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devlingreye
2012-09-27, 06:24 PM
Pack Master

http://fc09.deviantart.net/fs70/f/2012/096/f/1/quiet_time_by_benwootten-d4v627s.jpg Picture by BenWootten

“I am one with animals of the world.”Devrod Swift Talon, the most notable pack master.

In the ranks of the primalists there are some that make a stronger connection with the animals of the world more then nature itself. These primalist are known as Pack Masters. Pack master form deep connections with animals all over the world. This connection form in many ways such as having more then one totem beast, becoming more like his animal brethren through aspect of the wild, summon animals to aid him, and become the aspect animals themselves. At the height of the pack master power he becomes an animal himself.

Primalists make up most of the pack masters of the world. But it is not uncommon to see a druid/ primalist mix to give the pack master spells and the wild shape ability. There are also a few channeler/ primalist blends that believe that their connection to the animals of the world is divinely granted.

Role: Pack masters uses their totem beasts, summoned animals, and natural attacks to become a front line melee fighter. Pack master are experts of the swarm art of fighting.

Alignment: Due to the pack master's deep connection with the animal spirits, pack master are chaotic in natural. This chaotic nature is driven by the instinct of the animals that the pack master gains through his aspect of the wild.

Hit Die: d10

Becoming a Pack Master
ENTRY REQUIREMENTS
Alignment:Any Chaotic
Skills:Handle Animal 5 ranks
Feat: Animal Insight
Special: Must possess the class feature Totem Beast and any two Aspect of the Wild.

Class Skills
The pack master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Points at Each Level: 4 + int

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

1st|
+1|
+1|
+1|
+0|Improved Totem Beast, Frenzy, Scent|

2nd|
+2|
+1|
+1|
+1|Aspect of the Wild, Untamed Tongue|+1 level of existing invocation using class

3rd|
+3|
+2|
+2|
+1|Shape of the Beast (summon 1), Bestial Summoning|

4th|
+4|
+2|
+2|
+1|Aspect of the Wild|+1 level of existing invocation using class

5th|
+5|
+3|
+3|
+2|Aura of the Inner Spirit|

6th|
+6|
+3|
+3|
+2|Aspect of the Wild, Shape of the Beast (summon 3)|+1 level of existing invocation using class

7th|
+7|
+4|
+4|
+2|Untamed Summoning|

8th|
+8|
+4|
+4|
+3|Aspect of the Wild|+1 level of existing invocation using class

9th|
+9|
+5|
+5|
+3|Shape of the Beast (summon all)|

10th|
+10|
+5|
+5|
+3|Beast of Many Forms|+1 level of existing invocation using class[/table]

Class Features
All of the following are class features of the pack master.

Weapon Proficiencies:The pack master gains no new weapon or armor proficiencies.

Improved Totem Beast (Ex)
At 1st level the pack master's totem beast ability functions like the druid animal companion ability except that the Pack Master’s effective druid level is equal to his character level. The Pack Master gains a +2 bonus on Handle Animal checks made regarding his animal companion. Unlike a normal character, a pack master’s choice of animal companion is not limited to a subset of all possible animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The pack master may have more than one animal companion, in addition the pack master may only have a number of animal companions equal to his hit dice, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a pack master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a pack master’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack master's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the pack master the ability to cast a single spell so that it affects all of his animal companions

Frenzy (Ex)
A pack master can call upon inner reserves of strength and ferocity grant to him by the animal spirits, this grants him additional combat prowess. Starting at 1st level, a pack master can frenzy for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, he can frenzy for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a pack master can frenzy per day. A pack master can enter frenzy as a swift action. The total number of rounds of frenzy per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in frenzy, a pack master gains a +4 morale bonus to her Strength, Dexterity, and Constitution. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the pack master 2 hit points per Hit Dice, but these disappear when the frenzy ends and are not lost first like temporary hit points. While in frenzy, a pack master cannot use any Charisma-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A pack master can end her frenzy as a free action and is fatigued after frenzy for a number of rounds equal to 2 times the number of rounds spent in the frenzy. A pack master cannot enter a new frenzy while fatigued or exhausted but can otherwise enter frenzy multiple times during a single encounter or combat. If a pack master falls unconscious, his frenzy immediately ends, placing him in peril of death.

Scent (Ex)
At 1st level the pack master gains the scent special ability.

Aspect of the Wild
At 2nd level and every even level except 10th level the pack master gains a new wild aspect chosen from the list of primalist wild aspect. Other then the above mentioned this ability function the same a the primalist ability of the same name.

Untamed Tongue (Sp)
At 2nd level the animal spirits grant the primalist the ability to commune with the beast on the world. From this point on the primalist is permanently under the effects of the spell speak with animal.

Bestial Summoning (Su)
At 3rd level the pack master gains the feat Augment Summoning even if he does not meet the prerequisites.

Shape of the Beast (Su)
Starting at 3rd level the pack master can focus on the spirits of the animals that make up his aspect of the wild to release their spirit and summon them to the physical world. As a full round action the pack master can choose one of his aspect, this causes the chosen aspect animal to be summoned into the world. The animal will always be of the strongest form, such as a lion will be a dire lion but a porcupine has no dire form so it would be summoned as a normal porcupine. For example if the pack master chooses the wolf bite aspect will summon a dire wolf. The summoned animal can not attack on the same turn it is summoned. Once the aspect animal is summoned the pack master loses access to that aspect and any bonuses that the aspect grants. This ability can be used three times per day for a number round equal to the pack master's character level plus his Wisdom modifier.

