Lyndworm
2010-04-20, 06:42 PM
This class was inspired by the Beastmaster PrC, and the Animal Lord PrC. In the interest of full disclosure and proper credit, I have to admit that original class I put up was closer to Lix Lorn's rework of the Beastmaster (http://www.giantitp.com/forums/showthread.php?t=147289) than it was to my own vision. That was a tremendous mistake on my part, and although I could go into excuses and whatnot, please believe me when I say that that version had not been properly proof-read. I copy-pasted it from a notepad document, and it was an earlier version of the class that I had changed little. Still, Lix Lorn "lent" several mechanics to this class, and I cannot thank her enough for her unwitting contributions.
The Beastlord
Hit Dice: d10
Starting Age: Simple
Starting Gold: 4d4x10 (100gp)
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Animal Bond, Animal Companion (+3), Wild Empathy
2nd
+2
+3
+3
+1
Nature Sense
3rd
+3
+3
+3
+1
Wild Strike +1d4
4th
+4
+4
+4
+1
Extra Animal Companion, Improved Animal Bond
5th
+5
+4
+4
+1
Detect Animals
6th
+6/+1
+5
+5
+2
Wild Strike +2d4
7th
+7/+2
+5
+5
+2
Extra Animal Companion
8th
+8/+3
+6
+6
+2
Greater Animal Bond, Untamed Strike 1/enc
9th
+9/+4
+6
+6
+3
Wild Strike +3d4
10th
+10/+5
+7
+7
+3
Extra Animal Companion (-3)
11th
+11/+6/+1
+7
+7
+3
Untamed Strike 2/enc
12th
+12/+7/+2
+8
+8
+4
Wild Strike +4d4, Superior Animal Bond
13th
+13/+8/+3
+8
+8
+4
Extra Animal Companion (-3)
14th
+14/+9/+4
+9
+9
+4
Untamed Strike 3/enc
15th
+15/+10/+5
+9
+9
+5
Wild Strike +5d4
16th
+16/+11/+6/+1
+10
+10
+5
Extra Animal Companion (-3), Awesome Animal Bond
17th
+17/+12/+7/+2
+10
+10
+6
Untamed Strike 4/enc
18th
+18/+13/+8/+3
+11
+11
+6
Wild Strike +6d4
19th
+19/+14/+9/+4
+11
+11
+6
Extra Animal Companion (-3)
20th
+20/+15/+10/+5
+12
+12
+6
Perfect Animal Bond, Untamed Strike 5/enc
Skills: 4+Int modifier at each level. (4+Int mod)x4 at first level.
Skill List: Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str) Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency:
Beastlords are proficient with all simple weapons, light and medium armor, and shields (except tower shields).
Beastlord Class Features:
Animal Bond (Ex):
A Beastlord develops a bond with animals of his selected group. He gains a +4 bonus on Handle Animal and Wild Empathy checks made to influence animals from his chosen group. He also gains a bonus feat depending on his Animal Group chosen. The nine groups of animals included here, along with examples taken from the Monster Manual and the bonus feat granted, are as follows;
Apelord:
Ape, Baboon, Dire Ape, Girralon*, Monkey
Feat: Skill Focus: Climb
Bearlord:
Black Bear, Brown Bear, Dire Bear, Polar Bear
Feat: Great Fortitude
Birdlord:
Eagle, Giant Eagle*, Giant Owl*, Hawk, Owl, Raven
Feat: Alertness
Catlord:
Cat, Cheetah, Dire Lion, Dire Tiger, Leopard, Lion, Tiger
Feat: Stealthy
Doglord:
Dire Wolf, Dog, Riding Dog, Winter Wolf*, Wolf, Worg*
Feat: Track
Hooflord:
Bison, Boar, Camel, Dire Boar, Donkey, Horse (all), Mule, Pegasus*, Pony, Warhorse (all), Warpony
Feat: Endurance
Scalelord:
Constrictor, Crocodile, Deinonychus, Elasmosaurus, Giant Constrictor, Giant Crocodile, Lizard, Megaraptor, Monitor Lizard, Triceratops, Tyrannosaurus, Viper (all)
Feat: Athletic
Sharklord:
Dire Shark, Shark (all)
Feat: Skill Focus: Swim
Verminlord:
Vermin (all)†
Feat: Iron Will
Weasellord:
Badger, Dire Badger, Dire Weasel, Dire Wolverine, Weasel, Wolverine
Feat: Lightning Reflexes
*These creatures are included even though they are not of the animal type. As such, these creatures are not viable for Animal Companions.
†Despite not being animals, these creatures are viable Animal Companions for Verminlords. Discuss the placement of such creatures with your DM.
