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Tamer of Beasts

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 70)

Through magic and his overwhelming concern for his charges, the tamer of beasts can make them tougher and more intelligent.

Requirements

Skills: Animal Empathy 10 ranks

Feats: Skill Focus (Animal Empathy)

Spells: Able to cast animal friendship.


Hit die

d8

Skill points

4 + Int

Class Features

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 of beasts3 can have up to 20 Hit Dice of animal companions. No individual animal companion can have more Hit Dice than the tamer of beasts 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 lamer of beasts 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 MASTER'S Guide and Chapter 2 of this book for more information on training animals).

Empathic Link (Su): At 2nd level, the tamer of beasts 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 of beast'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 enhancement 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 of his 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 of the 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 ami ma mi (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 of companions.

Inspire Greatness (Su): At 10th level, the tamer of beasts can grant extra lighting 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 of beasts can inspire his companions once per day, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +2 +2 +0 Animal mastery, Int 4
2nd +1 +3 +3 +0 Empathic link
3rd +2 +3 +3 +1 Blood bond, Int 6, natural armor+2 +1 level of existing class
4th +3 +4 +4 +1 Animal senses (hearing, smell), speak with master
5th +3 +4 +4 +1 Beast mastery, Int 8
6th +4 +5 +5 +2 Natural armor +4, share saving throws +1 level of existing class
7th +5 +5 +5 +2 Animal senses (vision), Int 10, share spells
8th +6 +6 +6 +2 Command creatures of kind
9th +6 +6 +6 +3 Int 12, magical beast mastery, natural armor +6 +1 level of existing class
10th +7 +7 +7 +3 Inspire greatness

Class skills

Skill name Key ability Trained only Armor check penalty
Animal Empathy Cha yes no
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Handle Animal CHA yes no
Heal WIS no no
Hide DEX no yes
Intuit Direction Wis yes no
Jump STR no yes
Knowledge (nature) INT yes no
Listen WIS no no
Ride DEX no no
Scry Int yes no
Spellcraft INT yes no
Spot WIS no no
Swim STR no yes
Wilderness Lore Wis no no

Spells for Tamer of Beasts

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