*insert Dances With Wolves-related joke here*
Quote Originally Posted by Brolly
Brolly, the Alpha God
NG Human Ranger 5, Wolf Lord 7, Ranger 3, Crusader 2, Wolf Lord 3


Level Breakdown
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Note: The numbers presented here are not modified by stats, items, synergy or similar, but the base numbers. For modified numbers see 5th, 10th, 15th and 20th levels in the 'Stats and Story' spoilers.

Base Beginning Stats
Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15

Base End Stats
Str 18, Dex 10, Con 12, Int 10, Wis 14, Cha 20

{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Ranger 1|
+1
|
+2
|
+2
|
+0
|Handle Animal +4, Heal +4, Knowledge (nature) +2, Listen +4, Ride +4, Spot +4, Survival +4, Use Rope +2|Combat Reflexes, Mounted Combat, Track|Fast Movement (+10 feet), Favored Enemy (animals), Wild Empathy +3

2nd|Ranger 2|
+2
|
+3
|
+3
|
+0
|Handle Animal +5, Heal +5, Knowledge (nature) +3, Listen +5, Ride +5, Spot +5, Survival +5, Use Rope +3|-|Wild Empathy +4

3rd|Ranger 3|
+3
|
+3
|
+3
|
+1
|Handle Animal +6, Heal +6, Knowledge (nature) +4, Listen +6, Ride +6, Spot +6, Survival +6, Use Rope +3|Endurance, Vexing Flanker|Wild Empathy +5

4th|Ranger 4|
+4
|
+4
|
+4
|
+1
|Handle Animal +7, Heal +6, Knowledge (nature) +4, Listen +7, Ride +7, Spot +7, Survival +7, Use Rope +5|-|Animal Companion, Ranger Spells, Wild Empathy +7

5th|Ranger 5|
+5
|
+4
|
+4
|
+1
|Handle Animal +8, Heal +7, Knowledge (nature) +5, Listen +8, Ride +8, Spot +7, Survival +8, Use Rope +5|-|Favored Enemy (shapechangers), Spells, Wild Empathy +8

6th|Animal Lord 1|
+6
|
+6
|
+6
|
+1
|Handle Animal +9 (+13 canines), Heal +7, Knowledge (nature) +6, Listen +9, Ride +8, Spot +8, Survival +9, Use Rope +5| Natural Bond|Animal Bond (wolflord), Detect Animals (canines), Wild Empathy +9 (+13 canines)

7th|Animal Lord 2|
+7
|
+7
|
+7
|
+1
|Handle Animal +10 (+14 canines), Heal +8, Knowledge (nature) +7, Listen +10, Ride +8, Spot +10, Survival +13, Use Rope +5|-|Low-light Vision, Wild Empathy +10 (+14 canines)

8th|Animal Lord 3|
+8
|
+7
|
+7
|
+2
|Handle Animal +11 (+15 canines), Heal +9, Knowledge (nature) +8, Listen +10, Ride +8, Spot +10, Survival +13, Use Rope +8|-|Wild Aspect 1/day (Scent - 30 mins.), Wild Empathy +11 (+15 canines)

9th|Animal Lord 4|
+9
|
+8
|
+8
|
+2
|Handle Animal +12 (+16 canines), Heal +9, Knowledge (nature) +9, Listen +11, Ride +9, Spot +11, Survival +14, Use Rope +8|Practiced Spellcaster|Speak With Animals 1/day, Wild Aspect 1/day (Scent - 40 mins.), Wild Empathy +12 (+16 canines)

10th|Animal Lord 5|
+10
|
+8
|
+8
|
+2
|Handle Animal +13 (+17 canines), Heal +10, Knowledge (nature) +10, Listen +12, Ride +9, Spot +12, Survival +15, Use Rope +8|-|Summon Animal (1d4+1 dire wolves) 1/day, Wild Aspect 1/day (Scent - 50 mins.), Wild Empathy +13 (+17 canines)

11th|Animal Lord 6|
+11
|
+9
|
+9
|
+3
|Handle Animal +14 (+18 canines), Heal +10, Knowledge (nature) +11, Listen +12, Ride +11, Spot +12, Survival +15, Use Rope +10|Improved Trip|Wild Aspect 2/day (Scent - 60 mins.), Wild Empathy +14 (+18 canines)

12th|Animal Lord 7|
+12
|
+9
|
+9
|
+3
|Handle Animal +16 (+20 canines), Heal +10, Knowledge (nature) +12, Listen +13, Ride +12, Spot +13, Survival +16, Use Rope +10|Chain Spell|Animal Growth 1/day, Wild Aspect 2/day (Scent - 70 mins.), Wild Empathy +16 (+20 canines)

13th|Ranger 6|
+13
|
+10
|
+10
|
+4
|Handle Animal +17 (+21 canines), Heal +11, Knowledge (nature) +13, Listen +14, Ride +13, Spot +14, Survival +16, Use Rope +11|-| Wild Empathy +17 (+21 canines), Wild Shape 1/day

14th|Ranger 7|
+14
|
+10
|
+10
|
+4
|Handle Animal +18 (+22 canines), Heal +12, Knowledge (nature) +14, Listen +15, Ride +14, Spot +15, Survival +17, Use Rope +11|-| Wild Empathy +18 (+22 canines), Wild Shape 2/day, Woodland Stride

15th|Ranger 8|
+15
|
+11
|
+11
|
+4
|Handle Animal +19 (+23 canines), Heal +12, Knowledge (nature) +15, Listen +16, Ride +15, Spot +16, Survival +17, Use Rope +12|Animal Defiance| Wild Empathy +19 (+23 canines), Wild Shape 3/day, Swift Tracker

16th|Crusader 1|
+16
|
+13
|
+11
|
+4
|Balance +2, Handle Animal +21 (+25 canines), Heal +12, Knowledge (nature) +15, Listen +16, Ride +17, Spot +16, Survival +17, Use Rope +12|-|Furious Counterstrike, Maneuvers (Charging Minotaur, Crusader's Strike, Douse the Flames, Stone Bones, Vanguard Strike) & Stances (Iron Guard's Glare), Steely Resolve

17th|Crusader 2|
+17
|
+14
|
+11
|
+9
|Balance +5, Handle Animal +22 (+26 canines), Heal +12, Knowledge (nature) +15, Listen +16, Ride +19, Spot +16, Survival +17, Use Rope +13|-|Stance (Bolstering Voice)

18th|Animal Lord 8|
+18
|
+15
|
+12
|
+9
|Balance +5, Handle Animal +23 (+27 canines), Heal +12, Knowledge (nature) +15, Listen +16, Ride +19, Spot +16, Survival +17, Use Rope +13|Animal Control|Animal Telepathy (100 ft.), Wild Aspect 2/day (Scent - 80 mins.), Wild Empathy +20 (+24 canines)

19th|Animal Lord 9|
+19
|
+15
|
+12
|
+10
|Balance +5, Handle Animal +24 (+28 canines), Heal +12, Knowledge (nature) +15, Listen +19, Ride +20, Spot +19, Survival +17, Use Rope +13|-|Wild Aspect 3/day (Scent - 90 mins.), Wild Empathy +21 (+25 canines)

20th|Animal Lord 10|
+20
|
+16
|
+13
|
+10
|Balance +5, Handle Animal +25 (+29 canines), Heal +13, Knowledge (nature) +15, Listen +20, Ride +20, Spot +20, Survival +17, Use Rope +13|-|Wild Aspect 3/day (Scent - 100 mins.), Wild Empathy +22 (+26 canines)
[/table]


