Phosphate
2011-08-21, 09:53 AM
I told Fluffy the other day to go bring me some fish. Hasn't returned since. Says all fish 'round there are too dire and savage for his little paws. Yeah, classic. - Junalys, Gifted
(Inspired from the Farseer series, of course)
Some individuals are simply born with a native mental link to the animal world, which follows them continuously and without failure. They can sense the thoughts, emotions and read the memories of beasts, and even borrow their senses at times. This connection makes them more feral as well, but at the same time provides them with valuable skills to combat their foes.
Moreover, this talent does not come without an uncanny source - namely, the blood and inheritance of the Farseers, striders of mind and destiny.
Organisation: The Gifted are shunned by society for their powers, and in some places even hunted down and executed. Most of the Gifted that want to live with their brethren hide their unique talents utterly. The others, and most of them, for that matter, venture in the wilderness for a lifetime. The Gifted seldom, if ever, party with each other, but they may join with other adventurers who don't discriminate them.
Race: The Gifted, requiring a certain inheritance, must all be either fully or part-Human.
Religion: The Gifted believe in the principle that life and nature are the beginning and end to all things and usually just pray to them as abstract concepts. They rarely, if ever, have actual patron deities.
Alignment: The Gifted must choose to either live a chaotic lifestyle by themselves or live an orderly one, by means of unhonesty and deceit. Therefore, they must be either non-lawful or Lawful Evil.
Starting Age: as barbarian
Starting Gold: as fighter
Hit Dice: d8
Class Features
Class Skills: Autohypnosis, Balance, Bluff, Concentration, Craft, Disguise, Handle Animal, Heal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival
Skillpoints per level: 4 + Int mod (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9 th
1st|
+1|
+2|
+0|
+2|Animal Companion, Nature Sense, Wild Empathy, Farseer Inheritance, Feral Inspiration|3|1||||||
2nd|
+2|
+3|
+0|
+3|Evasion, Wild Telepathy, Pack Unity|4|2||||||
3rd|
+3|
+3|
+1|
+3|Farseer Insight|4|2|1|||||
4th|
+4|
+4|
+1|
+4|Uncanny Dodge, Mirror of Myself|5|3|2|||||||
5th|
+5|
+4|
+1|
+4|Source of Inspiration, Mental Push (Animals)|5|3|2|1|||||
6th|
+6/1|
+5|
+2|
+5|Farseer Insight, Predatorial|5|3|3|2|||||
7th|
+7/2|
+5|
+2|
+5||6|4|3|2|1||||
8th|
+8/3|
+6|
+2|
+6|Mental Push (Humanoids)|6|4|3|3|2||||
9th|
+9/4|
+6|
+3|
+6|Farseer Insight|6|4|4|3|2|1|||
10th|
+10/5|
+7|
+3|
+7|Improved Animal Companion|6|4|4|3|3|2|||
11th|
+11/6/1|
+7|
+3|
+7|Mental Push (High), Spirit of the Pack|6|5|4|4|3|2|1||
12th|
+12/7/2|
+8|
+4|
+8|Farseer Insight, Feral Push|6|5|4|4|3|3|2|||
13th|
+13/8/3|
+8|
+4|
+8||6|5|5|4|4|3|2|1||
14th|
+14/9/4|
+9|
+4|
+9|Mental Push (Uncanny)|6|5|5|4|4|3|3|2||
15th|
+15/10/5|
+9|
+5|
+9|Farseer Insight, Ferocity|6|5|5|5|4|4|3|2|1|
16th|
+16/11/6/1|
+10|
+5|
+10|Mental Push (anything)|6|5|5|5|4|4|3|3|2|
17th|
+17/12/7/2|
+10|
+5|
+10|Instinctual Follow-up|6|5|5|5|5|4|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Farseer Insight|6|5|5|5|5|4|4|3|3|2
19th|
+19/14/9/4|
+11|
+6|
+11|Mental Push (Everything)|6|5|5|5|5|5|4|4|3|3
20th|
+20/15/10/5|
+12|
+6|
+12|False Death|6|5|5|5|5|5|4|4|4|4[/table]
Weapon and Armor Proficiency: The Gifted is proficient with all simple weapons and all martial melee weapons, all types of armor, and no shields.
Farseer Inheritance: Ties to the Farseer bloodline permit the Gifted to influence the minds of others.
