Masters of the Wild - 3.5e

Page 72

CHAPTERS : PRESTIGE CLASSES Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Jump (Str), Listen (Wis), Ride (Dex), Scry (Int, exclusive skill), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 4 of the Player's Handbook for skill descriptions . Skill Points at Each Level : 4 + Int modifier.

Class Features

The following are class features of the tamer of beasts prestige class. All modifications and bonuses granted to the tamer's animal companions are immediately negated upon their release or the death of the tamer. Weapon and Armor Proficiency: Tamers of beasts gain no proficiency with any weapon or armor. Spells per Day/Spells Known: At 3rd, 6th, and 9th level, the tamer of beasts gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like) . If the character had more than one spellcasting class before becoming a tamer of beasts, the player must decide to which class to add each tamer of beasts level for determining spells per day and spells known. Animal Mastery: Beginning at 1st level, the tamer of beasts can have animal companions whose Hit Dice total no more than the sum of twice his tamer of beasts level plus twice his caster level for animal friendship . For example, a Drd7/tamer ofbeasts 3 can have up to 20 Hit Dice of animal companions . No individual animal companion can have more Hit Dice than the tamer ofbeasts does. Intelligence: Through constant exposure to the tamer of beasts, his animal companions become more intelligent than the average for their species . When the tamer of beasts is 1st level, the intelligence score of each of his companions rises to 4, and the creature's type changes to magical beast. This minimum Intelligence score rises by 2 points for every two tamer ofbeasts levels the character gains thereafter. This improved Intelligence may allow the companion to follow more complex instructions than it could before . Also, the tamer of beasts can teach each companion three tricks per point of intelligence it has (see the Animal Companions sidebar in Chapter 2 of the DUNGEON MAS TER'S Guide and Chapter 2 of this book for more information on training animals). Empathic Link (Su): At 2nd level, the tamer ofbeasts gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The tamer of beasts and the companion can understand one another as if a Speak with animals effect were in force. Of course, intelligence is still a factor in the content of such conversations, and misunderstandings on that basis are still possible. Blood Bond: At 3rd level, each of the tamer ofbeast's companions gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the tamer. This bonus lasts as long as the threat is immediate and apparent. Natural Armor: Also when the tamer of beasts reaches 3rd level, each of his companions gains a +2 en-

hancement bonus to its natural armor. This bonus rises to +4 at 6th level and +6 at 9th level. Animal Senses (Su) : At 4th level, the tamer of beasts can hear through any designated companion's ears or smell through its nose. At 7th level, he can see through a companion's eyes. The tamer can activate his animal senses as a standard action, and he does not lose the ability to sense events around him by doing so. Speak with Master (Ex): Also at 4th level, the tamer of beasts gains the ability to communicate verbally with his companions in a language ofhis own. Creatures other than his companions cannot understand this communication without magical aid . Beast Mastery (Sp): At 5th level, the tamer of beasts can use the animal friendship spell to affect beasts in addition to animals, regardless of the target's intelligence score. Beast companions count against the tamer's total allowed Hit Dice of companions just as animals do. Share Saving Throws : When the tamer of beasts reaches 6th level, his companions can use either his base saves or their own, mixing and matching to gain the highest value for each. Share Spells : At 7th level, the tamer of beasts may have any spell he casts on himself also affect one companion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if that companion again comes within 5 feet ofthe character before the spell's duration expires. Additionally, the tamer may cast a spell with a target of "You" on a companion (as if the spell had a range of touch) instead of on himself. The tamer of beasts and the companion can share even spells that do not normally affect creatures of the companion's type. Command Creatures of Kind (Sp): When the tamer of beasts reaches 8th level, his companions can use command as a spell-like ability at will against other creatures of their kind . This ability affects only creatures with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the tamer, and the ability functions just like the spell command (for purposes of this spell, the companion can make itself understood) . Magical Beast Mastery (Sp) : At 9th level, the tamer of beasts can use the animal friendship spell to affect magical beasts in addition to beasts and animals, regardless of the target's intelligence . Magical beast companions count as double their own Hit Dice against the tamer's total allowed Hit Dice of companions . For example, a cockatrice with 5 Hit Dice accounts for 10 Hit Dice ofcompanions. Inspire Greatness (Su): At loth level, the tamer of beasts can grant extra fighting ability to all his companions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves . Apply the companion's Constitution modifier, if any, to each bonus Hit Die . These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The tamer ofbeasts can inspire his companions once per day, and the effects last for 5 rounds . This is a supernatural, mind-affecting, enchantment ability.


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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