Stats and Story
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My master is a god. We both smelled the snow same time, but I was strong and fast before he could even walk. He was born wiser than I though. He understood. He could speak the high speech of the race of Masters. He was fragile for a long time, so I protected him. This was my task so he could be the Lord. I didn't know then he was to be a God rather than a Master, but I knew he was special. Before he was swift and strong I was already old to my people. Master kept me young, like he. Gods live a long, long time, and He blessed me. I was stronger. Swifter. Greater. He made me Master to my people as far from they as He was from me. The Overmaster died early, the one who taught my Master. I kept master warm. I brought him meat. When the Pack of Others, shaggy and lean, came I protected him, for they were crazed with winter hunger and would bite even Masters. I killed their Master and Master taught me a thing. To be a master of this Pack of Others. The Pack of Others became the Pack of Ours. I spoke to them of this great Master and they learned to put their faith in him like I. I took a winter mate, great mother of this Other/Our pack. She had Other/Mine children. These children Master taught as I had been taught. He Blessed them. They saw Him as I did. A great thing. A thing you would never ever bite. He taught them things the others would not listen to. Others cowered but did not listen. My pups listened. They became great. Not as I, but better than Others could be. We already knew to circle the elk, to surround the hare. He took that and we practiced. We became Greater. This was to be protected. We protected Him like no other would. He was the Master.

Level 5
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Ranger 5

Medium Humanoid (human)
Hit Dice: 5d8+5 (27 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class:14 (+4 armor), touch 10, flat-footed 14
Base Attack/Grapple:+5/+8
Attack: Harpoon +9 melee/ranged (1d10+4)
Full Attack: Harpoon +9 melee/ranged (1d10+4)
Space/Reach: 5 ft./5 ft. (10 ft. with harpoon)
Special Attacks: Favored Enemy (animals), ranger spells
Special Qualities: Wild Empathy +10
Saves: Fort +5, Ref +4, Will +3
Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 16
Skills: Handle Animal +10, Heal +9, Knowledge (nature) +7, Listen +10, Ride +10, Spot +9, Survival +12, Use Rope +5
Feats: Combat Reflexes(HumB), Endurance(RangB), Mounted Combat, Track (RangB), Vexing Flanker
Organization: Animal Companion
Challenge Rating:
Possessions: +1 Harpoon (2015 gp), Armor, masterwork studded Leather (175 gp), Boots of the Winterlands (2,500 gp), Tame Ash Rat (? gp), Troll Gut Rope (500 gp), War Sled (400 gp)

Pack Size
(not including wolves and fox)
12 warbred riding dogs (1,800 gp) + Animal companion

Animal Companion
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Warbeast Riding Dog
Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Link, low-light vision, scent, share spells
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 18, Int 2, Wis 14, Cha 6
Skills: Jump +10, Listen +7, Spot +7, Swim +5, Survival +2*
Feats: Alertness, Combat Reflexes, Track (B),
Challenge Rating: 1

Link (Ex): Brolly can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): Brolly may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Brolly before the duration expires. Additionally, Brolly may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Brolly and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Riding dogs have a +4 racial bonus on Jump checks.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


Favored Enemy (Ex): Brolly gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Ranger Spells: Caster level 2nd. (Spells per day: (1); Save DC 12 + spell level)

Sample Prepared Spells
1st - Animal Friend


The winters had become worse and worse. We could only protect master with ourselves, to warm him. The master, he knew things were not right. He made us find many other Others. He made them Listen and he Blessed them. We learned to run. To run with the thing behind. The thing that pulled and he sat upon it. The Master's Chariot that moved swift as we. He met with many other masters. A Great Master he met. They spoke of things so Great I could never understand. He taught us to pull others as we pulled the Master. The Master's Pack accepted this. These were Others of the Master's that he trusted. We trusted them as we trusted the Master. We fought Others like master, but also like us. They smelled of Others of our people and even our prey, and those that preyed on us. They had fur and fought as us with Claw and Tooth, but they Thought as Master. They were Demons. We fought them for they would not let us pass. There were too many and many died. We tried to protect master, but they took Him. That was wrong. We fought to bring him out, but every time they would fight us off. I knew He must not stay with demons so I went looking for Others. I spoke with them of the Master. Of the Great. Most would not listen until I defeated their Leader. I had watched Master do this and I knew to do it. They listened. They came. We attacked. Master was saved!