A Gifted casts divine spells from the Enchantment school of magic (the spells he casts are treated as divine, but do not have to be divine in origin). He is not tied to a certain class spell list, instead, he may cast any (http://www.dandwiki.com/wiki/Enchantment) spell from the school of Enchantment.
To learn or cast a spell, a Gifted must have a Wis equal to 10+spell level or higher. He automatically knows all enchantment spells he can cast. The DC of a Gifted's spells is 10+spell level+Cha mod. A Gifted gains bonus spells per day from having a high Charisma.
The Gifted is a prepared spellcaster. To prepare spells, he must have an 8th hour sleep and then meditate in silence for 30 minutes. He does not incur spell failure due to the weight of his armor.
A Gifted may give up his highest spell slot to remove 1 mind-affecting spell or spell-like ability that is affecting him as a free action. The level of the spell being removed must be lower than half your class level, rounded up.
Nature Sense (Ex): As the druid class feature.
Wild Empathy (Su): As the druid class feature, except it is a Supernatural ability.
Animal Companion: A Gifted may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Gifted on her adventures as appropriate for its kind.
As the Gifted advances in level, so does his animal companion. To calculate how much, use the druid animal companion table, and treat the Gifted as a druid of his level + 2. This increases by +1 at level 5, and then at every 5 levels thereafter (so, for instance, the animal companion of a level 15 Gifted gains the bonuses of the animal companion of a level 20 druid).
Additionally, treat the animal companion as a magical beast with an Int equal to the Gifted's Cha mod + Int mod (minimum 1). The animal companion may not have an Int score higher than its master's.
If the animal companion dies, another one may be obtained by forgoing 24 hours of uninterrupted meditation. If the animal companion is just released instead, this changes to 4 hours.
A Gifted of 2nd level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Gifted level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Gifted level and compare the result with the druid level entry + your bonus on the table to determine the animal companion’s powers. (If this adjustment would reduce the Gifted’s effective level to 0 or lower, he can’t have that animal as a companion.) Again, a Gifted is treated as a druid of his level +2, +1 per 5 class levels for this.
Alternative Animal Companions (http://www.dandwiki.com/wiki/SRD:Druid#The_Druid.27s_Animal_Companion)
Feral Inspiration (Sp): The Gifted is inspired by the nature of the beasts he communicates and basically lives with, and this grants him special abilities. He can cast Bear's Endurance Class Level/4 rounded down times per day, Bull Strength Class Level/4 rounded down times per day, Cat's Grace Class Level/4 rounded down times per day, Eagle's Splendor Class Level/6 times per day, Fox's Cunning Class Level/6 rounded down times per day, and Owl's Wisdom Class Level/6 rounded down times per day.
He casts those as Spell-Like abilities similar to the sor/wiz spells except that they need no material component and their range is always treated as Self. Therefore, they don't use up spell slots.
Evasion (Ex): As the rogue class feature.
Wild Telepathy (Su): You can telepathically communicate to animals and magical beasts within line of sight (the answers you will receive are dependent on their intelligence, naturally). You can telepathically communicate with your animal companions even if you do not have line of sight - you just have to be on the same plane.
Pack Unity (Su): If any of your animal companions has fulfilled his daily need for food and water, neither you nor your other animal companion need to eat or drink anymore. Likewise, if you have fulfilled your daily need for food and water, your animal companions no longer need to eat and drink during the day.
Farseer Insight: At level 3, and every 3 levels thereafter, a Gifted may learn 1 Divination spell from the sor/wiz spell list. He still casts it as a divine spell. Those spells can be cast spontaneously.
Uncanny Dodge (Ex): As the rogue class feature.
Mirror of Myself (Su): The Gifted's animal companion's Int score is always treated as his master's Int score.
Source of Inspiration (Ex): You gain an untyped bonus to your Int mod equal to your animal companion's original Int (1 or 2). If you have more animal companions this applies to all of them.
Mental Push (Sp and Psi): You can channel your will to chase away your foes. This ability is treated as both a spell-like and psionic-like ability, so it fails both in an AMF and in an APF. It is a full-round action with a maximum range of 50 feet + 10 feet*Int mod, and it requires line of sight. This ability has a cooldown of 2d6 rounds, but by giving up 1 spell slot of your highest level, you can use it while it is on cooldown (if you do so, the cooldown renews). This ability offers a Will Save against a DC of 10+class level/2+Cha mod. However, the save is optional, and should your target choose to save against a Push and fail, he also takes Wisdom damage equal to the amount of Charisma damage he took.
