Becomer (3.5e Prestige Class)

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The animal inside of me is no longer chained.
—Immerworg, Becomer.

This class attracts those Druids who want a closer experience with nature. Perhaps you crave the rush of a hunt or want to feel the blood of your enemies trickle through your teeth. Perhaps you desire to detach yourself from chains of society entirely. Whatever the reason, though sheer will power and latent magic, you shift into something more primal. In time, you will transform and become a hybrid humanoid and animal. However, the farther you delve, the more cautious you must be to avoid losing your humanity entirely.

Becoming a Becomer[edit]

People who join this class come from many walks of life, all desiring to unleash the beast inside. This class focuses more on the physical side of being a Druid. If you want to be claws deep in an enemy, this is the class for you.

Entry Requirements
Class Requirement: 5th Level Druid
Alignment: True Neutral
Skills: Knowledge (Nature) 5 ranks, Spot 5 ranks
Feats: Power Attack and Cleave
Special: Must have been changed into an animal for at least 24 hours.
Table: The <-class name->

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day/Spells Known
Fort Ref Will
1st +1 +2 +0 +2 Primal Rage, Mute Empathy
2nd +2 +3 +0 +3 Thick Hide, Sharpened Claws, Feral Instincts +1 divine spellcasting class level
3rd +3 +3 +1 +3 Wild Frenzy
4th +4 +4 +1 +4 Improved Primal Rage +1 divine spellcasting class level
5th +5 +4 +1 +4 Sharpened Claws, Mind Over Matter
6th +6 +5 +2 +5 True Predator +1 divine spellcasting class level

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), concentration (Con), Intimidate (Cha), Jump (Dex), Knowledge (local) (Int), Knowledge (geography) (Int) Jump (Int), Perform (Cha), Profession (Wis), Use Magic Device (Cha), Spellcraft (Int), Spot (Wisdom), Survival (Wis),

Class Features[edit]

All of the following are class features of the Becomer.

Weapon and Armor Proficiency: Becomers are proficient with all simple weapons. Becomers are proficient with light and medium armor and shields.

Spellcasting: At every other level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Becomer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Wild Shape: Each level of Becomer counts as a level of Druid for the purposes of determining your wildshape abilities and the daily number of uses of Wild shape. You do not, however, gain any other benefit a character of that class would have gained.

Animal Companion: Each level of Becomer counts as a level of Druid for the purposes of determining your Animal Companion's stats and abilities. You do not, however, gain any other benefit a character of that class would have gained.

Primal Rage(EX)- (EX) - At level 1, when you use wild shape, you become a stronger version of that creature. Whenever you use wild shape, you may gain an additional +2 primal bonus Strength and +2 primal bonus Constitution, but a -2 penalty to Armor Class for as long as you stay in that particular form.

Mute Empathy (EX)- - At level 1, your devotion to your animal form has rendered you mute and unable to speak intelligibly to humanoids. You still understand all langages you know. You are permanently under the effect of the spell Speak with Animals and can communicate clearly to animals through sounds and movements. You gain the Silent Spell feat and the Natural Spell feat.

Thick Hide (EX) - At level 2, your transformation becomes more apparent as your body sprouts fur, feathers, or scales all over. You gain +1 Natural Armor, this bonus increases by +1 per level. This bonus remains in effect even during wild shape.

Sharpened Claws (EX) - At level 2, you gain the Improved Natural Attack feat.

Feral Instincts - At level 2, your behavior becomes even more beast-like, costing you your social skills, but giving you keen awareness and reflexes. All Charisma based checks made on Humanoids gain a -6 penalty, except Intimidate. While in a natural environment, you gain +6 primal bonus on all Balance, Jump, Spot, Search, Listen, Move Silently, Sense Motive, Survival, Swim, and Tumble checks.

Wild Frenzy (EX) - At level 3, you gain the Multiattack feat.

Improved Primal Rage (EX) - At level 4, your Primal Rage increases. You now gain a total of +4 primal bonus Strength and +4 primal bonus Constitution, but a -2 penalty to Armor Class..

Sharpened Claws (EX) - At level 5, you gain the Improved Natural Attack feat.

Mind Over Matter (SU) - At level 5, your mastery of the animal form prevents any spell or ability from changing your form against your will.

True Predator- - At level 6, you have become the ultimate predator. Your animal apothesis has transformed your whole body to reflect the animal within. Your animal appearance grants you +8 on Intimidation checks and +8 on Move Silently Checks. You may consider your type to Animal for the purposes of spells and abilities. Choose ONE Trait below.

Cloak of Quills Trait- - You gain +2 Natural Armor. You gain the ability to shroud yourself in a suit of quills as a swift action. Your melee attacks deal an additional 1d6 piercing damage. Anyone striking you with a natural weapon or unarmed or armed strike takes 1d6 piercing damage. This damage is treated as magical for the purposes of damage reduction. There is no limit to the duration of this effect.

Utter Ferocity Trait- - When you use the Primal Rage ability, you instead gain an additional +6 primal bonus Strength and +6 primal bonus Constitution, but a -3 penalty to Armor Class You also gain +2 primal bonus to grappling, sunder, and trip, these bonuses stack with other bonuses.

Thrill of the Hunt- - You gain the Improved Initiative feat. All of your modes of movement types increase by half. Once per day, you can cast Haste on yourself as per the spell and it lasts the entire duration of the combat. While under the effects of Haste, you leave after-images of yourself, and this distortion grants you concealment (50% miss chance). If you use charge, then you gain double the bonuses and penalties. You gain +4 primal bonus to checks while bullrushing or overrun, these bonses stack with other bonuses.

Campaign Information[edit]

Playing a Becomer[edit]

Combat: Becomers are often the frontline bruisers who rough up enemies.

Advancement: Druids will dip into this class in order to maximize their melee damage at the cost of spells and social abilities.

Resources: Becomers are often loners. If they choose to associate with others, Druids, Barbarians, Clerics of nature deities are their most likely companions. Fighters and Rogues often are indifferent. Wizards, Sorcerers, and Paladins view Becomers as no better than filthy, snarling dogs.

Becomers in the World[edit]


Becomers are often found on the outskirts of society or in the deepest of forests. They fend for themselves and very self sufficient. If they are disturbed by civilized folk, they often hide until they leave. If the outsider is trepasses and angers the Becomer by his presence, the Becomer will attack ferociously until the outsider leaves.

NPC Reactions: NPCs often shun such individuals for their rough behavoir. Some find Becomers to be romantic for embodying a more primitive version of humanity. Others view them as dangers to society at large.

Becomer Lore[edit]

Characters with ranks in Knowledge (nature) can research Becomers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 Becomers are often mistaken for werewolves because of their furry skin.
16 Becomers are hermits that live far from the reaches of civilized society.
21 Becomers are ferocious if provoked.
26 Becomers are mute, but they can speak with animals.

Becomers in the Game[edit]

Becomers rarely go on adventures, preferring to live a solitary life amongst the forest animals they consider kin. If they do decide to join a adventuring party, it is so that they can rid themselves of a threat to their habitat. Becomers do not value gold or money or things, but offering them a meal of meat will do wonders to get on their good side.

Adaptation: Introducing a Becomer into your campaign could be done through several ways. Perhaps the Becomer was attacking trespassers in his territory and the adventuring party was sent out to capture him. Perhaps the Becomer was forced to fight in a gladiator pit, fighting soldiers for the fun of crowds. Perhaps the adventuring party is investigating the disappearing offerings that a primitive village offers to their gawds and the party finds out that the Becomer is stealing the offerings.

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->

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