Talk:Feral Warrior (3.5e Class)
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I like this, its perfect for the PC I've been wanting to play, as it allow some lycanthropic abilities, without the LA. You make a very good class, although my one beef with it is the ability that doubles his crit range, as it shouldn't stack with Improved Critical or the Keen spell, as most things, well, don't. Thats a pretty powerful ability in it's own right. All in all, I think you need to snip and cut a bit, there are a lot of abilities for this class, and some of them are just a little overpowered when stacked with everything. If he has lycanthropic ablities, why give him Drift? Its just a little too much in my opinion. Anyway, good work, with a few minor tweaks, this class will be perfect. —The preceding unsigned comment was added by Lord Canius (talk • contribs) 00:32, 16 February 2006 (MDT). Please sign your posts!
- I mentioned the stacking with Improved Critical because I happen to believe it should work that way now and that there's no reason it should've been changed from 3.0. It's just how I'm used to playing. I gave the drift because it's a neat feature that's not particularly powerful, as long as it's spread out, and so that all the Feral Warriors can be exceedingly different characters at the same time. No cookie-cutter stuff here. I don't think it's too much, especially with most drift benefits being minor as is. (You don't get any mechanical benefits until 2nd stage, after all, and then they're not that big.) —The preceding unsigned comment was added by Maverick Wolf (talk • contribs) 06:41, 16 February 2006 (MDT). Please sign your posts!
All in all, this class is very interesting. I really wish to play one of these...however, I have found a few things that need changing. Wild Threat for instance, should be removed altogether. I find it unbalancing. When a member of thiss class accuires the level needed to gain it, he will likely out shine other combat-based classes such as the Fighter or Barbarian (Who is also a warror of nature in his own right). Drift is a special case. Not everyone has access to Complete Divine and may feel disheartened that he need to have that book to use this class. Maybe you could list the rules and other things needed to use this class in it's discription. That's all I can think of for now. I'll test this and see if I can find any other flaws. I'm not putting this class down...it just needs alittle work. —The preceding unsigned comment was added by 188.8.131.52 (talk • contribs) 09:25, 25 April 2007 (MDT). Please sign your posts!
- Would you like to work on this class and fix it up? --Green Dragon 11:25, 26 April 2007 (MDT)
- Why exactly do you think wild threat is broken? Because it stacks with keen/Improved Critical? At best, you end up with a 18-20 crit range (remember, 2 doublings equals a tripling). Remember, natural weapons only threaten on a 20 without a special ability that specifies otherwise. And if you have the 18-20, then you've either spent a feat that only applies to one weapon, or are benefitting from a temporary magical effect.
- I'm sorry you don't care for the drift mechanics because they are only in Complete Divine, but I cannot post them. Complete Divine is not Open Game, so you can't just repost things found within in their entirety. I, unfortunately, have no suggestions for replacing drift. —The preceding unsigned comment was added by Maverick Wolf (talk • contribs) 11:43, 7 August 2007 (MDT). Please sign your posts!
- The problem with drift is that it is neither OGC or in the core rulebooks, so most people don't know what it is (just like me). You are better of creating your own class feature. Allowing multipliers to stack for crits is problematic because it doesn't follow D&D standard procedure. --Sam Kay 08:57, 9 October 2007 (MDT)
The Wild Creature class feature gives MAgic Fang as an example of an animal-only spell, but it can actually be cast on anything with a natural weapon (Aberration, Animal, Copper Dragon Disciple, whatever). I suggest finding a different example. MorkaisChosen 11:25, 22 October 2007 (MDT)
- What spell would you recommend to take its place? --Green Dragon 16:30, 22 October 2007 (MDT)
Power - 3/5 I give this class a 3 out of 5 because I agree with the others regarding wild threat, for one. Effects that double the threat range of a weapon simply shouldn't stack. Also, the usual rules regarding adding natural weapons to a creature that already has the same would state that the creature uses whichever damage die is larger, so a feral warrior gaining the lionlike claws may just do more damage, not gain more claw attacks. And as for the natural weapons themselves, I'm rather curious about the statement included with the bite attack. Normally, Rapid Strike requires a paired set of natural weapons and (I think) a BAB of +6, and only functions for the paired natural weapons. How does it work the way you phrased it? --Ddragon Necrophades 23:43, 21 September 2008 (MDT)
Wording - 3/5 I give this class a 3 out of 5 because it confuses, at times. For example, the aforementioned queries about wild threat, drift, and Rapid Strike. --Ddragon Necrophades 23:43, 21 September 2008 (MDT)
Flavor - 5/5 I give this class a 5 out of 5 because the idea of playing a wildman who literally fights with tooth and nail is something I've been toying with. This is something I would play just for the flavor of it, and you, sir, have my respect (for what it's worth) for thinking of it. --Ddragon Necrophades 23:43, 21 September 2008 (MDT)