The force damage of this feature is mind dependent (it only works on creatures with an Int score, but it works even if they are immune to mind-affecting abilities), while everything else is mind affecting.
At level 5, you can Push Animals and Magical Beasts. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round.
At level 8, you can Push Humanoids, Monstrous Humanoids and Giants. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Meanwhile, Animals and Magical beasts receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round instead.
At level 11, you can Push Outsiders and Dragons. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Meanwhile, Humanoids, Monstrous Humanoids and Giants receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round instead. Animals and Magical beasts receive 3d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and then shaken for 2 rounds.
At level 14, you can Push Fey and Aberrations. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Outsiders and Dragons receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round. Humanoids, Monstrous Humanoids and Giants receive 3d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and shaken for 2 rounds. Animals and Magical beasts receive 4d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and then shaken for 3 rounds.
At level 16, you can Push anything that has an Int score. Fey and Aberrations receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and then shaken for 2 rounds. Everything else receives 4d8 force damage, 1d6 Charisma damage, and is staggered for 1 round and then shaken for 3 rounds.
At level 19, you can Push anything that has an Int score, ignoring mind-affecting immunity. You can also Push creatures that don't have an Int score at all, but only the force damage is dealt. Everything else receives 5d8 force damage, 1d8 Charisma damage, and is staggered for 1 round and then shaken for 5 rounds.
Predatorial (Sp): At level 6, a Gifted can make an opponent he is attacking imagine himself being assaulted by a dangerous predator. This is a mind-affecting ability. To use this ability, declare it as a Free Action while you are performing a melee attack on an opponent. One of your animal companions is stunned for 1 turn. Meanwhile, if your attack succeeds and deals lethal damage, your foe must make a Will Save against a DC of 10+class level/2+your stunned animal companion's Cha mod. If he fails the save, he is shaken for 4 rounds. If he fails by more than 5, he is frightened for 3 rounds and shaken for 1. If he fails by more than 10, he is panicked for 2 rounds, frightened for 1, and shaken for 1. If he succeeds the save, he can no longer be targeted by this ability for 24 hours. Either way, whether he fails or succeeds the save, until the end of the encounter the targeted opponent will take 1d8 untyped unavoidable damage every time he attacks you (this is ALSO treated as mind-affecting). Doesn't stack.
Improved Animal Companion: At level 10, you may take another animal companion. This one most NOT be from the alternate list. For the purposes of this animal, treat yourself as a druid of half your class level rounded up, +1 per five class levels.
Spirit of the Pack (Su): That is you, by the way. At level 11, your animal companions are so loyal to you as to not let anything, not even death, to stop them from aiding you. As long as you are alive and within 50 feet of your animal companions, they cannot be reduced below 1 hit point and are immune to death from massive damage. Instant killing spells, like Disintegrate, still work.
Feral Push (Sp and Psi): Your animal companions gain the Mental Push ability, except that instead of a 1d8 turn cooldown it has a 8 turn cooldown. The save DC for Feral Push is equal to the DC of your Mental Push - 4.
Ferocity (Ex): At level 15, the Gifted becomes one with the beast. As long as his animal companions are conscious, he may subtract half his Cha mod from attack rolls to add his full Cha mod+1 to damage rolls. Also, he can skip the next round of one of his animal companions to make a pounce attack.
Instinctual Follow-up (Ex): If any of your animal companions succeed on an attack roll against a foe and deal damage, next round you can make a melee attack against that foe without having to make an attack roll - it is a guaranteed hit (however, you can still roll to see if you scored a critical).
False Death (Su): You can completely close your body and transfer your conscience into one of your animal companions. Using this ability is a full round action, and you must have at least 1 animal companion conscious.
After this ability is used, your body becomes unconscious, and you take over the body of one of your animal companions permanently (if this happens, all bonuses that animal has due to this class are also kept permanently). Your body no longer needs to sleep, eat, drink or breath, its type changes to Undead, all your HD change to d12s, you gain Fast Healing 20 and you become immune to falling and pressure damage. However, your body still appears as a normal Human corpse to everyone else. Only the use of a Resurrection-type spell or a Heal DC 40 check reveal the truth. Your body does not rot, but it is cold and rigid, and your skin becomes pale.
To get rid of this condition and return to your body, you must die as animal companion. It doesn't matter if you do this willingly or someone else kills you in battle, you still return to your body. If you do this, the corpse of the animal companion may not be resurrected, not even by Wish.
You can use this ability only once per week.