We saw Him do something he had not done. He became one of Us. He could run as fast. He could speak our speak. He thanked us. But he still knew the things of a Master. But he had become a God. I lie in the snow before Him. All of The Pack did to. They knew Him. He was over us all. He was our God.

Level 10
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Ranger 5, Animal Lord 5

Medium Humanoid (human)
Hit Dice: 5d8+5 + 5d10+5 (59 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class:10 (), touch, flat-footed
Base Attack/Grapple:+10/+13
Attack: Harpoon +16 melee/ranged (1d10+7)
Full Attack: Harpoon +16/+11 melee/ranged (1d10+7)
Space/Reach: 5 ft./5 ft. (10 ft. with harpoon)
Special Attacks: Favored Enemy (animals), Favored enemy (shapechanger), ranger spells, summon animal 1/day, wild aspect 1/day
Special Qualities: Animal bond (wolflord), detect animals (canines), speak with animals 1/day, wild empathy +13 (+17 canines)
Saves: Fort +9, Ref +8, Will +4
Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 17
Skills: Handle Animal +13 (+17 canines), Heal +10, Knowledge (nature) +10, Listen +12, Ride +9, Spot +12, Survival +15, Use Rope +8
Feats: Combat Reflexes(HumB), Endurance(RangB), Mounted Combat, Natural Bond, Practiced Spellcaster, Track (RangB), Vexing Flanker
Organization: Animal Companion
Challenge Rating: 10
Possessions: +3 Harpoon (9015 gp), Armor, masterwork studded Leather (175 gp), Boots of the Winterlands (2,500 gp), Collar of Healing (5,000 gp), Enemy Spirit Pouch (2,100 gp), Onyx Dog (15,500 gp), Tame Ash Rat (? gp), Troll Gut Rope (500 gp), War Sled (400 gp)

Pack Size
(not including wolves or fox)
40 warbred riding dogs (6,000 gp) + Animal companion


Animal Companion
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Warbeast Riding Dog
Medium Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +4
Speed: 50 ft. (8 squares)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (1d6+7)
Full Attack: Bite +11/+6 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Devotion, evasion, link, low-light vision, scent, share spells
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 21, Dex 18, Con 18, Int 2, Wis 14, Cha 8
Skills: Balance +1, Jump +13, Listen +9, Spot +9, Swim +8, Survival +4*
Feats: Alertness, Combat Reflexes, Darkstalker, Run, Track (B)
Challenge Rating: 2

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex): Brolly can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): Brolly may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Brolly before the duration expires. Additionally, Brolly may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Brolly and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Riding dogs have a +4 racial bonus on Jump checks.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


Favored Enemy (Ex): Brolly gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Against creatures with the shapechanger subtype these bonuses are doubled.

Ranger Spells: Caster level 6th. (Spells per day: (2); Save DC 12 + spell level)

Sample Prepared Spells
1st - Animal Friend, Longstrider


Generations past and we were many. No pack ever in the world like ours. No pack was ever so many. No pack had a God. He could make the smallest of us grow bigger than the biggest! We fought like One though, nothing could get in our way! The great dumb ferocious others, the little white sneaky others. They were not others any more. We were all The Pack. Everything that sniffed and pawed and howled. As one we went for the colder lands, where it hurt even to breathe. We smelled as One. We found as One. We did the Alpha God's bidding and discovered things. The place where the Demon Master/Others were strongest. We made attacks and fled. Bit and ran. We made them bleed and bleed but never could they touch us. Then came a 2nd god, the demon-god. As our God was of the Brotherhood, becoming canine, so was the demon of the wolverine. We leaped for him, and he ignored our strongest bites. We ran at him in a wall of fur and fang, but he waded through us like a sea of waves. They then did battle, taking many shapes, with claw and tooth, fist and blade they fought. More ferocious than any beasts, and with secrets known only to gods they fought. My god was glorious, but the demon-god was more terrible than anything we had ever known. He took my master in a hold and locked his jaws. Nothing my master did would make him come loose. As the demon held my god weakened. His mind then filled mine and I knew what to do. I shouted to all, and we pulled the two gods locked in death with our teeth and into the red flower. My master managed to shout and from the flower came the rat we had been told never to bite. It climbed up the demon-god's back and clouds came from it. Red flowers bloomed all over it and it writhed, finally as both were covered in the burning light it released master to roll in the snow. My master, bleeding and burnt coughed a word and he faded into my body. There I kept him warm as we all ran and ran and ran from the demon-god...

