Animal Lord (variation) [Archive] - Wizards Community

Post/Author/DateTimePost
Mordin

09-09-07, 01:24 PM
Animal Lord

Requirements:

Alignment: Any neutral

Skills: Handle Animal 5 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, Wolflord: Survival.

Spells: Able to prepare 1st level divine spells.

Feats: Each animal lord must have a specific feat as fallows; Apelord: Branchiation, Bearlord: Power Attack, Birdlord: Flyby Attack, Catlord: Quick Reconnoiter, Horselord: Run, Sharklord: Improved Swimming, Snakelord: Combat Reflexes, Wolflord: Track.

Special: Animal Companion as a class feature.

Class Features:
BAB: Average (as druid)
Good Saves: Fort and Reflex Poor Save: Will
Hit Dice: 1d8

Class Skills: Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silent (Dex), Profession (Int), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 4+ Int modifiers.

LEVEL ABILITY:
1. Animal bond, wild empathy, zone of detection.
2. Animal speech, first totem, +1 divine spellcaster level
3. Lesser wild shape.
4. Extra animal companion, +1 divine spellcaster level
5. Second totem.
6. Summon pack, +1 divine spellcaster level
7. Animal growth, major detection, lesser wild shape (dire).
8. Animal telepathy +1 divine spellcaster level
9. Animal perception.
10. Third totem, lesser wild shape (legendary), +1 divine spellcaster level

Weapon and Armor Proficiency: Animal lords gain no new armor or weapon proficiencies. Animal lords using Lesser Wild Shape are proficient in their natural weapons.

Spells per Day/Spells Known: At 2nd level, and every even level after that the animal lord gains new spells per day (and spells known, if applicable) as if he/she had also gained a level in whatever divine spellcaster class he/she belonged to before adding the prestige class. If he/she had more than one spellcasting class before becoming an animal lord, he/she must decide to which class to add his/her animal lord levels to, to determine spells per day, spells known and overall caster level. He/she dose not, however, gain any other benefit a character of the class would have gained (additional wild shape options, turn undead attempts, or the like).

Animal Bond (Ex): An animal lord develops a great bond with animals of his selected group (see below). He/she gains a +4 bonus on handle animal and wild empathy checks made to influence animals from his chosen group. Also, an animal lords levels stack with his/her druid (as well as levels in other classes and prestige classes that allow this ability to stack) levels for the purpose of determining his animal companion’s Hit Dice, special abilities and so forth. This bonus stacks with the link ability granted with an animal companion.

Animal Groups:

• Apelord: all common and dire primates.
• Bearlord: all common and dire 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 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/her levels stack to determine 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 50 ft. radius per class level.

Fist Totem: At 2nd level, an animal lord gains a bonus feat determined by his/her selected group as follows; Apelord: Skill Focus (climb), Bearlord: Skill Focus (intimidate), Birdlord: Alertness, Catlord: Stealthy, Horselord: Animal Affinity, Sharklord: Skill Focus (swim), Snakelord: Agile, Wolflord: Self-Sufficient.

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 lesser 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 ability. An animal lord can use this ability once per day per two class levels. The effect lasts 1 hour per animal lord level or until he/she changes back. Druid levels stack with animal lord levels (as well as levels in other prestige classes that allow this ability to stack) to determine times per day and the duration of the wild shape. At 7th level, an animal lord may adopt the dire and/or giant form of an animal in his/her selected group. At 10th level an animal lord may adopt the legendary 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 does not meet the prerequisites. Apelord: Improved Bull Rush, Bearlord: Improved Grapple, Birdlord: Improved Flight, Catlord: Cleaver Wrestling, Horselord: Trample, Sharklord: Improved Critical (bite), Snakelord: Improved Initiative, Wolflord: Improved Trip.

Summon Pack (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 a summon nature’s ally spell with a caster level equal to his/her character level, except that an animal lord can only summon creatures from his/her selected group (see below).

• Apelord: 1d3 dire apes or 1d4+1 apes.
• Bearlord: 1 dire bear, 1d2 polar bear(s), 1d2+1 brown bears or 1d4+1 black bears.
• Birdlord: 2d4 eagles, hawks, ravens, falcons, owls or 1d3 Giant eagle(s) or owl(s)* (*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 1d6+1 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 1 mile per class level.

Animal Growth (Sp): Once per day, an animal lord of 7th level can use this ability, as a free action with a spellcaster level equal to his/her class level. He/she may only use this ability on animals from his/her selected group. Otherwise this ability functions just like the spell of the same name.

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 (via Major Detection).

Animal Perception (Su): At 9th level, an animal lord can share the sensory input of any one animal of his/her selected group that she can detect (via Major 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.