion. This animal is one that the Beast Ranger has befriended with the feat Animal Friend. As the character increases in level the Beast Ranger will be able to befriend more companions of greater hit dice.

Animal Friend: You quickly form an empathic relationship with unintelligent animals, relying on your natural talent and charisma to form tight bonds with them. In particular, you are extremely adept at handling and training newborn creatures of all types, from dogs to dragons.
Charisma must be 13+ to use this feat.

Animal Empathy: A Beast Ranger feels the urges and sometimes emotions of the animal companion and can be used to encourage or discourage certain courses of action. As the Beast Ranger progresses in levels, the Beast Ranger’s skill increases as she becomes more familiar with nature’s children. To use the ability, the character must study the animal, noting it’s body language, vocalizations, and general demeanor. This means that the character must be within 30 feet under normal conditions. This ability requires that Beast Ranger spend a full round observing the animal.

Track: Track: A Beast Ranger gains Track as a bonus feat. As she progresses in levels, the she adds +1 to Wilderness lore checks when using the track feat, for a total of +4 at level 20.

Woodland Stride: Starting at 4th level, a Beast Ranger may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the Beast Ranger.

Trackless Step: Starting at 5th level, a Beast Ranger leaves no trail in natural surroundings and cannot be tracked.
 

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Glen said:
I appreciate any feed back good or bad so long as it is constructive as I don't want my player crused by the comments of his betters. (I don't know why he hit me?)

Couple things. First, lose the alignment restrictions. Also, there is no such thing as True Neutral anymore.

I would replace the Track and Animal Empathy abilities with one "Wild Style" ability that provides a bonus to Tracking (Survival), Animal Handling (replaces Animal Empathy in 3.5), Jumping, Swimming, as well as Climbing, Hiding and Moving Silently in a natural environment. The bonus could be +1 / 5 levels.

You class needs also a little more punch at high levels. You might try giving him special "animal" powers at high levels like a rogue gets; at 12th, 16th and 20th level.

Some ideas:

-A 1d6 natural weapon attack (learn to bite or use hands a claws)

-The ability to Pounce (make a full attack when charging)

-Jumping without height limitation (as monk)

-An improved grab or constrict ability.

-An aura of fear (crazy wildman look)

-The ability to speak with animals

-Maybe, just for kicks, the ability to move through the forest by swinging from tree to tree. :)


Aaron
 

Well here is my thoughts.

Looking at it compared to other core classes.

BAB = Best
Saves = Fort and Reflex are best (tho start at +1) and Will at worst.

HP = almost best

Skill points (4) = mid

Specal powers are all at lvl 5 or before (+ to Track and AH not worth menchening)

Most Specal powers are from the Druid class.

Animal Friend tells me no game machanic to what its does?

Very little reason to go past lvl 5 with this class just like the PHB Ranger tho the PHB Ranger looks more appealing.



I would look at what the flavor of the class is suppose to be and look for powers (High and Low) to add every other lvl.

I would go with this.

Alignment any Nutral
BAB +1/lvl
HP = d10
Saves = Fort Best, Reflex best, Will worst
Skill points = 4

1st lvl ----Tracking, Animal Companion (as the spell animal friendship)
2nd lvl ----Survival +1
3rd lvl ----Bonus Feat (from specal list)
4th lvl ----Survival +2
5th lvl ----Woodland Stride
6th lvl ----Survival +3
7th lvl ----Bonus Feat (from specal list)
8th lvl ----Survival +4
9th lvl ----Trackless Step
10th lvl ----Survival +5, Animal Telepathy
11th lvl ----Bonus Feat (from specal list)
12th lvl ----Survival +6
13th lvl ----
14th lvl ----Survival +7
15th lvl ----Bonus Feat (from specal list)
16th lvl ----Survival +8
17th lvl ----
18th lvl ----Survival +9
19th lvl ----Bonus Feat (from specal list)
20th lvl ----Survival +10, One With Nature


Make the Feat list have things from Masters of the Wild and fighter feats to match the Beast/Wildman theam.

Things like Command Animals and Command Plants.

At lvl 20 have One with Nature be some cool power over Beasts and the land of some kind. Not too powerful but worth getting to lvl 20 for kind of thing.
 

Cool ideas, I realy do appreciate the help people are willing to give me and my players.

I will give it back to the player to look at.

Keep the ideas comming. and we may see a revised version soon.
 

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