Fax Celestis
2006-07-27, 12:11 AM
The Animal Trainer is a master of animals and is backed by a variety of spells.
Abilities: Wisdom is necessary for your spellcasting, while a high Charisma will help out your Animal Leadership ability. Dexterity may be a good second choice, which would allow you to use archery while your animals wade in.
Races: Halflings make up the majority of animal trainers, though humans and elves both take up the mantle as well.
Alignment: Animal trainers may be of any alignment.
Hit Die: d6
Starting Gold: 4d4x10 gp.
Starting Age: As rogue (PH 109).
==Class Features==
Weapon and Armor Proficiency: Animal trainers are proficient with all simple weapons, and with light and medium armor. They are not proficient with shields.
Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Use Rope
Animal Leadership
This ability acts as the Leadership for all intents and purposes except it attracts creatures of the animal type and uses the column attached to the progression chart.
The animal trainer's companion is equal in HD to the animal trainer's class level, while the animal trainer's followers may have a maximum total HD equal to his class level, and a maximum HD (per follower) of no more than 1/3 the total follower HD allotment.
Nature Sense: An animal trainer gets +2 to Knowledge (Nature) and Survival checks.
Animal Husbandry: Starting at 2nd level, an animal trainer adds his class level to Animal Handling checks. In addition, training times for tricks are cut in half.
Animal Empathy: Starting at 3rd level, an animal trainer instinctively knows the emotional state of his followers.
Animal Familiarity: Starting at 4th level, an animal trainer increases the effective range of spells that he casts on his animal followers or companion. This increase is 10' at 4th level, and increases by 10' every three levels, ceasing at 50' at 16th level. It increases again at 20th level to 100'.
Speak with Animals: Starting at 5th level, an animal trainer is considered to be permanently under the effect of a speak with animals spell. This effect cannot be dispelled.
Animal Telepathy: At 6th level, an animal trainer can have a telepathic link with his companion or any of his followers within 25'. Activating or deactivating the link is a swift action that does not provoke an attack of opportunity. At 9th level, this improves to 50' and two animals. At 12th level, this improves to 75' and three animals. At 15th level, this improves to 100' and four animals. At 18th level, this improves to 150' and five animals.
Strengthening: At 14th level, the animal trainer may include unintelligent (Int 1-2) magical beasts of the appropriate HD in his followers or as his companion.
Force of Nature: At 19th level, an animal trainer receives a second companion of two HD lower than his class level.
Spells: An animal trainer casts unprepared arcane spells, like a sorceror, using his Wisdom as his basis for casting spells. He automatically knows all spells on his spell list. All spells have a save DC equal to his class level + Wisdom modifier + spell level.
0th level spells: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Light, Meding, Purify Food and Drink
1st level spells: Cure Light Wounds, Summon Nature's Ally I, Calm Animals, Charm Animal, Detect Animals or Plants, Hide from Animals, Magic Fang, Speak with Animals, Animal Messenger
2nd level spells: Hold Animal, Snare, Summon Nature's Ally II, Animal Trance, Recude Animal, Lesser Restoration, Summon Swarm, Delay Poison, Animalistic Power, Linked Perception
