Off to War (always recruiting) OCC Year 2:

Sorry a no to that too, I allow flexibility so you get the character you want without all the extra's needed.

You say a feat swap for wild shaping? What class is it you wish to play btw?

HM
 

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rats, there went quick then... >_<
as for class, I was thinking rogue, although I would like to get some speed bonuses; think I could exchange sneak attacks for movement boosts or would that be to powerful?

And I take it that the temp shape shifter feat is ok then?
 

Work on a build with it and let see what your thinking of. Here's some things you could swap:

* For +10' base movement - switch out trapfinding or sneak attack damage at 1st lvl (may take only once)

* For SLA [polymorph-self only(animal here - only)]: 2/day; caster lvl equal to character lvl - for a feat I guess, you are limited to yourself and one animal(medium or small) only and the 1 minute per lvl also makes it limited.

See what you can do with that I have chores hope to come back and see what you come up with.

HM
 

So is that +10 speed for sneak damage as a one of or can it be traded every odd level, were sneak attack is attainable? Now, onto long windedness! Brain fart, Flatulence!



The just of the Lycanthrope level ups I was going to go with was



Lycanthrope(Werechetah), Template

Adds the Shapechanger subtype.





Animal levels(cheetah)

Hit Dice: 8

Level BAB Fort Ref Will Special [FONT=&quot]
1st +0 +2 +2 +0 Low-light vision, Sent, Str +2*, Dex +4.[/FONT]*
[FONT=&quot]2nd +1 +3 +3 +0 Sprint, Str +2*, Dex +2*, Con +2[/FONT]*
[FONT=&quot]3rd +2 +3 +3 +1 Trip, Str +2*, Dex +2*, Con +2*
[*In animal or hybrid form only]

Hide(Dex), Liste(Wis), Move Silently(Dex), Spot(Wis).
[Skill points: 2 +2(Hoserule) +Int Modifier][/FONT]

Level adjustments:

The first level adjustment grants:
+2 Wisdom.
-
lycanthropic empathy(Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
-
Alternate form(Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds its physical ability score modifiers* to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features while adding the physical ability score modifiers to its own.**
[*the physical ability score modifiers are attained through Lycanthrope class levels]
[**I’m going to drop the other possible Lycanthrope racial level variant in a blanket below.]
-
+2 natural armor bonus in any form.


The second level adjustment grants:
Iron Will as a bonus feat.
Damage reduction 5/silver (in animal or hybrid form only).

The third level adjustment grants:
Damage reduction becomes 10/silver (in animal or hybrid form only).
Curse of lycanthropy (in animal or hybrid form only).
[Only Natural lycanthropes can attain a 3th level adjustment or its benefits]



[Sblock= Lycanthrope racial level variant WIP] Lycanthrope(Werecheetah), Racial Hitdice

[FONT=&quot]

Hit dice: 8

Level BAB Fort Ref Will Special[/FONT][FONT=&quot]

1st +0 +2 +2 +0 Str +2, Dex +2, Sent, Lowlight-V., Trip
[/FONT] 2nd +1 +3 +3 +0 Con +2, Dex +2
3rd +2 +3 +3 +1 Str +2, Dex +2, Sprint
4th +2 +4 +4 +1 Str +2, Dex +2
5th +2 +4 +4 +1 Con +2, Dex +2, Lycanthrope bonus feat
6th +3 +5 +5 +2 Str +2, Dex +2
7th +4 +5 +5 +2 Con +2, Dex +2, Blinding Bye
8th +4 +6 +6 +2 Str +2, Con +2
9th +4 +6 +6 +3 Str +2, Dex +2, Lycanthrope bonus feat
10th +5 +7 +7 +3 Str +2, Con +2, Dire Werecheetah
.

Class Skills (2 + Int modifier per level, x4 at first level)
Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis).

Ability score modifiers are accumulative, but only apply to animal and hybrid forms.*
[*the ability to change into the proper animal and hybrid form is dependent on the character having attained either it’s first level adjustment or the Swift Shapeshift feat]


[sblock=Scent (Ex)]
This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.[/sblock]

[sblock=Low-Light Vision (Ex)]
A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.[/sblock]

Trip (Ex): A Werecheetah that hits with a natural attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Werecheetah.

Sprint (Ex): Once per hour, a Werecheetah can move ten times its normal speed when it makes a charge.

Blinding Bye(Ex): The Werecheetah may sprint twice per an hour and can expend one of the two uses as a run action. Additionally, when sprinting, any creature attempting a attack of opportunity on the Werecheetah must pas a reflex save, the DC is 1/10 the distance the Werecheetah moved during its sprint: attacks of opportunity with readied weapons bypass the reflex save.

