Beastfighter (3.5e Class)
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|Rating:||17 out of 20|
|Power:||5 out of 5 by 1 user|
|Wording:||4 out of 5 by 1 user|
|Formatting:||4 out of 5 by 1 user|
|Flavor:||4 out of 5 by 1 user|
|Editing:||Constructive edits welcome|
Beastfighters are incredibly tough and violent warriors. They fight barehanded like monks, but their approach to this unique combat style is a bit different. When they fight, they emulate the nature's most fearsome beasts and use brutal strength rather than finesse to overcome their opponents.
Making a Beastfighter
Beastfighter is the epitome of combat staying power. His place in battle is the frontline, where he can dish out large amounts of damage with his bare hands. Beastfighters can easily hold their own in combat, but depend on other classes for healing and buffs. At higher levels, the beastfighter gains some limited self-buffing ability.
Abilities: Strength is important to beastfighters, because it affects their combat ability. Constitution increases their already large amount of hitpoints and Dexterity affects their ability to dodge attacks.
Races: Humans and half-orcs from the savage barbarian tribes often become beastfighters. Barbaric dwarves sometimes choose the beastfighter's path. Half-elves, elves, gnomes and halflings rarely become beastfighters, because beastfighters depend on strength and toughness rather than agility.
Alignment: Any nonlawful.
Starting Gold: 2d4×10 gp.
Starting Age: Simple
|Saving Throws||Special||Unarmed Damage|
|1st||+1||+2||+0||+0||Feral power attack, unarmed strike, wild empathy||1d6|
|2nd||+2||+3||+0||+0||Fast movement, Survivor +1||1d6|
|5th||+5||+4||+1||+1||Damage Reduction 1/-||1d8|
|6th||+6/+1||+5||+2||+2||Improved uncanny dodge||1d8|
|7th||+7/+2||+5||+2||+2||Beast's gift 1/day||1d8|
|8th||+8/+3||+6||+2||+2||Damage Reduction 2/-||1d10|
|11th||+11/+6/+1||+7||+3||+3||Damage Reduction 3/-||1d10|
|12th||+12/+7/+2||+8||+4||+4||Beast's gift 2/day||2d6|
|14th||+14/+9/+4||+9||+4||+4||Damage Reduction 4/-||2d6|
|17th||+17/+12/+7/+2||+10||+5||+5||Beast's gift 3/day, Damage Reduction 5/-||2d8|
|20th||+20/+15/+10/+5||+12||+6||+6||Damage Reduction 6/-||2d10|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the beastfighter.
Weapon and Armor Proficiency: Beastfighters are proficient with all simple weapons. Beastfighters are proficient with light and medium armor but are prohibited from wearing metal armor, like druids; thus, they may wear only padded, leather, or hide armor. (A beastfighter may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Beastfighters are not proficient with any shields.
A beastfighter who wears prohibited armor or carries a shield is unable to use any of his spell-like and supernatural class abilities while doing so and for 24 hours thereafter.
Feral power attack may only be used when the beastfighter's both (or all) hands are free.
Unarmed Strike: At 1st level, a beastfighter gains Improved Unarmed Strike as a bonus feat. A beastfighter’s attacks may only be made with both (or all) hands free. This means that a beastfighter cannot make unarmed strikes with his hands full, even if only one of his hands is wielding something. There is no such thing as an off-hand attack for a beastfighter striking unarmed. A beastfighter may thus apply her full Strength bonus on damage rolls for all his unarmed strikes.
Usually a beastfighter’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.
A beastfighter’s unarmed strike is treated both as 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 beastfighter also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Beastfighter. The unarmed damage on Table: The Beastfighter is for Medium beastfighter. A Small beastfighter deals less damage than the amount given there with his unarmed attacks, while a Large beastfighter deals more damage; see Table: Beastfighter Unarmed Damage.
Wild Empathy (Ex): A beastfighter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastfighter rolls 1d20 and adds half of his beastfighter level and her Charisma modifier to determine the wild empathy check result.