3rd level spells: Create Food and Water, Cure Moderate Wounds, Remove Disease, Dominate Animal, Greater Magic Fang, Neutralize Poison, Summon Nature's Ally III, Repel Vermin, Giant Vermin
4th level spells: Animal Growth, Cure Serious Wounds, Summon Nature's Ally IV, Reincarnate, Poison, Healing Spirit
5th level spells: Mass Cure Light Wounds, Cure Critical Wounds, Awaken, Baleful Polymorph, Commune with Nature
Animal Trainer Progression
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day | Total Follower HD
1st | +0 | +2 | +0 | +0 | Animal Leadership, Nature Sense | 3/-/-/-/-/- | 1
2nd | +1 | +3 | +0 | +0 | Animal Husbandry | 4/0/-/-/-/- | 2
3rd | +2 | +3 | +1 | +1 | Animal Empathy | 5/1/-/-/-/- | 3
4th | +3 | +4 | +1 | +1 | Animal Familiarity (+10') | 6/2/0/-/-/- | 4
5th | +3 | +4 | +1 | +1 | Speak with Animals | 6/3/1/-/-/- | 5
6th | +4 | +5 | +2 | +2 | Animal Telepathy (25', 1 animal) | 6/4/2/-/-/- | 6
7th | +5 | +5 | +2 | +2 | Animal Familiarity (+20') | 6/5/2/0/-/- | 7
8th | +6/+1 | +6 | +2 | +2 | - | 6/6/3/1/-/- | 8
9th | +6/+1 | +6 | +3 | +3 | Animal Telepathy (50', 2 animals) | 6/7/4/1/-/- | 9
10th | +7/+2 | +7 | +3 | +3 | Animal Familiarity (+30') | 6/7/5/2/0/- | 10
11th | +8/+3 | +7 | +3 | +3 | - | 6/7/5/2/1/- | 11
12th | +9/+4 | +8 | +4 | +4 | Animal Telepathy (75', 3 animals) | 6/7/6/3/1/- | 12
13th | +9/+4 | +8 | +4 | +4 | Animal Familiarity (+40') | 6/7/7/3/2/- | 13
14th | +10/+5 | +9 | +4 | +4 | Strengthening | 6/7/7/4/2/0 | 14
15th | +11/+6/+1 | +9 | +5 | +5 | Animal Telepathy (100', 4 animals) | 6/7/7/4/2/1 | 15
16th | +12/+7/+2 | +10 | +5 | +5 | Animal Familiarity (+50') | 6/7/7/5/3/1 | 16
17th | +12/+7/+2 | +10 | +5 | +5 | - | 6/7/7/6/4/2 | 17
18th | +13/+8/+3 | +11 | +6 | +6 | Animal Telepathy (150', 5 animals) | 6/7/7/6/4/2 | 18
19th | +14/+9/+4 | +11 | +6 | +6 | Force of Nature | 6/7/7/6/4/2 | 19
20th | +15/+10/+5 | +12 | +6 | +6 | Animal Familiarity (+100') | 6/7/7/7/5/3 | 20[/table]
Animal Trainer Companion Progression
{table=head]Trainer Level | HD | AC Bonus | Ability Bonus | Special
1 | 1 | +0 | +0 | Empathic Link
2 | 2 | +0 | +0 | Empower with Spells (1st)
3 | 3 | +0 | +0 | Telepathic Link
4 | 4 | +1 | +0 | -
5 | 5 | +1 | +0 | Empower with Spells (2nd)
6 | 6 | +1 | +1 | Evasion
7 | 7 | +2 | +1 | -
8 | 8 | +2 | +1 | Multiattack
9 | 9 | +3 | +1 | -
10 | 10 | +3 | +1 | Improved Evasion, Empower with Spells (3rd)
11 | 11 | +4 | +2 | -
12 | 12 | +4 | +2 | Improved Natural Attack
13 | 13 | +5 | +2 | -
14 | 14 | +5 | +2 | -
15 | 15 | +6 | +2 | Empower with Spells (4th)
16 | 16 | +6 | +3 | -
17 | 17 | +6 | +3 | -
18 | 18 | +7 | +3 | Improved Natural Attack
19 | 19 | +7 | +3 | -
20 | 20 | +7 | +4 | Empower with Spells (5th)[/table]
Empathic Link: The animal trainer and his companion have a constant empathic link while on the same plane of existence.
Empower with Spells: The animal trainer may empower his companion with a spell of the specified level or lower, once per day. The animal companion can cast that spell once, during that same day. If, by the end of the day, it has not been cast, it is lost.
Telepathic Link: The animal trainer and his companion have a constant telepathic link as long as they are within 10 miles of each other.
Evasion, Improved Evasion, Multiattack, and Improved Natural Attack: as the feats.
This table assumes an animal companion starts with 1 HD. For those that have more HD, they are unavailable to the animal trainer as a companion until the trainer has levels equal or greater to the companion's natural HD.
