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| ShinoAburame01-30-07, 03:26 PM | Nethack is one of my favorite games, I eventualy plan to make all the nethack base classes. But first the underappreciated but hella fun Caveman! *CAVEMAN* http://www.spawn.com/toys/movies/hb2/caveman/images/hb2_caveman_photo_01_md.jpg Unga Bunga! Hit die: d12. Class Skills: The caveman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill points at first level: 2+int modifier. Skill points each additional level: 2+int modifier. Starting gold: 1d3 x10. Proficientcies: Cavemen are proficient with the following weapons: club, dagger, greatclub, longbow, shortspear, sling, and spear. Caveman are forbidden from using enchanted weapons or weapons with any magical properties. (They can still use masterwork weapons) They are profficient with light and medium armor, but forbidden from using metal armor. So they can only wear padded, leather, or hide armor. (A caveman may also wear wooden armor as though it were steel, see ironwood spell.) BAB Reflex Fortitude Will Abilities Def bonus. 1. +1 +0 +2 +0 Illiteracy, Favored Terrain. +4 2. +2 +0 +3 +0 Animal Companion, Power Attack. +4 3. +3 +1 +3 +1 Nature Sense, Wild Emapthy. +5 4. +4 +1 +4 +1 Rage 1/day. +5 5. +5 +1 +4 +1 Woodland Stride. Favored Terrain. +5 6. +6/+1 +2 +5 +2 Resist Nature's Lure. +6 7. +7/+2 +2 +5 +2 King of The Wild, Prehistoric Power. +6 8. +8/+3 +2 +6 +2 Rage 2/day. +6 9. +9/+4 +3 +6 +3 Favored Terrain. +7 10.+10/+5 +3 +7 +3 Supersticious. +7 11.+11/+6/+1 +3 +7 +3 Manbeast. +7 12.+12/+7/+2 +4 +8 +4 Rage 3/day. +8 13.+13/+8/+3 +4 +8 +4 Favored Terrain, Wildheart. +8 14.+14/+9/+4 +4 +9 +4 Greater Rage. +8 15.+15/+10/+5 +5 +9 +5 Tireless Rage. +9 16.+16/+11/+6/+1 +5 +10 +5 Rage 4/day +9 17.+17/+12/+7/+2 +5 +10 +5 Favored Terrain. +9 18.+18/+13/+8/+3 +6 +11 +6 Venom Immunity. +10 19.+19/+14/+9/+4 +6 +11 +6 Mighty Rage. +10 20.+20/+15/+10/+2 +6 +12 +6 Rage 5/day. +10 Illiteracy: Cavemen do not automatically know how to read and write. A caveman may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A caveman who gains a level in any other class automatically gains literacy. Any other character who gains a caveman level does not lose the literacy he or she already had. Favored Terrain: At 1st level the caveman selects a type of terrain as favored terrain. While adventuring in this terrain the caveman's deep familiarity gives him a bonus +3 bonus to the following skills: Balance, Jump, Hide, Listen, Move Silently, Search, Spot, and Survival. At 5th level, and every four levels following the caveman gains a new favored terrain. Additionally, he gains a +1 bonus to any previously selected favored terrain. Animal Companion: A caveman at 2cd level may gain an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 2cd level caveman's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A caveman of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s caveman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s caveman level and compare the result with the caveman level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, he can’t have that animal as a companion.) Power Attack: At 2cd level the caveman gains Power Attack as a bonus feat. Rage: A caveman can fly into a rage a certain number of times per day. In a rage, a caveman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a caveman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A caveman may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 15th-level caveman, at which point this limitation no longer applies). Nature Sense: A caveman gains +2 on knowledge (nature) and survival checks. Animal Empathy: A caveman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his caveman level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the caveman 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. A caveman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Woodland Stride: Starting at 5th level, a caveman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his or her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. Resist Nature's Lure: Starting at 6th level, a caveman gains a +4 bonus on saving throws against the spell-like abilities of fey. King of The Wild: At 7th level The caveman gets an attack bonus equal to his or her charisma modifier. Prehistoric Power: The caveman gains a bonus on all saving throws equal to his or her charisma modifier. Supersticious: At 10th level the caveman gains damage resistance to magic based damage equal to his or her caveman level. Manbeast: At 11th level the caveman gains a bonus to all damage rolls with caveman weapons equal to his or her charisma modifier. Wildheart: At 13th level, the caveman has grown to understand magic is everywhere but still fears and loathes it. Whenever a spell would require the caveman to make a saving throw, if he or she fails, he or she may make an additional saving throw at a -2 penalty. If both fail, take the higher result. Greater Rage: At 14th level, a caveman’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. Tireless Rage: At 15th level the caveman no longer becomes fatigued after the end of a rage. Venom Immunity: At 18th level a caveman becomes immune to all natural poisons. Mighty Rage: At 19th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. |
| Repeekluos01-30-07, 04:52 PM | A caveman at 2cd level may gain an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. Bold mine. That, and another place or two. So, onto the point of the post. Please dont think I am being mean, just honest. This class is a bit overpowered. To put it nicely. Rage, animal companion, favored terrain, Immunity to poison, The ability to reroll saves, stat to saves, attack, and damage?!? Not to mention that it resists magical damage equal to its level?!? That is a little vague btw. It doesn't state whether or not it covers ability dmg. It just says damage. This class is very very strong. There would never be a reason to play a Barbarian again, and that says something. Its limited list of weapons was the only drawback that I saw to the class. Even it contains a few good weapons though. I would seriously think about toning a few of the abilities down a bit. |
| Leress01-30-07, 05:04 PM | Just doing a quick run through of the class, all I have to say is...this is not the caveman from Nethack at all even the hit die is wrong. When did it have all those abilities? Use this site to help redo this class if you want to do these classes justice http://www.statslab.cam.ac.uk/~eva/nethack/spoilerlist.html |
| Dragonborn01-30-07, 05:06 PM | This class is a bit overpowered. To put it nicely. I must point out the main balancing factor. Caveman are forbidden from using enchanted weapons or weapons with any magical properties. (They can still use masterwork weapons) Does this apply to Armor and other magical equiment as well? If so, wouldn't that prevent then from using Ironwood? |
| ShinoAburame01-31-07, 12:12 AM | Yes it would. And I was just using ironwood as an example. Sorry, that was my bad. But like there'd been books that have talked of crafting weapons out of bone and wood instead of metal. But as long as it was done through magical means, the caveman cannot use it. |