To use wild empathy, the beastfighter 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 with influencing people, it might take more or less time.
Fast Movement (Ex): At 2nd level, a beastfighter’s base land speed increases by +10 feet due to his constant obsevation of nature. He understands footing and all that is needed to move faster. At 7th level and every 5 levels thereafter, the speed bonus increases by another +10 feet (so, at 7th the speed bonus is +20 feet, at 12th level it's +30 feet, and so on).
This benefit applies only when he is not wearing prophibited armor, carrying a shield or carrying a heavy load. Apply this bonus before modifying the beastfighter’s speed because of any load carried or armor worn.
Survivor (Ex): Beastfighters have adapted to nature's harsh conditions and the constant danger. At 2nd level, Beastfighters start gaining bonuses to their Fortitude and Reflex saves. These bonuses are +1 at 2nd level and increase by 1 every eight levels thereafter (+2 at 10th level, +3 at 18th level and so on).
Uncanny Dodge (Ex): At 3rd level, a beastfighter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a beastfighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Nature's strike (Su) At 4th level, a beastfighter’s unarmed attacks are strengthened by the powers of the nature. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
If a beastfighter wears prophibited armor or carries a shield, he loses his ability to use nature's strike.
Damage Reduction (Ex): At 5th level, a beastfighter gains Damage Reduction. Subtract 1 from the damage the beastfighter takes each time he is dealt damage from a weapon or a natural attack. At 8th level, and every three beastfighter levels thereafter (11th, 14th, and 17th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Improved Uncanny Dodge (Ex): At 6th level and higher, a beastfighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the beastfighter by flanking him, unless the attacker has at least four more rogue levels than the target has beastfighter levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Beast's gift (Sp): At 7th level, a beastfighter learns to empower himself with the beasts' spirits. He can cast either Bear's Endurance, Bull's Strength or Cat's Grace on himself, with a caster level equal to his beastfighter level. The duration of Beast's gift is one hour, no matter what. Using this ability is a standard action that doesn't provoke an attack of opportunity. A beastfighter can use beast's gift once per day at 7th level, and one additional time every 5 levels thereafter (2/day at 12th level, 3/day at 17th level and so on).
If a beastfighter is wearing prophibited armor or is carrying a shield, he cannot use this ability.
If a beastfighter ever becomes lawful, he may not continue advancing as a beastfighter.
|22nd||Beast's gift 4/day|
|23rd||Damage reduction 7/-|
|26th||Damage reduction 8/-, battle reflexes +4|
|27th||Beast's gift 5/day|
|29th||Damage reduction 9/-|
4 + Int modifier skill points per level.
Beast's gift (Sp): The epic beastfighter gains one use of beast's gift every five levels after 17th (4/day at 22th level, 5/day at 27th level and so on).
Survivor (Ex): The epic beastfighters survivor bonus increases by one every 8 levels after 18th (+4 at 26th, +5 at 34th and so on).
Bonus Feats: The epic beastfighter gains a bonus feat (selected from the list of epic beastfighter bonus feats) every 4 levels after 20th.
Epic Beastfighter Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical*, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus*, Fast Healing, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Overwhelming Critical*.
Half-orc Beastfighter Starting Package
Armor: Leather Armor (+2 AC, armor check penalty -1, speed 30 ft., 15 lb.)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Gold: 2d4 gp.
Playing a Beastfighter
Religion: Beastfighters are not particularly religious, even though many pay at least some homage to nature's gods. Many evil beastfighters revere gods dedicated to slaughter. Generally, however, beastfighters feel that relying on gods too much is for the weak.
Other Classes: Beastfighters share the barbarians' distrust of magic, especially the arcane kind. Druids and rangers are respected, as are barbarians and other classes of martial prowess. Rogues are not very approved, and monks are thought of as "lame".
