(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 43)
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.
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.
Alignment: Neutral good, lawful netural, neutral, chaotic neutral, or neutral evil
Skills: Animal Empathy 6 ranks , Wilderness Lore 8 ranks , Apelord - Climb 2 ranks , Bearlord - Intimidate 2 ranks , Birdlord - Intuit Direction 2 ranks , Catlord - Move Silently 2 ranks , Equinelord - Jump 2 ranks , Marinelord - Swim 2 ranks , Snakelord - Escape Artist 2 ranks , Wolflord - Hide 2 ranks
Feats: Animal Control , Apelord - Skill Focus (Climb) , Bearlord - Power Attack , Birdlord - Improved Flight , Catlord - Weapon Finesse (any) , Equinelord - Run , Marinelord - Skill Focus (swim) , Snakelord - Resist Poison , Wolflord - Expertise
2 + Int
Weapon and Armor Proficiency: Animal lords gain no weapon or armor proficiencies.
Spells: An animal lord can cast a small number of divine spells. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 – the spells level. The DC tor saving throws against these spells is 10 + spell level + the animal lord's Wisdom modifier. When the table indicates that the animal lord is entitled to 0 spells of a given level (such as 0 1st-level spells at 1st level), she gets only those bonus spells that her Wisdom score allows. An animal lord prepares and casts spells just like a druid does, but she must choose them from the spell list below.
Animal Bond: Beginning at 1st level, the animal lord develops a bond with animals of her selected group (see above). For instance, the bearlord bonds with brown bears, black bears, and polar bears, and the apelord with monkeys, baboons, and apes. The marinelord's bond extends to porpoises, whales, and other aquatic mammals as well as fish. Because of this bond, all animals of the appropriate kinds automatically have a friendly attitude toward the animal lord.
Animal bond also allows the animal lord to have one or more animal companions chosen from among her selected group. This aspect of animal bond is a spell-like ability that functions like the druid's animal friendship spell, except that the animal lord can acquire companions only from among her selected group, and her maximum Hit Dice of animal companions (whether or not she adventures) equals twice her animal lord level. The character can train these animal companions just as the druid does (see Chapter 4 for details).
Animal Sense (Su): At 1st level, an animal lord can sense any animals of her selected group within a radius of miles equal to her animal lord level squared. For example, a 6th-level bearlord can sense brown bears, black bears, and polar bears within thirty-six miles. This ability does not allow the character to communicate with the animals she senses.
Animal Speech (Ex): At 2nd level, an animal lord can converse at will with any animals of her selected group as though a speak with animals spell were in effect. The creatures' responses, of course, are limited by their intelligence and perceptions.
First Totem: At 2nd level, the animal lord gains a benefit related to her selected group from the list below.
Lesser Wild Shape (Sp): At 3rd level, an animal lord can use wild shape to take the form of any kind of natural animal in her selected group. This ability otherwise functions like the druid's wild shape, except that the animal lord can use it as often as desired. At 7th level, an animal lord can use this ability to adopt the dire form of an animal in her selected group, and at 10th level, she can use it to adopt the legendary form of an animal in her selected group.
Animal Farspeech (Sp): At 4th level, an animal lord can use her animal speech ability to converse telepathically with any animal of her selected group that she can sense (see animal sense, above).
Summon Animal (Sp): Also at 4th level, an animal lord can summon 1d3 animals of her selected group once per day. This ability functions like the appropriate summon nature's ally spell, except that the duration is 1 round per animal lord level. At 6th level, the animal lord can use this ability twice per day, and at 8th level, she can use it to summon 1d3 dire animals of her selected group.
Share Lesser Form (Sp): Beginning at 5th level, an animal lord can share whichever animal form she is currently using with a number of willing individuals equal to her animal lord level. This effect is identical to that of the polymorph other spell, except that its duration is 1 hour per animal lord level.
Second Totem: At 5th level, an animal lord gains a benefit related to her selected group from the list below.
Animal Perception (Sp): At 6th level, an animal lord can share the sensory input of any animal of her selected group that is within range of her animal sense.
Third Totem: At 8th level, an animal lord gains a benefit related to her selected group from the list below.