Animal Companion (Ex):
At first level, a Beastlord chooses an animal from one of the Animal Groups listed above. All animal companions granted by the Beastlord class must come form this group, and this choice cannot be changed. The Beastlord treats his effective Druid level as Class level +3 for determining the abilities of his first companion, as shown in the figure above. Other than these changes, a Beastlord’s Animal Companion functions the same way as the Druid’s class feature of the same name.
Wild Empathy (Ex):
A Beastlord can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Beastlord rolls 1d20 and adds his Beastlord level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Beastlord and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Beastlord can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Nature Sense (Ex):
At 2nd level, a Beastlord gains a +2 bonus on Knowledge (Nature) and Survival checks.
Extra Animal Companion (Ex):
At 4th level, a Beastlord gains another Animal Companion. This creature must be from the same group as his first. If his choice has a low enough level adjustment to be obtained at this level, it comes to him automatically, but otherwise he must wait until a level when he can obtain this companion. All Companions may be called in a single 24 hour session. When Sharing Spells, any, all or no companions can be affected.
A Beastlord gains a third companion at 7th level, and an additional companion at 10th, 13th, 16th, and 19th levels. The number after each entry on the figure above indicates the penalty the Beastlord takes to his effective Druid level when determining the level of that companion.
In an Epic level game, he gains an additional companion at 22nd level and every third level after. (25th, 28th, etc...) These companions are at a -6 penalty to the Beastlord's Druid level.
Improved Animal Bond:
At 4th level, a Beastlord gains a benefit depending on his Animal Bond as follows;
Apelord:
An Apelord gains a Climb speed equal to half of his Land speed and a +8 bonus on Climb checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb checks, whichever is higher. Additionally, he gains a +2 bonus to Balance and Jump checks.
Bearlord:
A Bearlord gains the Improved Grapple feat, even if he doesn't meet the prerequisites.
Birdlord:
A Birdlord gains a +4 bonus on Listen and Spot checks.
Catlord:
A Catlord gains a +2 bonus on Balance, Jump, Hide, and Move Silently checks.
Doglord:
A Doglord gains the Improved Trip feat, even if he doesn't meet the prerequisites.
Hooflord:
A Hooflord gains the Run and Spring Attack feats, even if he doesn't meet the prerequisites.
Scalelord:
A Scalelord gains a +4 bonus on Climb and Swim checks. He uses his Dexterity modifier or Strength modifier for Climb and Swim checks, whichever is higher.
Sharklord:
A Sharklord gains a Swim speed equal to half of his Land speed and a +8 bonus on Swim checks. He can always choose to take 10 on Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Swim checks, whichever is higher. Additionally, he gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Verminlord:
A Verminlord gains the Master of PoisonsDotU and Poison Master feats, even if he doesn't meet the prerequisites.
Weasellord:
A Weasellord gains the Evasion (Ex) ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Beastlord is wearing light armor or no armor. A helpless Beastlord does not gain the benefit of Evasion.
Detect Animals (Sp):
Beginning at 5th level, a Beastlord can detect the presence of any animals of his selected group at will, as detect animals or plants with a caster level equal to his class level.
Wild Strike (Su):
At 6th level, a Beastlord grows closer to the animals he fights beside. Once per round (per enemy), he may add an additional 2d4 damage to his natural attacks.
At 9th level, this extra damage increases to 3d4. It increases by another 1d4 at 12th level and every three levels thereafter. (IE; at 18th level, the Beastlord deals an additional 6d4 damage with his natural attacks.)
In an epic level game, he deals an additional 1d4 damage at 21st level, and each third level after. (24th, 27th, etc...)
Greater Animal Bond:
At 8th level, a Beastlord gains the ability to adopt a hybrid shape that combines features of his bonded animal and his own race. He can adopt this form as a Standard action that does not provoke an attack of opportunity. While in his alternate form, the Beastlord's existing natural armor increases by 2. If he has no existing natural armor, his natural armor becomes +2. While in his alternate form, a Beastlord cannot speak. The Beastlord also gains Low-light Vision in all forms. He gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord receives two slam attacks that deal 1d6 damage (1d4 for small Apelords or 1d8 for Large Apelords), and a +4 bonus to Strength and Dexterity. An Apelord's Climb speed increases to equal his Land speed. Additionally, he gains a +4 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.
Bearlord:
In his alternate form, a Bearlord receives two claw attacks that deal 1d6 damage (1d4 for Small Bearlords or 1d8 for Large Bearlords), and a +4 bonus to Strength and Constitution. In addition, if a Bearlord hits a creature with a One-Handed or Light weapon, he deals damage normally and has the option to start a grapple as a free action without provoking an attack of opportunity (no touch needed). If a grapple is started and the Bearlord is wielding a One-Handed weapon, he drops it. If a grapple is started and the Bearlord is wielding a Light weapon, he may continue holding it. Each round, he may attack his grappled foe as normal with it, except that he does not have the standard –4 penalty. This ability functions in all forms.