(Inspired from the Farseer series, of course)
Some individuals are simply born with a native mental link to the animal world, which follows them continuously and without failure. They can sense the thoughts, emotions and read the memories of beasts, and even borrow their senses at times. This connection makes them more feral as well, but at the same time provides them with valuable skills to combat their foes.
Moreover, this talent does not come without an uncanny source - namely, the blood and inheritance of the Farseers, striders of mind and destiny.
Organisation: The Gifted are shunned by society for their powers, and in some places even hunted down and executed. Most of the Gifted that want to live with their brethren hide their unique talents utterly. The others, and most of them, for that matter, venture in the wilderness for a lifetime. The Gifted seldom, if ever, party with each other, but they may join with other adventurers who don't discriminate them.
Race: The Gifted, requiring a certain inheritance, must all be either fully or part-Human.
Religion: The Gifted believe in the principle that life and nature are the beginning and end to all things and usually just pray to them as abstract concepts. They rarely, if ever, have actual patron deities.
Alignment: The Gifted must choose to either live a chaotic lifestyle by themselves or live an orderly one, by means of unhonesty and deceit. Therefore, they must be either non-lawful or Lawful Evil.
Starting Age: as barbarian
Starting Gold: as fighter
Hit Dice: d8
Class Features
Class Skills: Autohypnosis, Balance, Bluff, Concentration, Craft, Disguise, Handle Animal, Heal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival
Skillpoints per level: 4 + Int mod (x4 at 1st level)
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9 th
1st|
+1|
+2|
+0|
+2|Animal Companion, Nature Sense, Wild Empathy, Farseer Inheritance, Feral Inspiration|3|1||||||
2nd|
+2|
+3|
+0|
+3|Evasion, Wild Telepathy, Pack Unity|4|2||||||
3rd|
+3|
+3|
+1|
+3|Farseer Insight|4|2|1|||||
4th|
+4|
+4|
+1|
+4|Uncanny Dodge, Mirror of Myself|5|3|2|||||||
5th|
+5|
+4|
+1|
+4|Source of Inspiration, Mental Push (Animals)|5|3|2|1|||||
6th|
+6/1|
+5|
+2|
+5|Farseer Insight, Predatorial|5|3|3|2|||||
7th|
+7/2|
+5|
+2|
+5||6|4|3|2|1||||
8th|
+8/3|
+6|
+2|
+6|Mental Push (Humanoids)|6|4|3|3|2||||
9th|
+9/4|
+6|
+3|
+6|Farseer Insight|6|4|4|3|2|1|||
10th|
+10/5|
+7|
+3|
+7|Improved Animal Companion|6|4|4|3|3|2|||
11th|
+11/6/1|
+7|
+3|
+7|Mental Push (High), Spirit of the Pack|6|5|4|4|3|2|1||
12th|
+12/7/2|
+8|
+4|
+8|Farseer Insight, Feral Push|6|5|4|4|3|3|2|||
13th|
+13/8/3|
+8|
+4|
+8||6|5|5|4|4|3|2|1||
14th|
+14/9/4|
+9|
+4|
+9|Mental Push (Uncanny)|6|5|5|4|4|3|3|2||
15th|
+15/10/5|
+9|
+5|
+9|Farseer Insight, Ferocity|6|5|5|5|4|4|3|2|1|
16th|
+16/11/6/1|
+10|
+5|
+10|Mental Push (anything)|6|5|5|5|4|4|3|3|2|
17th|
+17/12/7/2|
+10|
+5|
+10|Instinctual Follow-up|6|5|5|5|5|4|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Farseer Insight|6|5|5|5|5|4|4|3|3|2
19th|
+19/14/9/4|
+11|
+6|
+11|Mental Push (Everything)|6|5|5|5|5|5|4|4|3|3
20th|
+20/15/10/5|
+12|
+6|
+12|False Death|6|5|5|5|5|5|4|4|4|4[/table]
Weapon and Armor Proficiency: The Gifted is proficient with all simple weapons and all martial melee weapons, all types of armor, and no shields.
Farseer Inheritance: Ties to the Farseer bloodline permit the Gifted to influence the minds of others.
A Gifted casts divine spells from the Enchantment school of magic (the spells he casts are treated as divine, but do not have to be divine in origin). He is not tied to a certain class spell list, instead, he may cast any (http://www.dandwiki.com/wiki/Enchantment) spell from the school of Enchantment.
To learn or cast a spell, a Gifted must have a Wis equal to 10+spell level or higher. He automatically knows all enchantment spells he can cast. The DC of a Gifted's spells is 10+spell level+Cha mod. A Gifted gains bonus spells per day from having a high Charisma.
The Gifted is a prepared spellcaster. To prepare spells, he must have an 8th hour sleep and then meditate in silence for 30 minutes. He does not incur spell failure due to the weight of his armor.
A Gifted may give up his highest spell slot to remove 1 mind-affecting spell or spell-like ability that is affecting him as a free action. The level of the spell being removed must be lower than half your class level, rounded up.
Nature Sense (Ex): As the druid class feature.
Wild Empathy (Su): As the druid class feature, except it is a Supernatural ability.
Animal Companion: A Gifted may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Gifted on her adventures as appropriate for its kind.
As the Gifted advances in level, so does his animal companion. To calculate how much, use the druid animal companion table, and treat the Gifted as a druid of his level + 2. This increases by +1 at level 5, and then at every 5 levels thereafter (so, for instance, the animal companion of a level 15 Gifted gains the bonuses of the animal companion of a level 20 druid).
Additionally, treat the animal companion as a magical beast with an Int equal to the Gifted's Cha mod + Int mod (minimum 1). The animal companion may not have an Int score higher than its master's.
If the animal companion dies, another one may be obtained by forgoing 24 hours of uninterrupted meditation. If the animal companion is just released instead, this changes to 4 hours.
A Gifted of 2nd level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Gifted level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Gifted level and compare the result with the druid level entry + your bonus on the table to determine the animal companion’s powers. (If this adjustment would reduce the Gifted’s effective level to 0 or lower, he can’t have that animal as a companion.) Again, a Gifted is treated as a druid of his level +2, +1 per 5 class levels for this.
Alternative Animal Companions (http://www.dandwiki.com/wiki/SRD:Druid#The_Druid.27s_Animal_Companion)
Feral Inspiration (Sp): The Gifted is inspired by the nature of the beasts he communicates and basically lives with, and this grants him special abilities. He can cast Bear's Endurance Class Level/4 rounded down times per day, Bull Strength Class Level/4 rounded down times per day, Cat's Grace Class Level/4 rounded down times per day, Eagle's Splendor Class Level/6 times per day, Fox's Cunning Class Level/6 rounded down times per day, and Owl's Wisdom Class Level/6 rounded down times per day.
He casts those as Spell-Like abilities similar to the sor/wiz spells except that they need no material component and their range is always treated as Self. Therefore, they don't use up spell slots.
Evasion (Ex): As the rogue class feature.
Wild Telepathy (Su): You can telepathically communicate to animals and magical beasts within line of sight (the answers you will receive are dependent on their intelligence, naturally). You can telepathically communicate with your animal companions even if you do not have line of sight - you just have to be on the same plane.
Pack Unity (Su): If any of your animal companions has fulfilled his daily need for food and water, neither you nor your other animal companion need to eat or drink anymore. Likewise, if you have fulfilled your daily need for food and water, your animal companions no longer need to eat and drink during the day.
Farseer Insight: At level 3, and every 3 levels thereafter, a Gifted may learn 1 Divination spell from the sor/wiz spell list. He still casts it as a divine spell. Those spells can be cast spontaneously.
Uncanny Dodge (Ex): As the rogue class feature.
Mirror of Myself (Su): The Gifted's animal companion's Int score is always treated as his master's Int score.
Source of Inspiration (Ex): You gain an untyped bonus to your Int mod equal to your animal companion's original Int (1 or 2). If you have more animal companions this applies to all of them.
Mental Push (Sp and Psi): You can channel your will to chase away your foes. This ability is treated as both a spell-like and psionic-like ability, so it fails both in an AMF and in an APF. It is a full-round action with a maximum range of 50 feet + 10 feet*Int mod, and it requires line of sight. This ability has a cooldown of 2d6 rounds, but by giving up 1 spell slot of your highest level, you can use it while it is on cooldown (if you do so, the cooldown renews). This ability offers a Will Save against a DC of 10+class level/2+Cha mod. However, the save is optional, and should your target choose to save against a Push and fail, he also takes Wisdom damage equal to the amount of Charisma damage he took.
The force damage of this feature is mind dependent (it only works on creatures with an Int score, but it works even if they are immune to mind-affecting abilities), while everything else is mind affecting.
At level 5, you can Push Animals and Magical Beasts. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round.