Combat: The beastfighter's place in combat is in the front. He can take a lot of punishment due to his high hit die and also dish out some serious damage with his unarmed attacks.
Advancement: Most beastfighters stick with their class choice. Many take levels of barbarian to gain the ability to rage, while some take fighter levels for the extra feats. A few beastfighters with high wisdom scores take levels of druid. Other multiclassing choices are possible, but rare.
Beastfighters in the World
|“||There's nothing I can't fix... with my fists!||”|
|—Urbak, half-orc beastfighter|
Daily Life: Beastfighters, when not adventuring or training, dwell in forests or dungeons. They hunt for food and utility, not wasting any of nature's resources
Notables: Hrolthorn Hammerfist, notable for slaughtering an entire goblin raiding party consisting of fifty goblin warriors. He received no help in this task.
Organizations: Beastfighters are not very organized. They have no meeting places, no holy sites, no temples. When a beastfighter meets other beastfighter, he'll probably greet him with some amount politeness, maybe trade news, and then continue his nature-dwelling.
NPC Reactions: Beastfighters are loners, and therefore don't interact much with other people. This, and the fact that they are somewhat savage, cause beastfighters to be mistrusted and scorned by civilized people. Barbarians, rangers and druids usually understand beastfighters better than other classes. Monks respect beastfighters' fighting skills, but find them too non-disciplined for their tastes.
Characters with ranks in knowledge (local) can research beastfighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Beastfighters fight barehanded and are close with the nature.|
|16||Beastfighters emulate beasts when they fight.|
|21||Beastfighters have the limited ability to draw magical power from the nature.|
|26||A character with this level of knowledge has some general info about specific beastfighters of high reputation.|
Beastfighters in the Game
Beastfighters are loners, and therefore don't interact much with other people. This, and the fact that they are somewhat savage, cause beastfighters to be mistrusted and scorned by civilized people. Barbarians, rangers and druids usually understand beastfighters better than other classes. Monks respect beastfighters' fighting skills, but find them too non-disciplined for their tastes.
Adaptation: A Beastfighter can be adapted to not a great deal of camapigns. They are fairly specific as to what they are in the world. However some possible adaptions could include perhaps giving them a rage ability and taking away another power to make them more like PhB barbarians. Or perhaps you want them to be more martial artist like and not as savage, that can easily be managed too.
Sample Encounter: The kings troops marched onward. They marched across Yotstrung, unmatched by any who dared to step in their path. Slowly, they reached a village. A village seemingly untouched by the blighted world around them. Slowly the troops aprouched, but they were confronted neerly fifty yards out. There in front of them stood one man, alone, and smiling at them as they laughed. Quickly the commander dispatched several men to take care of him, but not before they had taken ten steps they man was upon them, killing all four of them in the blink of an eye. Then he charged the commander, and the rest of his men. Soon the battle was over, one side dead, the other a victor. This day was marked in the history books, however the page explaining who won seems to have been lost...
|Male Kreinos Beastfighter 30|
|CE Medium Humanoid (Reptilian)|
|Init/Senses||+8/Listen +33, Spot +0|
|AC||44, touch 28, flat-footed 36|
|hp||529 (30d12+306 HD)|
|Melee||Da Blood-drinka (+5 Vorpal Greataxe) +39/+34/+29/+24 (d12+19)|
|Abilities||Str 38, Dex 26, Con 27, Int 13, Wis 11, Cha 8|
|SQ||Kreinos Traits, Wild Empathy, Unarmed Strike, Feral power attack, Fast Movement, Battle Reflexes, Uncanny Dodge, Nature's strike,Damage Reduction, Improved Uncanny Dodge, Beast's gift.|
|Feats||Power Attack, Cleave, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Leadership, Epic Leadership, Legendary Commander, Damage Reduction x3.|
|Skills||Climb +47, Intimidate +32, Jump +47, Listen +33, Survival +33.|
|Possessions||+10 Padded Armor, Bracers of Epic Armor +15|