ANIMAL LORD[CA22][]
For an animal lord, a humanoid form is simply an accident
of birth. In spirit, he belongs with the wild pack of wolves,
the running herd of horses, or the dancing school of
fish. His nearly hairless, two-legged form is a hindrance
to being one with his true kind, but it is a hindrance he
can overcome.
Each animal lord forms a bond with one group of animals.
Apelords, bearlords, birdlords, catlords, horselords,
sharklords, snakelords, and wolflords all exist. Animals
in his selected group accept an animal lord as a kindred
soul and a leader. They offer him their support, and he
watches over them in turn.
Individual animal lords approach their calling in
different ways. Some are simple defenders of their kind,
content to live as part of the natural cycle of predator and
prey. Others, believing that nature’s creatures are meant
to guard and ultimately improve this world, use their
gifts to do good. Still others lead their animal brothers
and sisters down a path of selfishness or vengeance.
Barbarians, rangers, and druids are the most likely
characters to adopt this class. Barbarians prefer the more
physically powerful options, including apelord, bearlord,
and horselord. Rangers gravitate toward the stealthier
selections, such as catlord and wolflord. Most birdlords
are druids with the ability to use wild shape, but druids
are equally likely to select any type of animal to bond
with. Some scouts, rogues, and even rare monks find
this path rewarding as well. Among the races, elves and
half-elves are the most common examples of animal lords
due to their close bond to nature.
A character can choose this prestige class more than
once but must select a different group of associated
animals and start at 1st level each time. Levels of different
animal lord classes do not stack when determining
level-based class features.
Adaptation: Customize this class for your campaign
by associating each variety with a specific race or culture.
Sahuagin (malenti) and evil aquatic elves make
natural sharklords, for example, while plains-dwelling
humans would be most appropriate as horselords. Eight
animal lord types are presented here, but you can easily
create others appropriate to your campaign, such as the
sewer-dwelling ratlord, the gnoll hyenalord, or even the
aquatic squidlord. Alternatively, you could subdivide
existing groups (creating rival tigerlords and lionlords,
for example). Use the examples below as templates when
creating a new animal lord.
Hit Die: d10.
REQUIREMENTS[]
To qualify to become an animal lord, a character must
fulfill all the following criteria.
Alignment: Neutral good, lawful neutral, neutral,
chaotic neutral, or neutral evil.
Base Attack Bonus: +5.
Skills: Handle Animal 4 ranks, Knowledge (nature) 2
ranks, 4 ranks in the appropriate skill as follows. Apelord:
Climb; Bearlord: Intimidate; Birdlord: Spot; Catlord: Move
Silently; Horselord: Jump; Sharklord:
Swim; Snakelord: Escape Artist;
Wolflord: Survival.
Feats: Each kind of animal
lord must have a specific feat
as follows. Apelord: Toughness;
Bearlord: Endurance;
Birdlord: Improved Flight†;
Catlord: Weapon Finesse;
Horselord: Run; Sharklord:
Improved Swimming†;
Snakelord: Combat Reflexes;
Wolflord: Track.
†New feat described
on page 110.
Table 2–2: The Animal Lord[]
Base Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Animal bond, detect animals, wild empathy |
2nd | +2 | +3 | +3 | +0 | First totem, lowlight vision |
3rd | +3 | +3 | +3 | +1 | Wild aspect 1/day |
4th | +4 | +4 | +4 | +1 | Speak with animals |
5th | +5 | +4 | +4 | +1 | Summon animal |
6th | +6 | +5 | +5 | +2 | Second totem, wild aspect 2/day |
7th | +7 | +5 | +5 | +2 | Animal growth |
8th | +8 | +6 | +6 | +2 | Animal telepathy |
9th | +9 | +6 | +6 | +3 | Wild aspect 3/day |
10th | +10 | +7 | +7 | +3 | Third totem |
CLASS SKILLS[]
The animal lord’s
class skills (and the
key ability for each
skill) are Climb (Str), Escape
Artist (Dex), Handle
Animal (Cha), Heal (Wis),
Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge
(nature) (Int), Listen
(Wis), Move Silently (Dex), Spot
(Wis), Survival (Wis), and Swim
(Str).