Level 15
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Ranger 8, Animal Lord 7

Medium Humanoid (human)
Hit Dice: 8d8+8 + 7d10+7 (89 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class:17 (+4 wild studded leather, +3 natural), touch 10, flat-footed 17
Base Attack/Grapple:+15/+18
Attack: +3 returning harpoon +21 melee/ranged (1d10+7)
Full Attack: +3 returning harpoon +21/+16/+11 melee/ranged (1d10+7)
Space/Reach: 5 ft./5 ft. (10 ft. with harpoon)
Special Attacks: Animal growth 1/day, favored Enemy (animals), ranger spells, summon animal 1/day, wild aspect 2/day, wild shape 3/day
Special Qualities: Animal bond (wolflord), detect animals (canines), speak with animals 1/day, swift tracker, wild empathy +23 (+27 canines)
Saves: Fort +12, Ref +11, Will +6
Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 18
Skills: Handle Animal +23 (+27 canines), Heal +14, Knowledge (nature) +17, Listen +18, Ride +17, Spot +18, Survival +21, Use Rope +12
Feats: Animal Defiance, Chain Spell, Combat Reflexes(HumB), Endurance(RangB), Improved Trip, Mounted Combat, Natural Bond, Practiced Spellcaster, Track (RangB), Vexing Flanker
Organization: Animal Companion
Challenge Rating: 15
Possessions: +3 Returning Harpoon (16,015 gp), +1 Wild studded leather (16,000 gp), Amulet of Natural Armor +3, Boots of the Winterlands (2,500 gp), Collar of Healing (5,000 gp), Enemy Spirit Pouch (2,100 gp), Onyx Dog (15,500 gp), Runners of Speed (+20 ft.) (100,000 gp), Tame Ash Rat (? gp), Troll Gut Rope (500 gp), War Sled (400 gp)

Pack Size
(not including wolves or fox)
60 warbred riding dogs (9,000 gp) + Animal companion


Animal Companion
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Warbeast Riding Dog
Medium Animal
Hit Dice: 11d8+44 (93 hp)
Initiative: +4
Speed: 50 ft. (8 squares)
Armor Class: 26 (+4 Dex, +12 natural), touch 14, flat-footed 22
Base Attack/Grapple: +8/+14
Attack: Bite +14 melee (1d6+9)
Full Attack: Bite +14/+9 melee (1d6+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Devotion, evasion, link, low-light vision, scent, share spells
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 22, Dex 19, Con 18, Int 2, Wis 14, Cha 8
Skills: Balance +1, Jump +13, Listen +11, Spot +11, Swim +8, Survival +4*
Feats: Alertness, Combat Reflexes, Darkstalker, Run, Track (B)
Challenge Rating: 2

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex): Brolly can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): Brolly may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Brolly before the duration expires. Additionally, Brolly may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Brolly and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Riding dogs have a +4 racial bonus on Jump checks.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


Favored Enemy (Ex): Brolly gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Against creatures with the shapechanger subtype these bonuses are doubled.

Ranger Spells: Caster level 8th. (Spells per day: (2/1); Save DC 12 + spell level)

Sample Prepared Spells
1st - Animal Friend
2nd - Leap Into Animal

Swift Tracker (Ex): Brolly 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.