Abilities: Wisdom is necessary for your spellcasting, while a high Charisma will help out your Animal Leadership ability. Dexterity may be a good second choice, which would allow you to use archery while your animals wade in.
Races: Halflings make up the majority of animal trainers, though humans and elves both take up the mantle as well.
Alignment: Animal trainers may be of any alignment.
Hit Die: d6
Starting Gold: 4d4x10 gp.
Starting Age: As rogue (PH 109).
==Class Features==
Weapon and Armor Proficiency: Animal trainers are proficient with all simple weapons, and with light and medium armor. They are not proficient with shields.
Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Use Rope
Animal Leadership
This ability acts as the Leadership for all intents and purposes except it attracts creatures of the animal type and uses the column attached to the progression chart.
The animal trainer's companion is equal in HD to the animal trainer's class level, while the animal trainer's followers may have a maximum total HD equal to his class level, and a maximum HD (per follower) of no more than 1/3 the total follower HD allotment.
Nature Sense: An animal trainer gets +2 to Knowledge (Nature) and Survival checks.
Animal Husbandry: Starting at 2nd level, an animal trainer adds his class level to Animal Handling checks. In addition, training times for tricks are cut in half.
Animal Empathy: Starting at 3rd level, an animal trainer instinctively knows the emotional state of his followers.
Animal Familiarity: Starting at 4th level, an animal trainer increases the effective range of spells that he casts on his animal followers or companion. This increase is 10' at 4th level, and increases by 10' every three levels, ceasing at 50' at 16th level. It increases again at 20th level to 100'.
Speak with Animals: Starting at 5th level, an animal trainer is considered to be permanently under the effect of a speak with animals spell. This effect cannot be dispelled.
Animal Telepathy: At 6th level, an animal trainer can have a telepathic link with his companion or any of his followers within 25'. Activating or deactivating the link is a swift action that does not provoke an attack of opportunity. At 9th level, this improves to 50' and two animals. At 12th level, this improves to 75' and three animals. At 15th level, this improves to 100' and four animals. At 18th level, this improves to 150' and five animals.
Strengthening: At 14th level, the animal trainer may include unintelligent (Int 1-2) magical beasts of the appropriate HD in his followers or as his companion.
Force of Nature: At 19th level, an animal trainer receives a second companion of two HD lower than his class level.
Spells: An animal trainer casts unprepared arcane spells, like a sorceror, using his Wisdom as his basis for casting spells. He automatically knows all spells on his spell list. All spells have a save DC equal to his class level + Wisdom modifier + spell level.
0th level spells: Create Water, Cure Minor Wounds, Detect Poison, Guidance, Light, Meding, Purify Food and Drink
1st level spells: Cure Light Wounds, Summon Nature's Ally I, Calm Animals, Charm Animal, Detect Animals or Plants, Hide from Animals, Magic Fang, Speak with Animals, Animal Messenger
2nd level spells: Hold Animal, Snare, Summon Nature's Ally II, Animal Trance, Recude Animal, Lesser Restoration, Summon Swarm, Delay Poison, Animalistic Power, Linked Perception