Share Greater Form (Sp): At 9th level, an animal lord can share her dire form with her allies. This ability is otherwise identical to share lesser form, above.
Animal Lord Spell List
Animal lords choose their spells from the following list.
1st level—alarm, animal trick*, culm animals, camouflage*, cure light wounds, defect animals or plants, pass without trace, purify food and drink, speak with animals.
2nd level—adrenaline surge*, animal reduction*, cure moderate wounds, animal trance, endure elements, hold animal, invisibility to animals, natures favor*.
3rd level—cure serious wounds, embrace the wild*, lesser restoration, neutralize poison, protection from elements, remove disease.
4th level—awaken (animals in selected group only), animal growth (animals in selected group only), commune with nature, cure critical wounds, freedom of movement. *New spell described in Chapter 6 of this book.
Each animal lord gains special abilities according to her selected animal type as she rises in level.
First Totem: The apelord gains Brachiation as a bonus feat.
Second Totem: The apelord gains a +2 inherent bonus to Intelligence.
Third Totem: The apelord gains the spell-like ability to scare by howling, hooting, and beating her chest. The Will save DC against this ability is 10 + the apelord's class level + her Charisma modifier. In all other ways, this effect is identical to the scare spell.
First Totem: The bearlord gains a +2 inherent bonus to Strength.
Second Totem: The bearlord gains Great Fortitude as a bonus feat.
Third Totem: The bearlord gains damage reduction 2/—. It she already has damage reduction, this does not stack with it.
First Totem: The birdlord gains a +2 inherent bonus to Dexterity.
Second Totem: The birdlord gains a +8 conditional bonus on Spot checks made in daylight.
Third Totem: The birdlord gains Improved Critical (claw) as a bonus feat.
First Totem: The catlord gains Skill Focus (Move Silently) as a bonus feat.
Second Totem: Once per hour, the catlord can use the sprint extraordinary ability to move at ten times her normal speed as a charge action.
Third Totem: The catlord gains a +2 inherent bonus to Dexterity.
First Totem: The equinelord gains a bonus to her speed of +10 feet.
Second Totem: The equinelord gains a +2 inherent bonus to Constitution.
Third Totem: The equinelord gains Trample as a bonus feat.
First Totem: The marinelord gains the extraordinary ability to breathe water in her normal form. (She cannot, however, breathe air while in a form that can breathe only water.)
Second Totem: The marinelord gains Improved Swimming (see Chapter 2) as a bonus feat.
Third Totem: The marinelord gains a +2 inherent bonus to Wisdom.
First Totem: The snakelord gains Resist Poison (see Chapter 2) as a bonus feat.
Second Totem: The snakelord gains the extraordinary ability to produce poison once per day (Fortitude save DC 10 + class level; initial and secondary damage 2d6 temporary Constitution). She can produce only one dose of poison per day. The snakelord is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Third Totem: The snakelord gains a +2 inherent bonus to Charisma.
First Totem: The wolflord gains Scent (see Chapter 2) as a bonus feat.
Second Totem: The wolflord gains a +4 circumstance bonus on Wilderness Lore checks made for tracking. This bonus stacks with any modifier provided by Scent.
Third Totem: The wolflord gains a +2 inherent bonus to Constitution.
|Spells per Day|
|1st||+0||+2||+2||+0||Animal bond, animal sense||0||—||—||—|
|2nd||+1||+3||+3||+0||Animal speech, first totem||1||—||—||—|
|3rd||+2||+3||+3||+1||Lesser wild shape||1||0||—||—|
|4th||+3||+4||+4||+1||Animal farspeech, summon animal (1/day)||1||1||—||—|
|5th||+3||+4||+4||+1||Second totem, share lesser form||1||1||0||—|
|6th||+4||+5||+5||+2||Animal perception, summon animal (2/day)||1||1||1||—|
|7th||+5||+5||+5||+2||Lesser wild shape (dire)||2||1||1||0|
|8th||+6||+6||+6||+2||Third totem, summon animal (dire, 2/day)||2||1||1||1|
|9th||+6||+6||+6||+3||Share greater form||2||2||1||1|
|10th||+7||+7||+7||+3||Lesser wild shape (legendary)||2||2||2||1|
|Skill name||Key ability||Trained only||Armor check penalty|