Woodland Stride (Ex): Brolly may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briers, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


For three days we ran without stopping, many of the brothers falling behind, but they knew our scent and would find us. We knew we must find more of the race of Masters. They would know how to heal our god from the demon fever. We smelled the smell of hot meats and followed the smell to a great Master-made mountain. There they came to look at the sea of fur we were. I approached and my master left me. They gathered him up and disappeared inside. I tried to follow but they spoke Words of Command, and I stayed out. I howled though in sadness and the entire pack picked it up.

The night light grew large and fat and finally he came out. We were overjoyed and leaped upon him, and he laughed his approval as we showed him our love. He would return within many times, and when he came out knew things would he teach. If before we fought as one, we know fought as a God itself. Such secrets he taught us. He would whisper to us all, and speak to us, and as his hackles rose so would ours. Hate and love he taught us, of such greatness we felt we would burst. Love for him, and hate for the demon-gods. He took our form then one night, and spoke to us, told us of the great war against the demon-god. He put into us that love and hate til we could hold it no more. He then threw his head back in a howl that brought a madness to us. He then began to run, and we with him. FOR OUR GOD WE WOULD SLAY THEM ALL! DEMON-GOD AND ALL!

And we did. We poured over, and if be fore we had been waves, we were now an avalanche. We fought the demon-god did we all all, beat him down and drug him where we wished, and through it would wade our God, who pierced him with many of his god-weapons. We took mouthfuls of his hide and with the strength of hundreds we pulled him apart and then ripped the pieces in hunger and lust. We did not stop until only red snow steamed in the night. WE HAD WON! OURS WAS THE GREATEST GOD! WOOOO! AAAAWWWWWWHOOOOOOOOOOOOOOOO!!!!


Level 20
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Ranger 8, Animal Lord 10, Crusader 2

Medium Humanoid (human)
Hit Dice: 8d8+24 + 10d10+30 + 2d10+6 (162 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class:23 (+8 armor, +5 natural), touch 10, flat-footed 23
Base Attack/Grapple:+20/+24
Attack: +5 returning harpoon +29 melee/ranged (1d10+11)
Full Attack: Harpoon +29/+24/+19/+14 melee/ranged (1d10+11)
Space/Reach: 5 ft./5 ft. (10 ft. with harpoon)
Special Attacks: Animal growth 1/day, favored enemy (animals), favored enemy (shapechangers), ranger spells, summon animal 1/day, wild aspect 2/day, wild shape 3/day
Special Qualities: Animal bond (wolflord), detect animals (canines), speak with animals 1/day, swift tracker, maneuvers & stances, wild empathy +31 (+35 canines)
Saves: Fort +19, Ref +13, Will +12
Abilities Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 24
Skills: Balance +5, Handle Animal +29 (+33 canines), Heal +15, Knowledge (nature) +15, Listen +22, Ride +20, Spot +22, Survival +20, Use Rope +15
Feats: Animal Defiance, Animal Control, Chain Spell, Combat Reflexes(HumB), Endurance(RangB), Improved Trip, Mounted Combat, Natural Bond, Practiced Spellcaster, Track (RangB), Vexing Flanker
Organization: Animal Companion
Challenge Rating: 20
Possessions: +5 Returning Harpoon (16,015 gp), +5 Wild studded leather (40,000 gp), Amulet of Natural Armor +5 (50,000 gp), Boots of the Winterlands (2,500 gp), Collar of Healing (5,000 gp), Enemy Spirit Pouch (2,100 gp), Onyx Dog (15,500 gp), Lantern of Revealing (30,000 gp), Manual of Bodily Health +4 (110,000 gp), Runners of Speed (+20 ft.) (100,000 gp), Tame Ash Rat (? gp), Tome of Leadership and Influence +4 (110,000 gp), Troll Gut Rope (500 gp), War Sled (400 gp)

Pack Size
(not including wolves or fox)
80 warbred riding dogs (12,000 gp) + Animal companion