At 6th level the pack master has deepened his connection to the animal spirits. This manifests itself by allowing the pack master to summon up to three of his aspects animals at once. This summoning still causes the pack master to lose access to the chosen aspects.

Lastly at 9th level the pack master has fully realized his connection with animal spirits. Now whenever the pack master uses the shape the beast ability he can summon all of his animal aspects at once. Unlike the above summoning of the animal aspects, if the pack master chooses to summon all of his animal aspects his physical form is absorbed into his summoned animals. This lets the pack master control all the aspect animal of his turn, but since the pack master has not physical he can not use any of his invocation but the (summon) invocations.

Anything during this ability the pack master can a swift action to return to his original form. If the pack master return to his form in this way, the round left are wasted. This summoned animals are part of the pack master and allow the pack master to still use any of his summoning invocations. Since this animal are part of the pack master spirit they can not be dispelled, but in an anti-magic field or by mages disjunction the pack master returns to his natural form.

Aura of the Inner Spirit (Su)
When the pack master reaches 5th level he begins to manifest an aura that shares the inner frenzy of the beast. Those who have no connection to the animal spirits of nature become confused and strike out at the nearest creature to them. While this aura is activated enemies with in 30ft of the pack master must make a will save (DC 10+ ˝ character level+ wisdom modifier) anytime they try to preform an aggressive action such as an attack, damaging spell, and any action that is determined aggressive by the game master. If the enemy fails this will save they become confused and attack the nearest creature to the affected enemy. This does include any allies or creatures that are not a threat to the enemy. The affected creature attack their targets with a held weapon or by unarmed strike, in addition the enemy will not use spells or maneuvers because both are used by humanoid creatures and not by animals. The effect of this aura lasts for 1d4 rounds even if the enemy leaves the aura's area. If the enemy continues to stay in the aura of the inner spirit after the 1d4 effect, he can make a new will save to avoid the effect. If the enemies fail the will save again the duration increases to 1d4+1 for each fail will save. For example an enemy that fail the will save once the duration is 1d4 round but an enemy that fails this save 3 times the duration is 1d4+3. If the enemy succeeds on this will save they are unaffected by this aura.

Untamed Summoning (Su)
At 6th level the pack master gain the feat Superior Summoning even if does not meet the prerequisites.

Beast of Many Forms (Su)
At 10th level the pack master becomes a true master of the animal kingdom. This grants the pack master several abilities, first he gains the native shape shifter type granting a +2 racial bonus to his Strength and Constitution score. Secondly due to all different animals that make up the pack master body, he is now immune to critical hits, precision damage such as sneak attacks, and all poisons. This change in the pack master body grants a +2 natural armor bonus.

Lastly the pack master can choose to take the form of one of his animal aspects as a move action. He takes on the full form of the aspect animal and loses access to his other aspects, but retain all his ability scores and skills.

devlingreye
2012-09-29, 04:35 PM
So what does everyone thing? I'm trying to balance it out. Peaches would be a great help.

LordErebus12
2012-09-29, 04:49 PM
1) how is this primalist totem stuff and invocations have anything to do with pathfinder?
2) how does this PrC actually affect a Pack Lord (druid) or Beast Master (ranger)? because im not seeing the concept. the Prerequisisties for this PrC are wierd and non-core pathfinder at the very least...

basically the main feature of your class can be obtained through two other, simpler means.

Edit: ah! you made a variant class... you should really provide links to the class (http://www.giantitp.com/forums/showthread.php?t=254692), since its really the only way into the actual PrC... its a big format problem, in my opinion. provide a couple of link's wherever the text mentions Primalist. or even the Prerequisite abilities be links to the post.

Pack Lord (Archetype)
Some druids bond with many animal companions rather than just one, achieving a level of communion rare even in druidic circles and leading their pack brothers and pack sisters with total authority.

Pack Bond (Ex): A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion.

Each time a pack lord's druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord's service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions. This ability replaces nature bond.

Improved Empathic Link (Su): The pack lord gains an empathic link with all of her animal companions. This functions like an empathic link with a familiar. In addition, as a swift action the pack lord can shift her perception to one of her companions, allowing her to experience what it sees, hears, and so on. She can maintain this connection as long as she likes (as long as the companion is within 1 mile) and end it as a free action. The druid can only use this ability on one companion at a time, and cannot see, hear, or smell with her own body while maintaining this connection. This ability replaces the 6th-level additional use of wild shape.

Beast Master
Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family. A beast master has the following class features.

Class Skills: A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills.

Animal Companion (Ex): A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level – 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master's choice of animal companion is not limited to a subset of all possibile animal companion choices—he may choose freely among all animal companion choices, just as a druid can.

The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter's bond.

Improved Empathic Link (Su): The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat.

Strong Bond (Ex): At 12th level, the ranger strengthens his bond with his animal companions. The ranger's effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage.