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| Mordin02-22-05, 11:12 PM | This is by no means my own work obviously, but my rendition of the Animal Lord using the animal lords in both the Com. Adventurers and MotW as you can tell I prefer the MotW version but like some of the thing in the Com. Adventurers version. I'd like to know if anyone thinks this is over/under powered and would like any sugestions before I alow it to be used in my campaign. Animal Lord (Shifter) Requirements Alignment: Any neutral Base Attack Bonus: +4 Skills: Handle Animal 4 ranks, Knowledge (nature) 8 ranks, 4 ranks in the appropriate skill as fallows. Apelord-Climb, Bearlord-Intimidate, Birdlord-Spot, Catlord-Move Silent, Horselord-Jump, Sharklord-Swim, Snakelord-Escape Artist and Wolflord-Survival. Feats: Each animal lord must have a specific feat as fallows; Apelord: Branchiation, Bearlord: Power Attack, Birdlord: Flyby Attack, Catlord: Weapon Finesse, Horselord: Run, Sharklord: Improved Swimming, Snakelord: Combat Reflexes, Wolflord: Track. Special: Animal Companion as a class feature. The animal companion must be from his chosen group. Class Skills: Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silent (Dex), Spot (Wis), Survival (Wis) and Swim (Str). Skill Points at Each Level: 4+ Int modifiers. Weapon and Armor Proficiency: Animal lords gain no proficiency with any weapon or armor. Spells per Day/Spells Known: Whenever an even numbered level in this prestige class is gained, the animal lord gains new spells per day (and spells known, if applicable) as if he/she had also gained a level in whatever spellcaster class to which he/she belonged before adding the prestige class. He/she dose not, however, gain any other benefit a character of the class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Animal Bond (Ex): An animal lord develops a bond with animals of his selected group (see below). He gains a +4 bonus on Handle Animal and wild empathy checks made to influence animals from his chosen group. Also, an animal lord adds his/her animal lord levels to his druid and/or ranger levels for the purpose of determining his animal companion’s Hit Dice, special abilities and so forth. Animal Groups: Apelord: ape, baboon, dire ape, monkey. Bearlord: black, brown, and polar bears. Birdlord: all common, dire and giant birds. Catlord: all common and dire felines. Horselord: horses, donky and ponies. Sharklord: all common and dire sharks. Snakelord: all common, dire and giant snakes. Wolflord: all common and dire wolves and canines. Wild Empathy (Ex): An animal lord can improve the attitude of animals. See the druid class feature, page 35 of the Player’s Handbook. If an animal lord has wild empathy from another class, his levels stack for determining the bonus. Zone of Detection (Sp): Beginning at 1st level, an animal lord can detect the presence of all animal of his/her selected group in a 20 foot radius. Fist Totem: At 2nd level, an animal lord gains the Skill focus feat for skills determined by his selected group as follows; Apelord: Climb, Bearlord: Intimidate, Birdlord: Spot, Catlord: Move Silent, Horselord: Jump, Sharklord: Swim, Snakelord: Escape Artist, Wolflord: Survival. Animal Speech (Sp): At 2nd level, an animal lord can converse at will with animals of his/her chosen group as though a speak with animals spell were in effect. Lesser Wild Shape (Su): At 3rd level, an animal lord can use wild shape to take the form of any kind of natural animal in his/her selected group. This ability otherwise functions like the druid’s wild shape, except that an animal lord can use it as often as desired (can only be used to heal wounds 1/day). At 7th level, an animal lord can use this ability to adopt the dire form of an animal in his/her selected group. Extra Animal Companion (Ex): At 4th level, an animal lord gains a second animal companion from his/her selected group. Second Totem: At 5th level, an animal lord gains a bonus feat related to his/her selected group, even if he/she doesn’t meet the prerequisites. Apelord: Leap Attack, Bearlord: Improved Grapple, Birdlord: Improved Flight, Catlord: Quick Reconnoiter, Horselord: Trample, Sharklord: Improved Critical (bite), Snakelord: Improved Initiative, Wolflord: Improved Trip. Summon Animal (Sp): Beginning at 6th level, an animal lord can summon one or more animals of his/her selected group once per day. This ability functions identically to summon nature’s ally V, except than an animal lord can summon creatures only from his/her selected group, as detailed below. The duration of the effect is 1 minute per class level. Apelord: 1d3 dire apes or 1d4+1 apes. Bearlord: 1 polar bear, 1d3 brown bears or 1d4+1 black bears. Birdlord: 1d4+1 eagles, hawks, ravens, or owls. Giant eagle or owl (only by non evil birdlords) Catlord: 1 dire lion, 1d3 tigers, or 1d4+1 lions. Horselord: 1d4+1 heavy or light horses, warhorses, ponies or warponies. Sharklord: 1d3 huge sharks or 1d4+1 large sharks. Snakelord: 1 giant constrictor snake, 1d3 huge vipers or 1d4+1 constrictors or large vipers. Wolflord: 1d4+1 dire wolves or wolves. Major Detection (Sp): At 7th level, an animal lord can detect the presence of all animal of his/her selected group in a radius of 10 feet per class level. Animal Growth (Sp): Once per day, an animal of 7th level or higher can use animal growth on a single animal from his/her selected group, as a swift action as a spellcaster of his/her class level. Otherwise this ability functions just like the spell. Animal Telepathy (Su): At 8th level, an animal lord can use his/her animal speech ability to converse telepathically with any animal of his/her selected group that she can detect. Animal Perception (Su): At 9th level, an animal lord can share the sensory input of any animal of his/her selected group that is within range of his/her Zone of detection. Third Totem: At 10th level, an animal lord gains a permanent 2-point increase to one of his/her ability scores, determined by his/her chosen animal group as follows; Apelord: +2 Strength, Bearlord: +2 Constitution, Birdlord: +2 Wisdom, Catlord: +2 Dexterity, Horselord: +2 Constitution, Sharklord: +2 Strength, Snakelord: +2 Dexterity or Charisma, Wolflord: +2 Strength. Base Attack Bonus (Average) Base Fort saves (good) Base Ref saves (good) Base Will saves (poor) +1 divine spellcasting level every even level 2nd, 4th and so on. |
| TaliaWinters02-23-05, 06:36 AM | so we got the same idea (take a look in my signature), but I hold on working on it for a week. |
| Mordin02-23-05, 10:28 AM | Thanx for the reply dose everyone just hate this prc. Or do people only like pure custom prc's. :thinks: |
| Mordin02-23-05, 10:50 AM | I guess I should explain some of the changes, 1st I changed some of the prereqs to make accesible easaly for both rangers and druids, I avoided the old prereq feats because they weren't revised in 3.5 and I asume that is is because it took to much away from the plant and animal domains. |