Birdlord:
In his alternate form, a Birdlord gains a Fly speed equal to his land speed (Poor maneuverability), and a +4 bonus to Strength and Dexterity. A Birdlord gains a +6 bonus on Listen and Spot checks. These bonuses overlap (do not stack with) the bonuses from the Improved Animal Bond ability. Additionally, he gains the Far Shot feat, even if he doesn't meet the prerequisites.
Catlord:
In his alternate form, a Catlord receives two claw attacks that deal 1d6 damage (1d4 for small Catlords or 1d8 for Large Catlords), and a +4 bonus to Strength and Dexterity. A Catlord also gains the Pounce (Ex) ability in all forms. When a Catlord makes a charge, he can follow with a full attack.
Doglord:
In his alternate form, a Doglord receives a bite attack that deals 1d8 damage (1d6 for small Doglords or 2d6 for Large Doglords), and a +4 bonus to Strength and Constitution. A Doglord also gains the Scent ability in all forms. Additionally, he can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Hooflord:
In his alternate form, a Hooflord receives two slam attacks that deal 1d6 damage (1d4 for small Hooflords or 1d8 for Large Hooflords), and a +4 bonus to Strength and Dexterity. A Hooflord's land speed increases by +50% in all forms. For example, when a Hooflord with a land speed of 30ft reaches 8th level, his speed increases to 45ft. Additionally, he gains the Bounding AssaultPHb2 feat, even if he doesn't meet the prerequisites.
Scalelord:
In his alternate form, a Scalelord receives a bite attack that deals 1d8 damage (1d6 for small Scalelords or 2d6 for Large Scalelords), and a +4 bonus to Strength and Dexterity. A Scalelord also gains Climb and Swim speeds equal to half of his Land speed and a +8 bonus on Climb and Swim checks. These bonuses overlap (do not stack with) the bonuses granted by Improved Animal Bond. Additionally, he can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb and Swim checks, whichever is higher. He also gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Sharklord:
In his alternate form, a Sharklord receives a bite attack that deals 1d8 damage (1d6 for small Sharklords or 2d6 for Large Sharklords), and a +4 bonus to Strength and Dexterity. Additionally, a Sharklord's Swim speed increases to equal his Land speed and he gains the Keen Scent ability in all forms. He also gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.
Verminlord:
In his alternate form, a Verminlord receives a bite attack that deals 1d8 damage (1d6 for small Verminlords or 2d6 for Large Verminlords), and a +4 bonus to Strength and Dexterity. Additionally, his bite gains the Poison special quality. On a successful attack, a Verminlord's bite deals an additional 1d4 Dexterity damage, 1d4 Strength damage, or 1d3 Constitution damage. Upon reaching 6th level the Verminlord must choose which of these poisons to begin secreting and his choice can never be changed.
Weasellord:
In his alternate form, a Weasellord receives two claw attacks that deal 1d6 damage (1d4 for small Weasellords or 1d8 for Large Weasellords), and a +4 bonus to Strength and Dexterity. Also, a Weasellord gains the Improved Evasion (Ex) ability in all forms. This ability works like Evasion, except that while the Weasellord still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Weasellord does not gain the benefit of Improved Evasion.
Untamed Strike (Su):
At 8th level, a Beastlord may make an attack with a natural weapon dealing bonus damage equal to his class level. This attack is treated as every material, alignment, and descriptor (excluding Epic) for the purposes of damage reduction. A Beastlord can use this ability any number of times per day, however, he must first meditate, commune with nature, or otherwise spend time focusing his gifts. Focusing in this manner grants the Beastlord one Untamed Strike per minute spent in focus, up to a maximum of 1 at 8th level, +1 every three levels thereafter. A Beastlord can use as many Untamed Strikes in a round as he wishes, but each attack consumes one use of this ability.
Superior Animal Bond
At 12th level, while in his alternate form, the Beastlord's existing natural armor increases by 4. If he has no existing natural armor, his natural armor becomes +4. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains a +8 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.
Bearlord:
In his alternate form, a Bearlord gains a +4 bonus to Strength and Constitution as well as a +2 bonus to Dexterity. Each round a Bearlord maintains a pin, he deals extra damage equal to a wielded weapon sized appropriately for him (or a natural attack if no weapon is wielded) as long as he and the person he is grappling both remain immobile (granting opponents a +4 bonus to attack his). He does not do extra damage to creatures immune to critical hits, and this ability functions in all forms.
Birdlord:
In his alternate form, a Birdlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution, and his maneuverability while flying increases to Average. A Birdlord also gains a +8 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Greater Animal Bond ability. Additionally, his ranged attacks no longer suffer from a -2 penalty due to range increments, instead taking only a -1 penalty. He is still limited to the weapon's maximum range, as normal.