Skill Points at Each Level: 4 + Int
modifier.
CLASS FEATURES[]
All of the following are class features of the animal lord
prestige class.
Weapon and Armor Proficiency: Animal lords gain
no proficiency with any weapon or armor.
Animal Bond (Ex): An animal lord develops a bond
with animals of his selected group (see below). He gains
a +4 bonus on Handle Animal and wild empathy checks
made to influence animals from his chosen group. If
an animal lord has the animal companion class feature,
he adds his animal lord level to his effective druid level
for the purpose of determining his animal companion’s
bonus Hit Dice, special abilities, and so forth.
The eight groups of animals included here, along
with examples taken from the Monster Manual, are as
follows.
Apelord: ape, baboon, dire ape, monkey.
Bearlord: black bear, brown bear, dire bear, polar bear.
Birdlord: eagle, giant eagle*, giant owl*, hawk, owl,
raven.
Catlord: cat, cheetah, dire lion, dire tiger,
leopard, lion, tiger.
Horselord: horse (all), pony, warpony.
Sharklord: dire shark, shark
(all).
Snakelord: constrictor, giant constrictor,
viper (all).
Wolflord: dire wolf,
wolf.
- These creatures are included
even though they
are not of the animal type.
Detect Animals (Sp):
Beginning at 1st level, an
animal lord can detect the
presence of any animals of
his selected group at
will, as if using
detect animals
or plants with a
caster level equal
to his class level.
Wild Empathy (Ex):
An animal lord can improve
the attitude of an animal. See
the druid class feature, page 35
of the Player’s Handbook. If an animal
lord has wild empathy from another
class, his levels stack for determining the bonus.
First Totem: At 2nd level, an animal lord gains a +4
bonus on checks made with a specific skill, determined
by his selected group as follows. Apelord: Climb; Bearlord:
Intimidate; Birdlord: Spot; Catlord: Move Silently;
Horselord: Jump; Sharklord: Swim; Snakelord: Escape Artist;
Wolflord: Survival.
Low-Light Vision (Ex): At 2nd level, an animal lord
gains low-light vision, allowing him to see twice as
far as a human in starlight, moonlight, torchlight, and
similar conditions of shadowy illumination. He retains
the ability to distinguish color and detail under these
conditions.
If an animal lord already has low-light vision from
another source (such as his race), his low-light vision
improves, allowing him to see three times as far as a
human in conditions of shadowy illumination.
Wild Aspect (Su): At 3rd level and higher, an animal
lord can take on an aspect of the animals of his selected
group. Assuming a wild aspect is a swift action that does
not provoke attacks of opportunity (see Swift Actions
and Immediate Actions, page 137). Unless otherwise
noted, the effect lasts for 1 minute per level. An animal
lord can use this ability once per day at 3rd level, plus one
additional time per day for every three levels gained after
3rd (twice per day at 6th level and three times per day at
9th level).
When an animal lord reaches 7th level, his wild aspect
becomes more powerful, as described below.
If an animal lord has the wild shape ability, he can
spend one daily use of wild shape to assume his wild
aspect instead (the duration is as normal for the wild
aspect). If an animal lord already has a natural attack of
the type gained by his wild aspect, use whichever damage
figure is superior while the wild aspect is active. If an
animal lord wields a weapon while using his wild aspect,
he can use the natural attacks gained as natural secondary
weapons if he uses his weapon as a primary attack,
provided they are still available (an apelord couldn’t use
a secondary claw attack, for example, if he wields a twohanded
weapon).
Apelord: An apelord gains two primary claw attacks.
Each claw deals 1d4 points of damage (or 1d3 points for
Small apelords). If an apelord hits an opponent with both
claw attacks, he rends the foe for an additional 2d4 points
of damage (or 2d3 points for Small apelords), plus 1-1/2
times his Strength bonus. At 7th level, the claw damage
increases to 1d6 points (or 1d4 points for Small apelords)
and the rend damage to 2d6 points (or 2d4 points for Small
apelords).