At level 8, you can Push Humanoids, Monstrous Humanoids and Giants. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Meanwhile, Animals and Magical beasts receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round instead.
At level 11, you can Push Outsiders and Dragons. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Meanwhile, Humanoids, Monstrous Humanoids and Giants receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round instead. Animals and Magical beasts receive 3d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and then shaken for 2 rounds.
At level 14, you can Push Fey and Aberrations. They receive 1d8 force damage, 1 Charisma damage, and are staggered for 1 round. Outsiders and Dragons receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and shaken for another round. Humanoids, Monstrous Humanoids and Giants receive 3d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and shaken for 2 rounds. Animals and Magical beasts receive 4d8 force damage, 1d6 Charisma damage, and are staggered for 1 round and then shaken for 3 rounds.
At level 16, you can Push anything that has an Int score. Fey and Aberrations receive 2d8 force damage, 1d4 Charisma damage, and are staggered for 1 round and then shaken for 2 rounds. Everything else receives 4d8 force damage, 1d6 Charisma damage, and is staggered for 1 round and then shaken for 3 rounds.
At level 19, you can Push anything that has an Int score, ignoring mind-affecting immunity. You can also Push creatures that don't have an Int score at all, but only the force damage is dealt. Everything else receives 5d8 force damage, 1d8 Charisma damage, and is staggered for 1 round and then shaken for 5 rounds.
Predatorial (Sp): At level 6, a Gifted can make an opponent he is attacking imagine himself being assaulted by a dangerous predator. This is a mind-affecting ability. To use this ability, declare it as a Free Action while you are performing a melee attack on an opponent. One of your animal companions is stunned for 1 turn. Meanwhile, if your attack succeeds and deals lethal damage, your foe must make a Will Save against a DC of 10+class level/2+your stunned animal companion's Cha mod. If he fails the save, he is shaken for 4 rounds. If he fails by more than 5, he is frightened for 3 rounds and shaken for 1. If he fails by more than 10, he is panicked for 2 rounds, frightened for 1, and shaken for 1. If he succeeds the save, he can no longer be targeted by this ability for 24 hours. Either way, whether he fails or succeeds the save, until the end of the encounter the targeted opponent will take 1d8 untyped unavoidable damage every time he attacks you (this is ALSO treated as mind-affecting). Doesn't stack.
Improved Animal Companion: At level 10, you may take another animal companion. This one most NOT be from the alternate list. For the purposes of this animal, treat yourself as a druid of half your class level rounded up, +1 per five class levels.
Spirit of the Pack (Su): That is you, by the way. At level 11, your animal companions are so loyal to you as to not let anything, not even death, to stop them from aiding you. As long as you are alive and within 50 feet of your animal companions, they cannot be reduced below 1 hit point and are immune to death from massive damage. Instant killing spells, like Disintegrate, still work.
Feral Push (Sp and Psi): Your animal companions gain the Mental Push ability, except that instead of a 1d8 turn cooldown it has a 8 turn cooldown. The save DC for Feral Push is equal to the DC of your Mental Push - 4.
Ferocity (Ex): At level 15, the Gifted becomes one with the beast. As long as his animal companions are conscious, he may subtract half his Cha mod from attack rolls to add his full Cha mod+1 to damage rolls. Also, he can skip the next round of one of his animal companions to make a pounce attack.
Instinctual Follow-up (Ex): If any of your animal companions succeed on an attack roll against a foe and deal damage, next round you can make a melee attack against that foe without having to make an attack roll - it is a guaranteed hit (however, you can still roll to see if you scored a critical).
False Death (Su): You can completely close your body and transfer your conscience into one of your animal companions. Using this ability is a full round action, and you must have at least 1 animal companion conscious.
After this ability is used, your body becomes unconscious, and you take over the body of one of your animal companions permanently (if this happens, all bonuses that animal has due to this class are also kept permanently). Your body no longer needs to sleep, eat, drink or breath, its type changes to Undead, all your HD change to d12s, you gain Fast Healing 20 and you become immune to falling and pressure damage. However, your body still appears as a normal Human corpse to everyone else. Only the use of a Resurrection-type spell or a Heal DC 40 check reveal the truth. Your body does not rot, but it is cold and rigid, and your skin becomes pale.
To get rid of this condition and return to your body, you must die as animal companion. It doesn't matter if you do this willingly or someone else kills you in battle, you still return to your body. If you do this, the corpse of the animal companion may not be resurrected, not even by Wish.
You can use this ability only once per week.