Catlord:
In his alternate form, a Catlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution. He also gains two rake attacks that deal the same damage as his claw attacks.
Doglord:
In his alternate form, a Doglord gains a +4 bonus to Strength and Constitution, as well as a +2 bonus to Dexterity. He also gains a Trip ability like that of the wolf.
Hooflord:
In his alternate form, a Hooflord gains a +4 bonus to Constitution and Dexterity, as well as a +2 bonus to Strength. Additionally, a Hooflord's land speed increases by +100% in all forms. For example, when a Hooflord with a land speed of 45ft reaches 12th level, his speed increases to 90ft. Additionally, he gains the Rapid BlitzPHb2 feat, even if he doesn't meet the prerequisites.
Scalelord:
In his alternate form, a Scalelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. A Scalelord's Climb and Swim speeds increase to equal his Land speed. Additionally, he gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.
Sharklord:
In his alternate form, a Sharklord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he can now breath water as easily as he can breath air in any form. This is a Supernatural ability.
Verminlord:
In his alternate form, a Verminlord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 1d8 damage and Constitution damaging poison now deals 1d6 damage.
Weasellord:
In his alternate form, a Weasellord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he may behave as if Hasted for a number of rounds equal to his Weasellord class level each day. These rounds may be broken up as desired, and this ability works in any form.
Awesome Animal Bond:
At 16th level, while in his alternate form, the Beastlord's existing natural armor increases by 6. If he has no existing natural armor, his natural armor becomes +6. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords) and his slam attacks increase to 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords).
Bearlord:
In his alternate form, a Bearlord gains a +6 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords) and his claw attacks increase to 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords).
Birdlord:
In his alternate form, a Birdlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Good. A Birdlord also gains a +10 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Superior Animal Bond ability.
Catlord:
In his alternate form, a Catlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords) and his claw attacks increase to 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords).
Doglord:
In his alternate form, a Doglord gains a +6 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Doglords or 1d8 for large Doglords) and his bite attack increases to 2d6 damage (1d8 for small Doglords or 3d6 for large Doglords).
Hooflord:
In his alternate form, a Hooflord gains a +6 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains a gore attack that deals 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords) and his slam attacks increase to 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords).
Scalelord:
In his alternate form, a Scalelord gains a +6 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Scalelords or 1d8 for large Scalelords) and his bite attack increases to 2d6 damage (1d8 for small Scalelords or 3d6 for large Scalelords).
Sharklord:
In his alternate form, a Sharklord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Sharklords or 1d8 for large Sharklords) and his bite attack increases to 2d6 damage (1d8 for small Sharklords or 3d6 for large Sharklords).
Verminlord:
In his alternate form, a Verminlord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Verminlords or 1d8 for large Verminlords) and his bite attack increases to 2d6 damage (1d8 for small Verminlords or 3d6 for large Verminlords). The ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d6 damage and Constitution damaging poison now deals 2d4 damage.
Weasellord:
In his alternate form, a Weasellord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords) and his claw attacks increase to 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords).
Perfect Animal Bond:
At 20th level, while in his alternate form, the Beastlord's existing natural armor increases by 8. If he has no existing natural armor, his natural armor becomes +8. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.
Bearlord:
In his alternate form, a Bearlord gains a +8 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.
Birdlord:
In his alternate form, a Birdlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Perfect. Additionally, he gains the Slight Build ability in all forms.
Catlord:
In his alternate form, a Catlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains the Slight Build ability in all forms.
Doglord:
In his alternate form, a Doglord gains a +8 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.
Hooflord:
In his alternate form, a Hooflord gains a +8 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains the Powerful Build ability in all forms.
Scalelord:
In his alternate form, a Scalelord gains a +8 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed.
Sharklord:
In his alternate form, a Sharklord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.
Verminlord:
In his alternate form, a Verminlord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed. Finally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d8 damage and Constitution damaging poison now deals 2d6 damage.
Weasellord:
In his alternate form, a Weasellord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains the Slight Build ability in all forms.
So, what do you think? I've put up very little flavor text, and I don't plan to put up any more. I think it's fairly obvious to see where I was going with this, and I usually prefer to leave these things up to the player.
Please evaluate and comment honestly.
