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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.

bingo_bob
2006-07-27, 12:39 AM
I'd beef the companion a bit. I mean, really, at 13 hd at level 20, you're not taking it into melee, or anywhere useful. Make it, oh, go up to 17 or 18.

And I can't see ANYONE using the lil' critters for anything, really.

I_Got_This_Name
2006-07-27, 12:44 AM
I'd probably give the main companion HD equal to the guy's class level, honestly.

Possibly use Animal's Base HD + 2/3 level (as Druid) or full level, whichever is greater.

Fax Celestis
2006-07-27, 12:17 PM
How about now?

NullAshton
2006-07-27, 12:25 PM
Hehe, 50 wolves... wonder what you could do with that? :D

bingo_bob
2006-07-27, 01:03 PM
Whoa whoa whoa...

6 1/2... to 14? What the hell? I'd make it a straight, 1 hd progression. And the old idea where you still got other animals, was really cool. Sure, you wouldn't USE it, but it really added flavor, which at the moment, is just kind of... not there.

Fax Celestis
2006-07-27, 01:04 PM
Whoa whoa whoa...

6 1/2... to 14? What the hell? I'd make it a straight, 1 hd progression. And the old idea where you still got other animals, was really cool. Sure, you wouldn't USE it, but it really added flavor, which at the moment, is just kind of... not there.
You still DO get other animals.

That column lists the maximum total hit dice of your followers, excluding your companion. Your companion has HD equal to your class level.

And the jump in the middle is from the Strengthening ability.

bingo_bob
2006-07-27, 01:08 PM
Mmm... still seems a little... bizzare. I mean, just gaining that much so suddenly...

Fax Celestis
2006-07-27, 01:09 PM
Mmm... still seems a little... bizzare. I mean, just gaining that much so suddenly...
What would you recommend, then? A point earlier where it boosted from 1/2 to 3/4, and then another later where it went from 3/4 to 1?

Or take it out altogether and have a progression for the followers not based on the class level of the trainer?

bingo_bob
2006-07-27, 01:11 PM
Actually, I'd just make the followers equal to HD. Simple, clean, and more useful.

Fax Celestis
2006-07-27, 01:15 PM
Actually, I'd just make the followers equal to HD. Simple, clean, and more useful.
Okay. Should I leave in the aspect of Strengthening that allows for followers to be magical beasts of animal intelligence?

EDIT: I personally say yes, because I'd like to have a horde of shocker lizards. However, since its' weaker now, perhaps moving it to a lower level is an idea?

bingo_bob
2006-07-27, 01:20 PM
Sure, that'd work.

You have to put in a limit on the HD of each individual follower, though. You don't really want them to take on a couple of hydras.

Plus, I'd add some benefits for the companion, kind of like what druids get, but more so, since they're focusing on it more.

Fax Celestis
2006-07-27, 01:26 PM
Sure, that'd work.

You have to put in a limit on the HD of each individual follower, though. You don't really want them to take on a couple of hydras.

Plus, I'd add some benefits for the companion, kind of like what druids get, but more so, since they're focusing on it more.
Funny how this is going where I originally intended it to, but decided wasn't viable, and now finding it is. :)

How about "to a maximum HD (per follower) of no more than 1/3 the total follower HD allotment"?

Fax Celestis
2006-07-27, 01:46 PM
üpdätëd.

Randomman413
2006-07-29, 03:59 PM
Is there any way this could be a spellcasting free class? Still witht he animals and all, but no casting spells.

Fax Celestis
2006-07-29, 04:08 PM
Is there any way this could be a spellcasting free class? Still witht he animals and all, but no casting spells.
Sure. Can it wait 'til tomorrow, so I can do it tonight (when I'm not at work)?

Fax Celestis
2006-08-01, 04:17 PM
Spell-free variant:

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 (6 + 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.

Care and Feeding: At 4th level, an animal trainer gains the following spell-like abilities, usable a combined total 3 times a day: Create Water, Calm Animals, Charm Animal

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.

Improved Care and Feeding: The animal trainer gains the ability to cast the following spell like abilities a combined total of 3 times per day: Create Food and Water, Animal Trance, Reduce Animal, Animal Growth

In addition, the number of times he can use Care and Feeding increases to a combined total of 6 per day.

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.

Greater Care and Feeding: The animal trainer gains the ability to cast the following spell-like abilities a combined total of 3 times per day: Heroes' Feast, Mass Cure Light Wounds, Commune with Nature

In additon, his number of uses for Improved Care and Feeding increases to six, and the number of uses for Care and Feeding increases to nine.

Force of Nature: At 19th level, an animal trainer receives a second companion of two HD lower than his class level.

Awakening: At 20th level, an animal trainer is able to use awakening as a spell-like ability once per day. The experience point cost for this spell is halved. All other restrictions apply as normal.