Bearlord: A bearlord gains two primary claw attacks.
Each claw deals 1d4 points of damage (or 1d3 points for
Small bearlords). If a bearlord hits with a claw attack,
he can attempt to start a grapple as a free action without
provoking attacks of opportunity. The bearlord still follows
all the other normal grappling rules. At 7th level,
the claw damage increases to 1d6 points (or 1d4 points
for Small bearlords).
Birdlord: A birdlord grows feathery wings, allowing him
to fly at his base land speed (average maneuverability).
At 7th level, the duration increases to 10 minutes per
level.
Catlord: A catlord gains two primary claw attacks.
Each claw deals 1d4 points of damage (or 1d3 points for
Small catlords). If a catlord charges, he can attack with
both claws at the end of his charge. At 7th level, the claw
damage increases to 1d6 points (or 1d4 points for Small
catlords).
Horselord: A horselord’s speed, as well as the speed of
any horse upon which he rides, improves by 10 feet for
a duration of 1 hour per level. At 7th level, the speed
increase improves to 20 feet.
Sharklord: A sharklord gains a devastating bite as a primary
natural attack. The bite deals 1d8 points of damage
(or 1d6 points for Small sharklords). A sharklord also
gains the ability to breathe water while his wild aspect
is active. At 7th level, the bite damage increases to 2d6
points (or 1d8 points for Small sharklords).
Snakelord: A snakelord gains a poisonous bite as a
primary natural attack for 1 round per level. This bite
deals 1d4 points of damage (or 1d3 points for Small snakelords).
The poison’s Fortitude save DC is 10 + animal lord
level + Con modifier, and it deals initial and secondary
damage of 1d3 points of Constitution. At 7th level, the
bite damage increases to 1d6 points (or 1d4 points for
Small snakelords), and the initial and secondary poison
damage increases to 1d4 points of Constitution.
Wolflord: A wolflord gains the scent ability (see page
314 of the Monster Manual) for 10 minutes per level. At
7th level, the duration increases to 1 hour per level.
Speak with Animals (Sp): Beginning at 4th level,
an animal lord can use speak with animals (as the spell)
once per day to converse with animals of his selected
group.
Summon Animal (Sp): Beginning at 5th level, an
animal lord can summon one or more animals of his
selected group once per day. This ability functions identically
to summon nature’s ally V, except that an animal lord
can summon creatures only from his selected group, as
detailed below. The duration of the effect is 1 minute per
class level.
Apelord: 1d3 dire apes or 1d4+1 apes.
Bearlord: 1 polar bear, 1d3 brown bears, or 1d4+1 black
bears.
Birdlord: 1d4+1 eagles, giant eagles1, giant owls1, hawks,
ravens, or owls.
Catlord: 1 dire lion, 1d3 tigers, or 1d4+1 lions.
Horselord: 1d4+1 heavy horses, heavy warhorses, light
horses, light warhorses, ponies, or warponies.
Sharklord: 1d3 Huge sharks2 or 1d4+1 Large sharks2.
Snakelord: 1 giant constrictor snake, 1d3 Huge vipers,
or 1d4+1 constrictor snakes or Large vipers.
Wolflord: 1d4+1 dire wolves or wolves.
1 May be summoned only by nonevil birdlords.
2 May be summoned only into an aquatic or watery
environment.
Second Totem: At 6th level, an animal lord gains a
bonus feat related to his selected group, even if he doesn’t
meet the prerequisites. If the animal lord already has the
feat, he can choose any other feat for which he meets the
prerequisites. Apelord: Brachiation†; Bearlord: Improved
Grapple; Birdlord: Flyby Attack (see page 303 of the
Monster Manual); Catlord: Lightning Reflexes; Horselord:
Trample; Sharklord: Improved Critical (bite); Snakelord:
Improved Initiative; Wolflord: Improved Trip.