The Beastlord
Hit Dice: d10
Starting Age: Simple
Starting Gold: 4d4x10 (100gp)
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+2
+0
Animal Bond, Animal Companion (+3), Wild Empathy
2nd
+2
+3
+3
+1
Nature Sense
3rd
+3
+3
+3
+1
Wild Strike +1d4
4th
+4
+4
+4
+1
Extra Animal Companion, Improved Animal Bond
5th
+5
+4
+4
+1
Detect Animals
6th
+6/+1
+5
+5
+2
Wild Strike +2d4
7th
+7/+2
+5
+5
+2
Extra Animal Companion
8th
+8/+3
+6
+6
+2
Greater Animal Bond, Untamed Strike 1/enc
9th
+9/+4
+6
+6
+3
Wild Strike +3d4
10th
+10/+5
+7
+7
+3
Extra Animal Companion (-3)
11th
+11/+6/+1
+7
+7
+3
Untamed Strike 2/enc
12th
+12/+7/+2
+8
+8
+4
Wild Strike +4d4, Superior Animal Bond
13th
+13/+8/+3
+8
+8
+4
Extra Animal Companion (-3)
14th
+14/+9/+4
+9
+9
+4
Untamed Strike 3/enc
15th
+15/+10/+5
+9
+9
+5
Wild Strike +5d4
16th
+16/+11/+6/+1
+10
+10
+5
Extra Animal Companion (-3), Awesome Animal Bond
17th
+17/+12/+7/+2
+10
+10
+6
Untamed Strike 4/enc
18th
+18/+13/+8/+3
+11
+11
+6
Wild Strike +6d4
19th
+19/+14/+9/+4
+11
+11
+6
Extra Animal Companion (-3)
20th
+20/+15/+10/+5
+12
+12
+6
Perfect Animal Bond, Untamed Strike 5/enc
Skills: 4+Int modifier at each level. (4+Int mod)x4 at first level.
Skill List: Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str) Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon and Armor Proficiency:
Beastlords are proficient with all simple weapons, light and medium armor, and shields (except tower shields).
Beastlord Class Features:
Animal Bond (Ex):
A Beastlord develops a bond with animals of his selected group. He gains a +4 bonus on Handle Animal and Wild Empathy checks made to influence animals from his chosen group. He also gains a bonus feat depending on his Animal Group chosen. The nine groups of animals included here, along with examples taken from the Monster Manual and the bonus feat granted, are as follows;
Apelord:
Ape, Baboon, Dire Ape, Girralon*, Monkey
Feat: Skill Focus: Climb
Bearlord:
Black Bear, Brown Bear, Dire Bear, Polar Bear
Feat: Great Fortitude
Birdlord:
Eagle, Giant Eagle*, Giant Owl*, Hawk, Owl, Raven
Feat: Alertness
Catlord:
Cat, Cheetah, Dire Lion, Dire Tiger, Leopard, Lion, Tiger
Feat: Stealthy
Doglord:
Dire Wolf, Dog, Riding Dog, Winter Wolf*, Wolf, Worg*
Feat: Track
Hooflord:
Bison, Boar, Camel, Dire Boar, Donkey, Horse (all), Mule, Pegasus*, Pony, Warhorse (all), Warpony
Feat: Endurance
Scalelord:
Constrictor, Crocodile, Deinonychus, Elasmosaurus, Giant Constrictor, Giant Crocodile, Lizard, Megaraptor, Monitor Lizard, Triceratops, Tyrannosaurus, Viper (all)
Feat: Athletic
Sharklord:
Dire Shark, Shark (all)
Feat: Skill Focus: Swim
Verminlord:
Vermin (all)†
Feat: Iron Will
Weasellord:
Badger, Dire Badger, Dire Weasel, Dire Wolverine, Weasel, Wolverine
Feat: Lightning Reflexes
*These creatures are included even though they are not of the animal type. As such, these creatures are not viable for Animal Companions.
†Despite not being animals, these creatures are viable Animal Companions for Verminlords. Discuss the placement of such creatures with your DM.
Animal Companion (Ex):
At first level, a Beastlord chooses an animal from one of the Animal Groups listed above. All animal companions granted by the Beastlord class must come form this group, and this choice cannot be changed. The Beastlord treats his effective Druid level as Class level +3 for determining the abilities of his first companion, as shown in the figure above. Other than these changes, a Beastlord’s Animal Companion functions the same way as the Druid’s class feature of the same name.
Wild Empathy (Ex):
A Beastlord can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Beastlord rolls 1d20 and adds his Beastlord level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Beastlord and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A Beastlord can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Nature Sense (Ex):
At 2nd level, a Beastlord gains a +2 bonus on Knowledge (Nature) and Survival checks.
Extra Animal Companion (Ex):
At 4th level, a Beastlord gains another Animal Companion. This creature must be from the same group as his first. If his choice has a low enough level adjustment to be obtained at this level, it comes to him automatically, but otherwise he must wait until a level when he can obtain this companion. All Companions may be called in a single 24 hour session. When Sharing Spells, any, all or no companions can be affected.
A Beastlord gains a third companion at 7th level, and an additional companion at 10th, 13th, 16th, and 19th levels. The number after each entry on the figure above indicates the penalty the Beastlord takes to his effective Druid level when determining the level of that companion.
In an Epic level game, he gains an additional companion at 22nd level and every third level after. (25th, 28th, etc...) These companions are at a -6 penalty to the Beastlord's Druid level.
