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A  D  &  D  -  3  e


   [ Beastlord ]

beastlord.doc - [ Word 2000 - printer friendly version - 43k ]

        The beastlord is the unequaled master of the creatures of the wild. His skill and ability in befriending, calming, and working with wild animals is unparalleled by any other. They are the masters of all beasts, mundane and magical. It is said that even the most powerful of creatures can be influenced by accomplished beastlords.
        As a beastlord increases in power, he manifests traits like those of the animals he befriends. Young and juvenile beastlords begin to act and, to some extent, look like their bonded companions and Veteran beastlords gain the ability to take the form of one of them.

Hit Dice: d10

   [ Requirements ]

        To qualify to become a beastlord, a character must fulfill all the following criteria.
        Base Attack Bonus: +6
        Animal Empathy: 7 ranks
        Wilderness Lore: 7 ranks
        Charisma: 16+

   [ Class Skills ]

        The beastlord’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Any bonded follower) (Int), Listen (Wis), Move Silent (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Wilderness Lore (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

        Skill Points at Each Level: 4 + Int modifier.

   [ Class Features ]

        Weapon and Armor Proficiency: Beastlords are proficient in using all simple and martial weapons but are restricted to only padded, leather, studded leather, and hide armors. They gain the ranger’s ability to fight with two weapons as if they had the Ambidexterity and Two-weapon Fighting feats while lightly encumbered. Beastlords are also proficient with shields, however they lose their two-weapon fighting ability if a shield used.
        Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble and that carrying heavy gear imposes a check penalty on Swim checks.
        Empathic Link: At level 1, the Beastlord gains an empathic link between himself and his bonded animal companions. Through this link, the Beastlord and his animals my relate emotions and general feelings to one another within a 1 mile radius. This is a supernatural ability.
        Animal Followers: The Beastlord attracts animal companions as he gains in level. The number of animals he can have as followers at any given time is equivalent to his Charisma modifier. At levels 1, 3, 5, 7, and 9 he may attract 1 additional follower. The Beastlord my have up to his character level in total hit dice of all of his followers combined, and no one follower can be any higher in hit dice than his class level. These animals are only companions, and not slaves, although the Beastlord may choose to become "bonded" which each of his followers. Becoming bonded to his followers allows the Beastlord to use many of his other special abilities. The process by which he bonds with an animal takes 1 hour per hit dice of the animal, during which he must spend completely uninterrupted getting to know his new friend. If this process is broken, it must be repeated again from the beginning. A Beastlord my release one of his followers from his bond at any time, however there are penalties. If a Beastlord chooses to sever the bond with a follower or if one of his followers is killed, he must immediately make a Fortitude save DC 15. A failed save means he loses 100 experience points per his class level. A successful save reduces this experience penalty by half. A slain or dismissed follower cannot be replaced for 1 week per HD of the slain/dismissed follower. Slain followers can be raised or resurrected as a character can, but they do not lose HD or Constitution as characters do. After he has released an animal from his bond the Beastlord may choose to dismiss it. No followers may be dismissed while they are still bonded. This is a supernatural ability.
        Shared Spells and Saves: At Level 1 the Beastlord and his bonded followers may share the same spells and saving throws. Like with a Paladins bonded mount, a Beastlord my choose to have a spell cast upon him with a range of touch to also affect his bonded followers that are within 5 feet. If the animals leave the 5 foot area, the effect of the spell expires if it had a duration longer than instantaneous. If the animals come back to within the 5-foot area, the spell will not continue to affect them. Also, the Beastlord and his bonded followers may share the same saving throws. Whichever base saving throw is higher, the Beastlord’s or the animal’s, is the base save that may be used in determining the result of a saving throw. This is a supernatural ability.
        Telepathic Link: At level 2, the Beastlord gains a telepathic link with his bonded followers. He can mentally speak with any of his bonded followers up to a distance of 1 mile. This is a supernatural ability.
        Animal Empathy: As the Beastlord progresses in levels, his animal empathy skill becomes so keen and attuned to animals, beasts, and magical beasts of all kinds, he can actually reduce the normal penalty applied to an animal empathy roll against beasts and magical beasts. Instead of the normal -4, his penalty reduces as he becomes more powerful. At level 2 this penalty is reduced to -2 for beasts and -4 for magical beasts. At level 4 this penalty is further reduced to -0 for beasts and -2 for magical beasts, and finally at level 8 this reduced to -0 for both beasts and magical beasts, eliminating it all together. This is an extraordinary ability.
        Wild Blood: At levels 3, 6, 9, and every 3rd level there after, a Beastlord can pick from one of the following wild blood traits. These are considered supernatural abilities.
  • Cannot be surprised
  • Uncanny Dodge (Cannot be caught flat footed)
  • Uncanny Dodge (Cannot be flanked)
  • Uncanny Dodge (+1 bonus to ref saves to avoid traps)*
  • Evasion (As a Rouge)
  • +1 bonus to Spot, Search, or Listen*
  • Scent
  • Bite Attack (1d6)
  • Claw Attack (1d4)

    * = Can be taken more than once, bonuses stack.
        Sensory Link: At level 4, the Beastlord gains the ability to substitute one of his own senses for that of one of his bonded followers. For example, he can see through the animal’s eyes or listen through its ears. This ability has a range of 1 mile. This is a supernatural ability.
        Animal Affinity: As per the psionic power of the same name (Psionics Handbook page 52). This power can be used to emulate the ability scores of one of the Beastlords bonded animals. The Beastlord chooses one of the six ability scores of one of his followers to emulate, and then he increases his own ability score by 1d4+1 points. He can only emulate an ability score of one of his followers that is at least 5 points higher than his own. He cannot use this power to emulate gross physical qualities (i.e. wings, fangs, claws) but it can be used to emulate subtle effects such as keen eyes, sharp ears, or even the ability to climb walls as a spider (at the DM’s discretion). This ability can be used a number of times equal to your unmodified Strength bonus. This is a supernatural power.
        Shapechange: After reaching level 10, the Beastlord has mastered his control and familiarity with his animal friends so much, that he can actually take the form of one of his bonded followers. This is a supernatural ability that allows the Beastlord to use the Polymorph Self spell to change into one of his bonded followers. The ability works exactly like the spell, except that it can only be used to change into one of his bonded followers and nothing else. You can use this ability a number of times per day equal to your Constitution modifier. This is a spell-like ability.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +2 Empathic Link,
Animal Follwer +1,
Shared Spells and Saves
2nd +2 +3 +0 +3 Telepathic Link,
Animal Empathy -2 / -4
3rd +3 +3 +1 +3 Animal Follower +1,
Wild Blood
4th +4 +4 +1 +4 Sensory Link,
Animal Empathy -0 / -2
5th +5 +4 +1 +4 Animal Follower +1
6th +6 +5 +2 +5 Animal Affinity,
Wild Blood
7th +7 +5 +2 +5 Animal Follower +1
8th +8 +6 +2 +6 Animal Empathy -0 / -0
9th +9 +6 +3 +6 Animal Follower +1,
Wild Blood
10th +10 +7 +3 +7 Shapechange

Spells per day
Class Level 1 2 3 4
1st 1      
2nd 1      
3rd 1 1    
4th 2 1    
5th 2 1 1  
6th 2 2 1  
7th 3 2 1 1
8th 3 2 2 1
9th 3 3 2 1
10th 4 3 2 2

A D&D 3rd edition Prestige Class designed by:
WAR & NaughtyDawg.


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