Animal Trainer Progression
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save SpecialTotal Follower HD

1st +0 +2 +0 +0 Animal Leadership, Nature Sense1

2nd +1 +3 +0 +0 Animal Husbandry2

3rd +2 +3 +1 +1 Animal Empathy3

4th +3 +4 +1 +1 Care and Feeding4

5th +3 +4 +1 +1 Speak with Animals5

6th +4 +5 +2 +2 Animal Telepathy (25', 1 animal)6

7th +5 +5 +2 +2 -7

8th +6/+1 +6 +2 +2 -8

9th +6/+1 +6 +3 +3 Animal Telepathy (50', 2 animals)9

10th +7/+2 +7 +3 +3 Improved Care and Feeding10

11th +8/+3 +7 +3 +3 -11

12th +9/+4 +8 +4 +4 Animal Telepathy (75', 3 animals)12

13th +9/+4 +8 +4 +4 -13

14th +10/+5 +9 +4 +4 Strengthening14

15th +11/+6/+1 +9 +5 +5 Animal Telepathy (100', 4 animals)15

16th +12/+7/+2 +10 +5 +5 -16

17th +12/+7/+2 +10 +5 +5 Greater Care and Feeding17

18th +13/+8/+3 +11 +6 +6 Animal Telepathy (150', 5 animals)18

19th +14/+9/+4 +11 +6 +6 Force of Nature19

20th +15/+10/+5 +12 +6 +6 Awakening20
[/table]

Animal Trainer Companion Progression
{table]
Trainer LevelHDAC BonusAbility BonusSpecial

1 1 +0 +0 Empathic Link

2 2 +0 +0 Weapon Focus (Natural Attack)

3 3 +0 +0 Telepathic Link

4 4 +1 +0 -

5 5 +1 +0 Empower with Class Ability

6 6 +1 +1 Evasion

7 7 +2 +1 -

8 8 +2 +1 Multiattack

9 9 +3 +1 -

10 10 +3 +1 Improved Evasion

11 11 +4 +2 -

12 12 +4 +2 Improved Natural Attack

13 13 +5 +2 -

14 14 +5 +2 -

15 15 +6 +2 Weapon Specialization (Natural Attack)

16 16 +6 +3 -

17 17 +6 +3 -

18 18 +7 +3 Improved Natural Attack

19 19 +7 +3 -

20 20 +7 +4 -[/table]

Empathic Link: The animal trainer and his companion have a constant empathic link while on the same plane of existence.

Empower with Class Ability: The animal trainer may empower his companion with one of his class abilities once per day. The animal companion can use that ability 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.

Weapon Focus, Weapon Specialization, 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.

Randomman413
2006-08-16, 04:25 PM
Just wanted to post a villain I made for an upcoming game I'm running using the spellcasting-free version.

Dark Lord Josiah

Medium Human Animal Trainer
Hit Dice: 9d6+18 ( 70hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class:18 (+4Dex, +4Insight), touch 14, flat-footed 14
Base Attack/Grapple: +6/+11
Attack: Blade+2 (1d20+11; 1D8+2d6 force damage, critical 17-20, x2)
Special Qualities: Animal Leadership, Animal Empathy, 3/day Create Water, Charm Animal, and Calm Animal, Speak with Animals,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str16, Dex18, Con14, Int10, Wis16, Cha18
Skills: Balance+6, Handle Animal+21, Ride+15, Concentration+13, Intimidate+15, Bluff+15
Feats: Improved Critical (Blade), Improved Unarmed Strike, Improved Grapple, Mounted Combat, Toughness
Challenge Rating: 6
Alignment: Lawful Evil
Special: The B.B.E.G. has a Bullette mount “Omni”, 4 Krenshar “Alpha, Omega, and Zeta”, and 1 Darkmantle “Spot” that rides on the back of the Bullette


Bulette
Size/Type: Huge Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +3
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 26 (-2 size, +3 Dex, +12 natural, +3 unnamed), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +17 melee (2d8+9)
Full Attack: Bite +17 melee (2d8+9) and 2 claws +15 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Leap
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft., Empathic Link, 3/day Create Water, Charm Animal, and Calm Animal, Evasion
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 28, Dex 16, Con 21, Int 3, Wis 14, Cha 7
Skills: Jump +19, Listen +10, Spot +4
Feats: Alertness, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Multiattack
Alignment: Lawful Evil

Evasion (Ex)

If the bullete makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. The bullete does not gain the benefit of evasion if helpless.


Krenshar
Size/Type: Medium Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Bite +2 melee (1d6)
Full Attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scare
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills: Hide +4, Jump +9, Listen +3, Move Silently +6
Feats: Multiattack, Track
Challenge Rating: 1
Alignment: Lawful Evil

Scare (Ex or Su)

As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.


Darkmantle
Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d4+4)
Full Attack: Slam +5 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness, improved grab, constrict 1d4+4
Special Qualities: Blindsight 90 ft.
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: Hide +10, Listen +5*, Spot +5*
Feats: Improved Initiative
Alignment: Lawful Evil

Darkness (Su)

Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.

Improved Grab (Ex)

To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it attaches to the opponent’s head and can constrict.

Constrict (Ex)

A darkmantle deals 1d4+4 points of damage with a successful grapple check.

Blindsight (Ex)

A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.

Fax Celestis
2006-08-16, 04:36 PM
Nice.

Randomman413
2006-08-16, 06:14 PM
Would it be balanced to let the Animal Trainer take a feat to allow them to select one different kind of creature (like aberrations or dragons) to have as either their companion or as their followers?

Fax Celestis
2006-08-16, 06:17 PM
Yes, but they'd have to be of a specific level or more, and the same rules would have to apply.