3rd level spells: Create Food and Water, Cure Moderate Wounds, Remove Disease, Dominate Animal, Greater Magic Fang, Neutralize Poison, Summon Nature's Ally III, Repel Vermin, Giant Vermin
4th level spells: Animal Growth, Cure Serious Wounds, Summon Nature's Ally IV, Reincarnate, Poison, Healing Spirit
5th level spells: Mass Cure Light Wounds, Cure Critical Wounds, Awaken, Baleful Polymorph, Commune with Nature
Animal Trainer Progression
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells Per Day | Total Follower HD
1st | +0 | +2 | +0 | +0 | Animal Leadership, Nature Sense | 3/-/-/-/-/- | 1
2nd | +1 | +3 | +0 | +0 | Animal Husbandry | 4/0/-/-/-/- | 2
3rd | +2 | +3 | +1 | +1 | Animal Empathy | 5/1/-/-/-/- | 3
4th | +3 | +4 | +1 | +1 | Animal Familiarity (+10') | 6/2/0/-/-/- | 4
5th | +3 | +4 | +1 | +1 | Speak with Animals | 6/3/1/-/-/- | 5
6th | +4 | +5 | +2 | +2 | Animal Telepathy (25', 1 animal) | 6/4/2/-/-/- | 6
7th | +5 | +5 | +2 | +2 | Animal Familiarity (+20') | 6/5/2/0/-/- | 7
8th | +6/+1 | +6 | +2 | +2 | - | 6/6/3/1/-/- | 8
9th | +6/+1 | +6 | +3 | +3 | Animal Telepathy (50', 2 animals) | 6/7/4/1/-/- | 9
10th | +7/+2 | +7 | +3 | +3 | Animal Familiarity (+30') | 6/7/5/2/0/- | 10
11th | +8/+3 | +7 | +3 | +3 | - | 6/7/5/2/1/- | 11
12th | +9/+4 | +8 | +4 | +4 | Animal Telepathy (75', 3 animals) | 6/7/6/3/1/- | 12
13th | +9/+4 | +8 | +4 | +4 | Animal Familiarity (+40') | 6/7/7/3/2/- | 13
14th | +10/+5 | +9 | +4 | +4 | Strengthening | 6/7/7/4/2/0 | 14
15th | +11/+6/+1 | +9 | +5 | +5 | Animal Telepathy (100', 4 animals) | 6/7/7/4/2/1 | 15
16th | +12/+7/+2 | +10 | +5 | +5 | Animal Familiarity (+50') | 6/7/7/5/3/1 | 16
17th | +12/+7/+2 | +10 | +5 | +5 | - | 6/7/7/6/4/2 | 17
18th | +13/+8/+3 | +11 | +6 | +6 | Animal Telepathy (150', 5 animals) | 6/7/7/6/4/2 | 18
19th | +14/+9/+4 | +11 | +6 | +6 | Force of Nature | 6/7/7/6/4/2 | 19
20th | +15/+10/+5 | +12 | +6 | +6 | Animal Familiarity (+100') | 6/7/7/7/5/3 | 20[/table]
Animal Trainer Companion Progression
{table=head]Trainer Level | HD | AC Bonus | Ability Bonus | Special
1 | 1 | +0 | +0 | Empathic Link
2 | 2 | +0 | +0 | Empower with Spells (1st)
3 | 3 | +0 | +0 | Telepathic Link
4 | 4 | +1 | +0 | -
5 | 5 | +1 | +0 | Empower with Spells (2nd)
6 | 6 | +1 | +1 | Evasion
7 | 7 | +2 | +1 | -
8 | 8 | +2 | +1 | Multiattack
9 | 9 | +3 | +1 | -
10 | 10 | +3 | +1 | Improved Evasion, Empower with Spells (3rd)
11 | 11 | +4 | +2 | -
12 | 12 | +4 | +2 | Improved Natural Attack
13 | 13 | +5 | +2 | -
14 | 14 | +5 | +2 | -
15 | 15 | +6 | +2 | Empower with Spells (4th)
16 | 16 | +6 | +3 | -
17 | 17 | +6 | +3 | -
18 | 18 | +7 | +3 | Improved Natural Attack
19 | 19 | +7 | +3 | -
20 | 20 | +7 | +4 | Empower with Spells (5th)[/table]
Empathic Link: The animal trainer and his companion have a constant empathic link while on the same plane of existence.
Empower with Spells: The animal trainer may empower his companion with a spell of the specified level or lower, once per day. The animal companion can cast that spell once, during that same day. If, by the end of the day, it has not been cast, it is lost.
Telepathic Link: The animal trainer and his companion have a constant telepathic link as long as they are within 10 miles of each other.
Evasion, Improved Evasion, Multiattack, and Improved Natural Attack: as the feats.
This table assumes an animal companion starts with 1 HD. For those that have more HD, they are unavailable to the animal trainer as a companion until the trainer has levels equal or greater to the companion's natural HD.