Improved Animal Bond:
At 4th level, a Beastlord gains a benefit depending on his Animal Bond as follows;
Apelord:
An Apelord gains a Climb speed equal to half of his Land speed and a +8 bonus on Climb checks. He can always choose to take 10 on Climb checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb checks, whichever is higher. Additionally, he gains a +2 bonus to Balance and Jump checks.
Bearlord:
A Bearlord gains the Improved Grapple feat, even if he doesn't meet the prerequisites.
Birdlord:
A Birdlord gains a +4 bonus on Listen and Spot checks.
Catlord:
A Catlord gains a +2 bonus on Balance, Jump, Hide, and Move Silently checks.
Doglord:
A Doglord gains the Improved Trip feat, even if he doesn't meet the prerequisites.
Hooflord:
A Hooflord gains the Run and Spring Attack feats, even if he doesn't meet the prerequisites.
Scalelord:
A Scalelord gains a +4 bonus on Climb and Swim checks. He uses his Dexterity modifier or Strength modifier for Climb and Swim checks, whichever is higher.
Sharklord:
A Sharklord gains a Swim speed equal to half of his Land speed and a +8 bonus on Swim checks. He can always choose to take 10 on Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Swim checks, whichever is higher. Additionally, he gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Verminlord:
A Verminlord gains the Master of PoisonsDotU and Poison Master feats, even if he doesn't meet the prerequisites.
Weasellord:
A Weasellord gains the Evasion (Ex) ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Beastlord is wearing light armor or no armor. A helpless Beastlord does not gain the benefit of Evasion.
Detect Animals (Sp):
Beginning at 5th level, a Beastlord can detect the presence of any animals of his selected group at will, as detect animals or plants with a caster level equal to his class level.
Wild Strike (Su):
At 6th level, a Beastlord grows closer to the animals he fights beside. Once per round (per enemy), he may add an additional 2d4 damage to his natural attacks.
At 9th level, this extra damage increases to 3d4. It increases by another 1d4 at 12th level and every three levels thereafter. (IE; at 18th level, the Beastlord deals an additional 6d4 damage with his natural attacks.)
In an epic level game, he deals an additional 1d4 damage at 21st level, and each third level after. (24th, 27th, etc...)
Greater Animal Bond:
At 8th level, a Beastlord gains the ability to adopt a hybrid shape that combines features of his bonded animal and his own race. He can adopt this form as a Standard action that does not provoke an attack of opportunity. While in his alternate form, the Beastlord's existing natural armor increases by 2. If he has no existing natural armor, his natural armor becomes +2. While in his alternate form, a Beastlord cannot speak. The Beastlord also gains Low-light Vision in all forms. He gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord receives two slam attacks that deal 1d6 damage (1d4 for small Apelords or 1d8 for Large Apelords), and a +4 bonus to Strength and Dexterity. An Apelord's Climb speed increases to equal his Land speed. Additionally, he gains a +4 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.
Bearlord:
In his alternate form, a Bearlord receives two claw attacks that deal 1d6 damage (1d4 for Small Bearlords or 1d8 for Large Bearlords), and a +4 bonus to Strength and Constitution. In addition, if a Bearlord hits a creature with a One-Handed or Light weapon, he deals damage normally and has the option to start a grapple as a free action without provoking an attack of opportunity (no touch needed). If a grapple is started and the Bearlord is wielding a One-Handed weapon, he drops it. If a grapple is started and the Bearlord is wielding a Light weapon, he may continue holding it. Each round, he may attack his grappled foe as normal with it, except that he does not have the standard –4 penalty. This ability functions in all forms.
Birdlord:
In his alternate form, a Birdlord gains a Fly speed equal to his land speed (Poor maneuverability), and a +4 bonus to Strength and Dexterity. A Birdlord gains a +6 bonus on Listen and Spot checks. These bonuses overlap (do not stack with) the bonuses from the Improved Animal Bond ability. Additionally, he gains the Far Shot feat, even if he doesn't meet the prerequisites.
Catlord:
In his alternate form, a Catlord receives two claw attacks that deal 1d6 damage (1d4 for small Catlords or 1d8 for Large Catlords), and a +4 bonus to Strength and Dexterity. A Catlord also gains the Pounce (Ex) ability in all forms. When a Catlord makes a charge, he can follow with a full attack.
Doglord:
In his alternate form, a Doglord receives a bite attack that deals 1d8 damage (1d6 for small Doglords or 2d6 for Large Doglords), and a +4 bonus to Strength and Constitution. A Doglord also gains the Scent ability in all forms. Additionally, he can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Hooflord:
In his alternate form, a Hooflord receives two slam attacks that deal 1d6 damage (1d4 for small Hooflords or 1d8 for Large Hooflords), and a +4 bonus to Strength and Dexterity. A Hooflord's land speed increases by +50% in all forms. For example, when a Hooflord with a land speed of 30ft reaches 8th level, his speed increases to 45ft. Additionally, he gains the Bounding AssaultPHb2 feat, even if he doesn't meet the prerequisites.