†New feat described on page 106.
Animal Growth (Sp): Once per day, an animal lord
of 7th level or higher can use animal growth on a single
animal from his selected group as a swift action (see Swift
Actions and Immediate Actions, page 137) as a spellcaster
of his class level. This ability otherwise functions just
like the spell.
Animal Telepathy (Su): Beginning at 8th level, an
animal lord can converse telepathically with any animal
of his selected group that he can see within 100 feet.
Third Totem: At 10th level, an animal lord gains a
permanent 2-point increase to one of his ability scores,
determined by his chosen animal group as follows. Apelord:
+2 Strength; Bearlord: +2 Constitution; Birdlord: +2
Wisdom; Catlord: +2 Dexterity; Horselord: +2 Constitution;
Sharklord: +2 Strength; Snakelord: +2 Charisma; Wolflord:
+2 Strength.
SAMPLE ANIMAL LORD[]
Kozakh: Male half-orc barbarian 5/apelord 3; CR 8;
Medium humanoid (orc); HD 5d12+10 plus 3d10+6 plus
3; hp 73; Init +2; Spd 40 ft.; AC 18, touch 12, flat-footed
18; Base Atk +8; Grp +13; Atk +14 melee (1d12+7/×3,
masterwork cold iron greataxe) or +13 melee (1d4+5, claw);
Full Atk +14/+9 melee (1d12+7/×3, masterwork cold iron
greataxe) or +13/+13 melee (1d4+5, claw); SA rage 2/day,
wild aspect; SQ darkvision 60 ft., half-orc traits, improved
uncanny dodge, low-light vision, uncanny dodge, trap
sense +1, wild empathy +3 (+7 chosen group, –1 magical
beasts); AL CN; SV Fort +9, Ref +6, Will +3; Str 20, Dex
14, Con 14, Int 8, Wis 12, Cha 6.
Skills and Feats: Climb +19, Handle Animal +5 (+9 with
apes), Jump +19, Knowledge (nature) +1; Cleave, Power
Attack, Toughness.
Languages: Common, Orc.
Animal Bond (Ex): Kozakh gains a +4 bonus on
Handle Animal and wild empathy checks made to influence
apes, baboons, dire apes, or monkeys.
Detect Animals (Sp): Kozakh can detect the presence
of any apes, baboons, dire apes, or monkeys at will, as if
casting detect animals or plants.
Half-Orc Traits: For all effects related to race, a halforc
is considered an orc.
Improved Uncanny Dodge (Ex): Kozakh cannot be
flanked and can only be sneak attacked by a character
who has at least 9 levels of rogue.
Rage (Ex): Twice per day, Kozakh can enter a state of
fierce rage that lasts for 7 rounds. The following changes
are in effect as long as he rages: hp increase by 16; AC
16, touch 10, flat-footed 14; Grp +15; Atk +16 melee
(1d12+10/×3, masterwork cold iron greataxe) or +15
melee (1d4+7, claw); Full Atk +16/+11 melee (1d12+10/×3,
masterwork cold iron greataxe) or +15/+15 melee (1d4+7,
claw); SV Fort +11, Will +5; Str 24, Con 18; Climb +21,
Jump +21. At the end of his rage, Kozakh is fatigued for
the duration of the encounter.
Uncanny Dodge (Ex): Kozakh retains his Dexterity
bonus to AC even when flat-footed or targeted by an
unseen foe (he still loses his Dexterity bonus if paralyzed
or otherwise immobile).
Wild Aspect (Su): Once per day, Kozakh can assume
his wild aspect to gain two primary claw attacks
(described in the statistics block above). If he hits an
opponent with both claw attacks, he rends the foe for
an additional 2d4+7 points of damage (or 2d4+10 while
raging).
Possessions: +2 chain shirt, masterwork cold iron greataxe,
gauntlets of ogre power, 2 potions of cure moderate wounds.
Master of Many Forms Characters[]
- Cit