makin a furry themed class was a bit hard but I think I may have found a way by making it fursuit themed and gaining special features based on the weapons and armor though other ideas would work as well to. It's done apart from whatever tweaks I add to it
Furryimal (furry fandom class)
Hit die: d8
Skills: handle animal, heal, appraise knowledge (local, nature, nobility, arcana, religion), slight of hand, ride, perform, profession, perception. Climb swim
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Bonus feat beast speech, fur suit, special weapon, special armor, full body
2nd
+2
+3
+0
+0
Bonus feat, gear mod +1
3rd
+3
+3
+1
+1
Armor training
4th
+4
+4
+1
+1
Bonus feat
5th
+5
+4
+1
+1
Weapon training
6th
+6/+1
+5
+2
+2
Bonus feat, gear mod+2
7th
+7/+2
+5
+2
+2
Armor training
8th
+8/+3
+6
+2
+2
Bonus feat
9th
+9/+4
+6
+3
+3
Weapon training (or
advanced weapon training*)
10th
+10/+5
+7
+3
+3
Bonus feat, gear mod +3
11th
+11/+6/+1
+7
+3
+3
Armor training
12th
+12/+7/+2
+8
+4
+4
Bonus feat
13th
+13/+8/+3
+8
+4
+4
Weapon training
14th
+14/+9/+4
+9
+4
+4
Bonus feat, gear mod +4
15th
+15/+10/+5
+9
+5
+5
Armor training
16th
+16/+11/+6/+1
+10
+5
+5
Bonus feat
17th
+17/+12/+7/+2
+10
+5
+5
Weapon training
18th
+18/+13/+8/+3
+11
+6
+6
Bonus feat, gear mod +5
19th
+19/+14/+9/+4
+11
+6
+6
Armor mastery
20th
+20/+15/+10/+5
+12
+6
+6
Bonus feat,
Weapon mastery
Bonus feat: any feat may apply to this
Weapon training as a fighter of their level but with the following traits, may add a+1 enhancement bonus for each attack bonus and may add various features that grant a+2 bonus to various rolls and combat manuvers.
Weapon table (used for adding in weapon features)
Bully: +2 bonus to intimadate checks and damage rolls
Babyish: +2 to bluff checks and may deal non lethal damage
Banner: +2 bonus to charisma skill checks and +2 bonus to leadership score
Graceful: +2 bonus to cmb and cmd
Bigger: damage die is one size larger and grants +1 bonus to ac
Depending on the type of weapon, extra bonuses are granted
Brass knuckles: +5 bonus to melee attack and damage rolls
Hook hand: d6 bleed damage or double on a critical hit
Dagger: always returns to you
Punching dager: 18-20 critical threat rate
Short spear: critical hit modifer is 4 and threatens a critical on 18-20
Boarding pike: may make a 5 step with each attack
Weighted spear: also deals slashing damage and damge die is increased by 2 sizes
Dart: threats a critical hit on 15-20
Throwing axe: deals 2d4 bleed damage on a hit
Light pick: ignores hardness and dr adamantine
Flail: deals piercing damage as well and reach increases to 10 feet
Warhammer: damage die increases by 2 sizes and gains the throwing category
Earthbreaker: deals an extra die of damage and is treated as adamantine, magic and piercing
Ogre hook: deals bludgeoing damage as well and threatens a critical hit on a 18-20
Longbow: ignore distance penalties for range in three incremants
Sword breaker dagger: is treated as two sizes larger
Basterd sword: critical hit modifer is x5
Butchering axe: threatens a critical hit on 18-20 and grants use of the cleave feat
Boomerang: always returns to you and threats critical on a 18-20
Gauntlet: gain improved unarmed strike and increase natural attack damage by one size
Club: can’t be sundered and damage die increases by 2 sizes
Cat o nine tails: damage can be lethal and gains grab and constrict abilities
Cutlass: gain a +5 bonus to thievery checks, steal, disarm and overrun combat checks
Longsword: gain lay on hands as a paladin of your level
Armor trainining: as a fighter of their level but their animalistic armor is treated as granting up to two natural attacks and a +1 enhancement bonus for every 5 levels. These natural attacks increase in damage equal to the enhancement bonus. This armor is granted at 1st level and may be repaired as normal. A natural attack is granted at 1st level, then at 5th level and every 5 levels thereafter. It is otherwise an armor of the same type as chosen at 1st level
Armor table (used for adding in armor features)
Thick: +2 ac bonus and dr 1/-
Feral: natural attacks damage die increase by one size
Shelled: +3 natural armor bonus
Depending on the type of armor additional bonuses are gained
Armored kilt: bonus: bagpipe: bardic performance as a bard of your level
Padded: bonus: extra cushy: dr /- equal to half your level
Rosewood armor: fey killer thorns: +1 cold iron armor spikes added at no cost
Chain mail: blood and iron: gain fast healing instead and +2 bonus to attack and damge rolls when bleeding
Armored coat: +4 bonus on checks to conceal weapons
Four mirror: reflect gaze attacks back at source
Full plate: heavy metal: ignore movement penalties and gain a +4 bonus to strength and constitution
Stone plate: gain dr adamantine 5
Buckler: gain a +5 bonus on checks to draw your weapon
Full body: you don’t need to breathe while wearing your armor
Beast speech: may speak with animals