Animal Companion
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Warbeast Riding Dog
Medium Animal
Hit Dice: 13d8+52 (110 hp)
Initiative: +5
Speed: 50 ft. (8 squares)
Armor Class: 29 (+5 Dex, +14 natural), touch 15, flat-footed 24
Base Attack/Grapple: +9/+15
Attack: Bite +15 melee (1d6+9)
Full Attack: Bite +15/+19 melee (1d6+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Devotion, evasion, link, low-light vision, scent, share spells
Saves: Fort +12, Ref +13, Will +6
Abilities: Str 23, Dex 20, Con 18, Int 2, Wis 14, Cha 9
Skills: Balance +1, Jump +17, Listen +11, Spot +11, Swim +8, Survival +4*
Feats: Alertness, Combat Reflexes, Darkstalker, Protection Devotion, Run, Track (B)
Challenge Rating: 3

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Link (Ex): Brolly can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): Brolly may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to Brolly before the duration expires. Additionally, Brolly may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. Brolly and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Riding dogs have a +4 racial bonus on Jump checks.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


Favored Enemy (Ex): Brolly gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Against creatures with the shapechanger subtype these bonuses are doubled.

Ranger Spells: Caster level 8th. (Spells per day: (2/1); Save DC 12 + spell level)

Sample Prepared Spells
1st - Animal Friend, Longstrider
2nd - Leap Into Animal

Swift Tracker (Ex): Brolly 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.

Woodland Stride (Ex): Brolly may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briers, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


How To Become A Pack God
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You get yourself an animal companion. You spend a couple months with it and you can give him the Warbeast Template. Cast Animal Friendship on him which allows him to learn 2 extra tricks. By 20th level this dog knows 15 tricks and has 13 HD. He's basically become a cohort.

One trick your animal companion can be taught to do is signal others to do tricks. With a signal it can go round up certain dogs and take them hunting, or tell them to come defend their God or any number of interesting things.

Buy yourself a few puppies. Riding dogs are cheap, plentiful and breed well. Or get a friendly female and let your animal companion make some for you. Train each of them as a Warbeast. The Animal Friendship concretes it as well. You may have 12 dogs total with Animal Friendship.

You have started your church at this point. You have a high priest and his power base.

Let them breed some more. Train them all as Warbeasts. This is your congregation. A pack of many dozens of ferocious dogs.

You can speak with them, smell what they smell, get down to their level, but they adore you. You are strong, you are wise, you are force above all canine.

Wild Empathy acts as diplomacy, right? Well now, by 20th level you have a Wild Empathy base score in the 30's. Wake up and call forth your High Priest and his Acolytes. Once you manage to roll a few 15-20's, you have yourself a Fanatic Pack. Why is this? Well, according to the Epic Level Handbook, diplomacy roll of 50 will turn Helpful creatures (which your pack is) to Fanatics. For 8 days straight they gain a +2 bonus to Strength and Con, a +1 bonus to will saves, and they will give their very lives to your cause.

You do not need to be epic-leveled to do this, just possessed of an incredible Diplomacy (in this case, Wild Empathy) score.

With your ability to Rebuke and Command them as well via the Animal Control feat, you can command them 10 times a day mentally, controlling their very actions without them needing to know any tricks. Then cast Leap Into Animal to control directly another. You can now have at least 10 dogs under your direct control and able to do anything you like without tricks. The rest just fight like fanatics.

You hold their very lives in the palm of your hand.

Fighting With Your Worshipers
First off you need to make use of the Teamwork trick through Handle Animal. Awareness is good, but Massed Charged is... deific.

Always have at least one layer of dogs circle your opponents. Preferably two. He cannot reach you without triggering AoOs, and all the magebred dogs have Combat Reflexes, allowing at least 4 attacks each. One of these can be a trip

With Animal Growth you can also do special tricks. Through Animal Lord you normally can only affect 1 animal. However, with the Chain Spell feat you can grow that 1 plus 7 more. Eight giant warbred, fanatic beasts.

Any one of these dogs can be the main attacker, granting you a +4 flanking bonus thanks to Vexing Flanker. You then return the favor with your Vanguard Strike and Iron Guard's Glare. Remember that dogs all have trip attacks. Symbiotic relationship to the max.