Dire Werecheetah(Su): The Werecheetah can assume the form of a Dire Wolf. It does not assume the ability scores of the animal, but instead adds it’s physical ability score modifiers to its own ability scores as normal. The Werecheetah also can assume a Dire bipedal hybrid form with prehensile hands and animalistic features. Both forms are large and may be used in place of The Werecheetah’s original animal and hybrid forms at its option.[/Sblock]

… Werecheetah sounds to weird, but it's so much shorter then cheetah lycanthrope >_<
 
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Um, I have a question I'm not sure on regarding feat prerequisites.
Okay, so since I'm going to be a Human Fighter, I have my First Level Feat, My Racial Bonus Feat, and my Fighter Bonus Feat to select - As well as the +2/+2, but that's not relevant to my question.

I was wondering if it was possible to get Dodge with the Level Feat, then Mobility - Which needs Dodge - with my Racial, then get Spring Attack with my Fighter Bonus - Which needs both Dodge and Mobility.

Does this work, or do I have to separate them into levels? Meaning, do I have to grab the prerequisite at a previous level than the next thing - In this case getting Dodge now, then Mobility at level 2 and then Spring Attack at level 3?
 

Um, I have a question I'm not sure on regarding feat prerequisites.
Okay, so since I'm going to be a Human Fighter, I have my First Level Feat, My Racial Bonus Feat, and my Fighter Bonus Feat to select - As well as the +2/+2, but that's not relevant to my question.

I was wondering if it was possible to get Dodge with the Level Feat, then Mobility - Which needs Dodge - with my Racial, then get Spring Attack with my Fighter Bonus - Which needs both Dodge and Mobility.

Does this work, or do I have to separate them into levels? Meaning, do I have to grab the prerequisite at a previous level than the next thing - In this case getting Dodge now, then Mobility at level 2 and then Spring Attack at level 3?

First off, welcome. Both to the game and to EnWorld! :D

Now, on to an answer for your question, from a Rules standpoint. You can take Dodge and Mobility at the outset, as long as you have that 13 DEX. Spring Attack, though, will have to wait. If you take a slightly closer look at Spring Attack's Prerequisite line, it also notes "Base Attack Bonus +4". You've got to hit that BAB +4 before you can snag the feat.
Luckily, the Fighter has the high BAB and will get you a bonus feat at 4th-level (with the 4 BAB), which can be used for Spring Attack.

In your earlier post, you said you were "entirely new to this". Is that to say you've only just started with 3.5 or are new to Play-by-Post?
 

First off, welcome. Both to the game and to EnWorld! :D

Now, on to an answer for your question, from a Rules standpoint. You can take Dodge and Mobility at the outset, as long as you have that 13 DEX. Spring Attack, though, will have to wait. If you take a slightly closer look at Spring Attack's Prerequisite line, it also notes "Base Attack Bonus +4". You've got to hit that BAB +4 before you can snag the feat.
Luckily, the Fighter has the high BAB and will get you a bonus feat at 4th-level (with the 4 BAB), which can be used for Spring Attack.

In your earlier post, you said you were "entirely new to this". Is that to say you've only just started with 3.5 or are new to Play-by-Post?

Ah, okay, I see. Alright, so I'll just hold off on Spring Attack for the time being.

But I'm actually new to both, I've only barely even fiddled with D&D before. So I'm almost as new as can be, I guess? But everyone has to start somewhere. ;)
 

[MENTION=99953]Zerith[/MENTION] I don't see a build in there but it looks like you are asking to take the werecat as a class.

I don't think I wish to get into all that. Allowing high DR's and attribute changes and such may throw the balance of this game off. I thought you wished the transforming to only be when alone and or necessary so it's crunch should be minimal and the RP high.

Also you would only be allowed to take the Fast Movement ability once. And it would be limited like that of the barbarian. Really just changing your Sneak Attack ability for the Barbarians and then you would always be a d6 behind as you advance that seems fair.

HM
 

the main idea was play as a Lycanthrope from ECL 1 (start out) to ECL7+ (full Lycanthrope hit dice/LA, attaining DR 5 and 10 at ECL 5 and 7 respectively), but I could do something else: most of my characters are definitivly none human (I'm use to raw text RPs, still need to get my feet wet with D&D.) But I do have a clock/steamwork knight I could do from his pre-clock/steamwork beginning. But he would be an extra heavy fighter as opposed to a rogue.
 

This is an open class game, and I am willing to work on any character you wish to play. Just need to stay within the character gene rules. They are flexible enough that you will get want you want in the end. But just like any game in D&D you will not have it to start.

I believe in working the character through to get to be that hero you wish to play in the end.

HM
 

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