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| hbomb08-29-07, 07:06 PM | Here is a feat tree I came up with but haven't played since I did, so haven't gotten any input. Just joined the forums, though I have been reading them for a while, and figured that you guys (read: people) would give me some useful feedback. I am copy/paste-ing the entire page I made up. Our group was playing in ECS, hence #3. The chart below didn't paste well but you get the idea. 1ST: Animals other than companions/familiars/spec. mounts advance in levels as if they were followers, but don’t count toward your limit of followers. Also, the number of hit die worth of animals you can have is equal to your hit die plus one, plus any animal feats (see below) that you have. 2ND: New feats ( Any of these can be taken as bonus feats for any PC class) Animal Handler Prereq: 4 ranks in Handle Animal Cha. 12 Benefit: Adds one to total # of animals allowed, and allows handling two animals per move action. Normal: Can handle one animal per move action Animal Expert Prereq: 8 ranks in Handle Animal Animal Handler feat Benefit: Adds one to total # of animals allowed, and allows handling three (one additional over previous feat) animals per move action. Beast Master Prereq: 12 ranks in Handle Animal Animal Handler, Animal Expert feats Benefit: Adds one to total # of animals allowed, and allows handling four (one additional over previous feat) animals per move action. Ability Trainer Prereq: 16 Int., 16 Cha., 16 in ability being trained, 16 ranks in Handle Animal Animal Handler, Animal Expert, Beast Master feats Benefit: Provides means to improve an animal’s ability scores. To do so requires a minimum of one week of training (8hrs per day), with the time determined by the ability modifier, (see chart below). Also, the cost is 4000 gold plus 500 per week of training, (This cost is for you training the animal, add 1000 gold to hire someone else), and you cannot raise an ability score, (other than Str., Dex., or Con.), higher than your score for that ability. This feat also adds one to total # of animals allowed, and allows handling five (one additional over previous feat) animals per move action. 3RD: Because of the magical influence in Ebberron, there is always a small chance that you can pick up a couple of spells. At each new level (including first) roll % + level. 90% or higher means you have figured out a spell (odd# = divine, even# = arcane) (90–95=0 lvl, 96-98=1st lvl, 99 or higher=2nd lvl). Spell will then be rolled for from appropriate list. Every spell you learn adds 1 to your roll to learn another. All spells are cast at caster level one, and are usable once each per day. These spells are separate from any you may have from your class, and are not added to your normal spell list. Ability score change Modifier change # of weeks training required (minimum) 1 to 2 -5 to –4 5 at DC 30 2 to 3 -4 4 at DC 31 3 to 4 -4 to –3 4 at DC 32 4 to 5 -3 3 at DC 33 5 to 6 -3 to –2 3 at DC 34 6 to 7 -2 2 at DC 35 7 to 8 -2 to –1 2 at DC 36 8 to 9 -1 1 at DC 37 9 to 10 -1 to 0 1 at DC 38 10 to 11 0 1 at DC 39 11 to 12 0 to 1 1 at DC 40 12 to 13 1 1 at DC 41 13 to 14 1 to 2 2 at DC 42 14 to 15 2 2 at DC 43 15 to 16 2 to 3 3 at DC 44 16 to 17 3 3 at DC 45 17 to 18 3 to 4 4 at DC 46 18 to 19 4 4 at DC 47 19 to 20 4 to 5 5 at DC 48 |
| hbomb09-17-07, 08:02 PM | Just wanted to get this back on the first page of postes and see if anyone has any comments.:weep: |
| Ravion09-17-07, 08:36 PM | I would have to say that having feats to improve Animal handling is a wonderful idea, but by what i am getting a player who has these feats could have several animal companions with out useing up any henchmen slots. If that is correct then I would have to say that is getting too powerful for a regular game setting. now if the feats improved things like your companions Stats, abilities, attacks and so on. Now if I am wrong about that then I guess I am not understanding the idea behind these feats. If these feats are for pets and the like then why do you need feats to improve them. Another way this feat could be used I guess would be... if you are attacked by animals you could use these type of feats to make them your allies. Hope this helps you out. Also if you could add more information on these feats so that they are a little clearer so that someone like my self can make use of it. |
| hbomb09-17-07, 10:56 PM | The feats would be to improve pets, not animal companions/familiars. And the henchman tie-in was for how many HD any of the pets could have. I thought all this up because I like playing characters that have pets, but found no RAW that talked about pets improving as you did. So, that 1HD dog may be able to stay with you when you first start out as a 1st level PC, but he will always be a 1HD dog. |
| hbomb09-18-07, 01:21 AM | Here's an example to show how I picture this working. Human Druid 1: Str:14 Dex:15 Con:15 Int:12 Wis:15 Cha:14 Handle animal:4 ranks Other skill points where ever Feats: Animal Handler, Combat Reflexes or whatever Animal Companion: Wolf Pets: Dog 1HD, Hawk 1HD, Donkey 1HD, for a total of 3HD of pets. Every additional level, he can either add an additional 1HD pet, or improve (level up) an existing pet. However, The level is limited by the leadership chart in the DMG pg. 106, so you would need a leadership score of at least 13 before you could have a 2nd level pet. This would mean you would probably be at least lvl 8 or 9 to have a lvl 2 pet, which is why I didn't think it was too powerful. Now that I am actually looking at my DMG, this may be too weak for anyone to try to use. The other benefit is that you can direct 2 animals per move action once you get the feat. |