Here's something fun to do as well. Get a harpoon and tie the attaching rope (this is part of the weapon) around your giant fanatic. Have them go in opposite directions. Now hurl, or, if you can reach, jab them with the harpoon. Command the dogs to pull and then stop. The figure is now unable to move. At all. He can remove the harpoon, but he now takes all the original damage. In fact, you might even want to try this again with another few dogs. You control the dogs, they control the ropes, the rope controls your opponent. Take him wherever you wish. Maybe keep jabbing them in (at least several dogs need to hold a few harpoons on their persons) if it's a very strong creature. Get enough and not even a dragon can hope to get away.

Oh, and I didn't mention the War Sled. Yeah, ride-by attacks are FUN. In fact, have the entire pack move with it. Ride skill is equivalent to AC as well, so you can turn them away from a potential attack.


The Pack
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Brolly's pack includes Riding Dogs, Dire Wolves, Wolves, and Arctic Foxes.

Dire Wolves are the elite guard of Brolly's army and tend to be the ones in charge of pulling his warsled.

Arctic Foxes are the sneaks of the army. They go looking about, fetch an item, and return with it.

Wolves are the hunters and trackers.

Riding Dogs are the common people of the group, though all can be called upon to perform practically any service. The overwhelming majority of the pack is riding dogs.


Training
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Every canine can be taught 6 tricks. However, because of Brolly's Handle Animal skills he can 'push' any of the animals to perform near any service of which they are physically able.

Every canine has the following tricks known:
Attack
Defend
Teamwork (awareness & mass charge)

The other three tricks is specific to the canine itself, and some Brolly has trained for specific tasks. However, certain types he generally trains as the following:

Riding Dog - Guard, Perform, Stay
Arctic Fox - Fetch, Hide, Seek
Wolf - Down, Seek, Track
Dire Wolf - Down, Guard, Work


Warbeast Riding Dog stats
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Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 18, Int 2, Wis 14, Cha 6
Skills: Jump +10, Listen +7, Spot +7, Swim +5, Survival +2*
Feats: Alertness, Combat Reflexes, Track (B),
Challenge Rating: 1

Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: Riding dogs have a +4 racial bonus on Jump checks.

*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


Warbeast Wolf stats
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Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 18, Int 2, Wis 14, Cha 6
Skills: Balance +3, Hide +2, Listen +5, Move Silently +3, Spot +5, Survival +2*
Feats: Combat Reflexes, Track(B), Weapon Focus (bite)
Challenge Rating: 1
Advancement: 4–6 HD (Large)
Level Adjustment: —

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.


Warbred Dire Wolf
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Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +2
Speed: 60 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +5/+18
Attack: Bite +14 melee (1d8+13)
Full Attack: Bite +14 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 28, Dex 15, Con 20, Int 2, Wis 14, Cha 10
Skills: Balance +3, Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Challenge Rating: 3

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.



Note: Now, Animal Lord is not the strongest of the PrC's, and many of its abilities can be duplicated elsewhere. Animals also aren't the strongest things in creation, but Animal Lord lords over animals, thus though I could make a stronger class using undead or constructs, when it comes to animals, Brolly ain't a slob. The way I've used it here is the strongest I can come up with and remain true to the nature of the PrC and using its levels. Please consider that when determining its strength.



Sources
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Complete Adventurer
Animal Lord class
Natural Bond feat

Complete Arcane
Chain Spell feat
Practiced Spellcaster feat

Frostburn
Arctic fox creature
Harpoon weapon
Warsled transport
Runners of Speed item

Magic of Eberron
Leap Into Animal spell

Magic Item Compendium
Collar of Healing, Enemy Spirit Pouch, Lantern of Revealing, and Troll Gut Rope items

Masters of the Wild
Animal Control feat
Animal Defiance feat

Player's Handbook 3.5
Ranger class

Player's Handbook II
Teamwork trick (Handle Animal)
Vexing Flanker feat

Tome of Battle
Crusader class

Monster Manual II
Ash Rat creature
Warbeast template

Unearthed Arcana
Ranger Simple Variant