Scalelord:
In his alternate form, a Scalelord receives a bite attack that deals 1d8 damage (1d6 for small Scalelords or 2d6 for Large Scalelords), and a +4 bonus to Strength and Dexterity. A Scalelord also gains Climb and Swim speeds equal to half of his Land speed and a +8 bonus on Climb and Swim checks. These bonuses overlap (do not stack with) the bonuses granted by Improved Animal Bond. Additionally, he can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. He uses his Dexterity modifier or his Strength modifier for Climb and Swim checks, whichever is higher. He also gains the ability to hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Sharklord:
In his alternate form, a Sharklord receives a bite attack that deals 1d8 damage (1d6 for small Sharklords or 2d6 for Large Sharklords), and a +4 bonus to Strength and Dexterity. Additionally, a Sharklord's Swim speed increases to equal his Land speed and he gains the Keen Scent ability in all forms. He also gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.
Verminlord:
In his alternate form, a Verminlord receives a bite attack that deals 1d8 damage (1d6 for small Verminlords or 2d6 for Large Verminlords), and a +4 bonus to Strength and Dexterity. Additionally, his bite gains the Poison special quality. On a successful attack, a Verminlord's bite deals an additional 1d4 Dexterity damage, 1d4 Strength damage, or 1d3 Constitution damage. Upon reaching 6th level the Verminlord must choose which of these poisons to begin secreting and his choice can never be changed.
Weasellord:
In his alternate form, a Weasellord receives two claw attacks that deal 1d6 damage (1d4 for small Weasellords or 1d8 for Large Weasellords), and a +4 bonus to Strength and Dexterity. Also, a Weasellord gains the Improved Evasion (Ex) ability in all forms. This ability works like Evasion, except that while the Weasellord still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Weasellord does not gain the benefit of Improved Evasion.
Untamed Strike (Su):
At 8th level, a Beastlord may make an attack with a natural weapon dealing bonus damage equal to his class level. This attack is treated as every material, alignment, and descriptor (excluding Epic) for the purposes of damage reduction. A Beastlord can use this ability any number of times per day, however, he must first meditate, commune with nature, or otherwise spend time focusing his gifts. Focusing in this manner grants the Beastlord one Untamed Strike per minute spent in focus, up to a maximum of 1 at 8th level, +1 every three levels thereafter. A Beastlord can use as many Untamed Strikes in a round as he wishes, but each attack consumes one use of this ability.
Superior Animal Bond
At 12th level, while in his alternate form, the Beastlord's existing natural armor increases by 4. If he has no existing natural armor, his natural armor becomes +4. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains a +8 bonus on Jump and Balance checks. These bonuses overlap (do not stack with) the bonuses from Improved Animal Bond.
Bearlord:
In his alternate form, a Bearlord gains a +4 bonus to Strength and Constitution as well as a +2 bonus to Dexterity. Each round a Bearlord maintains a pin, he deals extra damage equal to a wielded weapon sized appropriately for him (or a natural attack if no weapon is wielded) as long as he and the person he is grappling both remain immobile (granting opponents a +4 bonus to attack his). He does not do extra damage to creatures immune to critical hits, and this ability functions in all forms.
Birdlord:
In his alternate form, a Birdlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution, and his maneuverability while flying increases to Average. A Birdlord also gains a +8 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Greater Animal Bond ability. Additionally, his ranged attacks no longer suffer from a -2 penalty due to range increments, instead taking only a -1 penalty. He is still limited to the weapon's maximum range, as normal.
Catlord:
In his alternate form, a Catlord gains a +4 bonus to Strength and Dexterity as well as a +2 bonus to Constitution. He also gains two rake attacks that deal the same damage as his claw attacks.
Doglord:
In his alternate form, a Doglord gains a +4 bonus to Strength and Constitution, as well as a +2 bonus to Dexterity. He also gains a Trip ability like that of the wolf.
Hooflord:
In his alternate form, a Hooflord gains a +4 bonus to Constitution and Dexterity, as well as a +2 bonus to Strength. Additionally, a Hooflord's land speed increases by +100% in all forms. For example, when a Hooflord with a land speed of 45ft reaches 12th level, his speed increases to 90ft. Additionally, he gains the Rapid BlitzPHb2 feat, even if he doesn't meet the prerequisites.
Scalelord:
In his alternate form, a Scalelord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. A Scalelord's Climb and Swim speeds increase to equal his Land speed. Additionally, he gains the ability to hold his breath for a number of rounds equal to six times his Constitution score before he risks drowning.
Sharklord:
In his alternate form, a Sharklord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he can now breath water as easily as he can breath air in any form. This is a Supernatural ability.
Verminlord:
In his alternate form, a Verminlord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 1d8 damage and Constitution damaging poison now deals 1d6 damage.
Weasellord:
In his alternate form, a Weasellord gains a +4 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he may behave as if Hasted for a number of rounds equal to his Weasellord class level each day. These rounds may be broken up as desired, and this ability works in any form.
Awesome Animal Bond:
At 16th level, while in his alternate form, the Beastlord's existing natural armor increases by 6. If he has no existing natural armor, his natural armor becomes +6. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords) and his slam attacks increase to 1d8 damage (1d6 for small Apelords or 2d6 for large Apelords).
Bearlord:
In his alternate form, a Bearlord gains a +6 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords) and his claw attacks increase to 1d8 damage (1d6 for small Bearlords or 2d6 for large Bearlords).
Birdlord:
In his alternate form, a Birdlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Good. A Birdlord also gains a +10 bonus on Listen and Spot checks in any form. These bonuses overlap (do not stack with) the bonuses from the Superior Animal Bond ability.
Catlord:
In his alternate form, a Catlord gains a +6 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords) and his claw attacks increase to 1d8 damage (1d6 for small Catlords or 2d6 for large Catlords).
Doglord:
In his alternate form, a Doglord gains a +6 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Doglords or 1d8 for large Doglords) and his bite attack increases to 2d6 damage (1d8 for small Doglords or 3d6 for large Doglords).
Hooflord:
In his alternate form, a Hooflord gains a +6 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains a gore attack that deals 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords) and his slam attacks increase to 1d8 damage (1d6 for small Hooflords or 2d6 for large Hooflords).
Scalelord:
In his alternate form, a Scalelord gains a +6 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Scalelords or 1d8 for large Scalelords) and his bite attack increases to 2d6 damage (1d8 for small Scalelords or 3d6 for large Scalelords).
Sharklord:
In his alternate form, a Sharklord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Sharklords or 1d8 for large Sharklords) and his bite attack increases to 2d6 damage (1d8 for small Sharklords or 3d6 for large Sharklords).
Verminlord:
In his alternate form, a Verminlord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains two claw attacks that deal 1d6 damage (1d4 for small Verminlords or 1d8 for large Verminlords) and his bite attack increases to 2d6 damage (1d8 for small Verminlords or 3d6 for large Verminlords). The ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d6 damage and Constitution damaging poison now deals 2d4 damage.
Weasellord:
In his alternate form, a Weasellord gains a +6 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains a bite attack that deals 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords) and his claw attacks increase to 1d8 damage (1d6 for small Weasellords or 2d6 for large Weasellords).
Perfect Animal Bond:
At 20th level, while in his alternate form, the Beastlord's existing natural armor increases by 8. If he has no existing natural armor, his natural armor becomes +8. He also gains a benefit depending on his Animal Bond as follows;
Apelord:
In his alternate form, an Apelord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.
Bearlord:
In his alternate form, a Bearlord gains a +8 bonus to Strength and Constitution as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.
Birdlord:
In his alternate form, a Birdlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. His maneuverability while flying increases to Perfect. Additionally, he gains the Slight Build ability in all forms.
Catlord:
In his alternate form, a Catlord gains a +8 bonus to Strength and Dexterity as well as a +4 bonus to Constitution. Additionally, he gains the Slight Build ability in all forms.
Doglord:
In his alternate form, a Doglord gains a +8 bonus to Strength and Constitution, as well as a +4 bonus to Dexterity. Additionally, he gains the Powerful Build ability in all forms.
Hooflord:
In his alternate form, a Hooflord gains a +8 bonus to Constitution and Dexterity, as well as a +4 bonus to Strength. Additionally, he gains the Powerful Build ability in all forms.
Scalelord:
In his alternate form, a Scalelord gains a +8 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed.
Sharklord:
In his alternate form, a Sharklord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains the Powerful Build ability in all forms.
Verminlord:
In his alternate form, a Verminlord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to Constitution. Additionally, he gains either the Powerful Build ability or the Slight Build ability in all forms. This choice is made upon reaching 20th level and may never be changed. Finally, the ability damage caused by his poison increases. Dexterity or Strength damaging poison now deals 2d8 damage and Constitution damaging poison now deals 2d6 damage.
Weasellord:
In his alternate form, a Weasellord gains a +8 bonus to Strength and Dexterity, as well as a +4 bonus to constitution. Additionally, he gains the Slight Build ability in all forms.
So, what do you think? I've put up very little flavor text, and I don't plan to put up any more. I think it's fairly obvious to see where I was going with this, and I usually prefer to leave these things up to the player.
Please evaluate and comment honestly.