Animal Lord

Animal Lord
The animal lord is a champion of a family of animals, like canines or fe­lines. As he grows in power, the animal lord assumes more and more of the abilities of his animal family, becoming a shapeshifting master of the wild; all animals and many monsters of his family acknowledge the superiority of an animal lord. Animal lords are rare. There is usually only one animal lord of significant level in an area. If two animal lords of similar level meet, they are likely to fight for dominance.

Animal lords are a kind of lesser god or pow­erful spirit, a totemic incarnation of a family of animals. Animal lords are born, not made, and thus they appear all over the world, linked to whatever wildlife is important in the area. Devout deists might call such a creature an abomination, others might call it a god incarnate our a divine ally—few animal lords are actually devotees gifted with mastery over their god’s totem animal. Fundamental deist and elementalist communities see animal lords as enemies, making them fugitives or forcing them to live in secrecy. Druidic and animist cultures are accepting and understanding, animal lords in such places are seen as champions rather than a menace. But an animal lord is not dependent on folk; they can survive just fine in the wilds and even gather their own army of animals.

Hit Dice: 1d10
Starting Money: 70 gp

Class Skills
The animal lord’s class skills are Acrobatics (Dex), Athletics (Str), Handle Animal (Wis/Cha), Heal (Wis), Intimidate (Str/Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sap (Str), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.

Class Features
These are all the class features of the animal lord.
Table: Animal Lord
Level BAB Fort Ref Will AC Bonus Special
1st +1 +2 +2 +0 +0 Animal family, animal senses
2nd +2 +3 +3 +0 +0 Animal natural attacks, combat style feat
3rd +3 +3 +3 +1 +0 1st native terrain, animal shape I
4th +4 +4 +4 +1 +1 Dominion
5th +5 +4 +4 +1 +1 Animal skills, animal special attacks
6th +6 +5 +5 +2 +1 Combat style feat
7th +7 +5 +5 +2 +1 Animal shape II, shape­shifter
8th +8 +6 +6 +2 +2 2nd native terrain
9th +9 +6 +6 +3 +2 Animal speed
10th +10 +7 +7 +3 +2 Combat style feat, natural attack boost
11th +11 +7 +7 +3 +2 Animal shape (swift), special qualities
12th +12 +8 +8 +4 +3 Camouflage
13th +13 +8 +8 +4 +3 3rd native terrain
14th +14 +9 +9 +4 +3 Combat style feat
15th +15 +9 +9 +5 +3 Animal shape III, outsider
16th +16 +10 +10 +5 +4 Animal gift
17th +17 +10 +10 +5 +4 Hide in plain sight
18th +18 +11 +11 +6 +4 4th native terrain, combat style feat
19th +19 +11 +11 +6 +4 Natural attack boost (adamantine)
20th +20 +12 +12 +6 +5 Animal gift (at will)

Weapon and Armor Proficiency: You are proficient with weapons (simple, martial, and natural).

AC Bonus (Ex): When unarmored, unencumbered, and not using a shield, you add your Wisdom bonus (if any) to your Armor Class and combat maneuver defense. In addition, you gain a +1 class bonus to AC at 4th level. This bonus increases by every four animal lord levels after level 4 (+2 at 8th, +3 at 12th, and so on). This bonus to AC applies even when you are flat-footed. You lose this bonus when you are immobilized or helpless.

Animal Family: At first level, you must select an animal family. This choice determines which animals are your allies, which forms you can assume, and many other abilities to be gained as you advances in level. You are marked by your animal family, with animal traits becoming more pronounced as you advance, as outlined in the introduction to each animal family.

Animal Senses (Ex): You gain the senses of your animal family in both humanoid and animal form.

Combat Style Feat: You select a combat style from the list below and gain a combat feat from the first feat list of that style. You can choose feats from your selected combat style, even if you do not have the normal prerequisites. The number of feat choices expands at 6th and again at 10th level. Animal lords usually select the natural weapon combat style.

Animal Natural Attacks (Su): At 2nd level, you gain the ability to instantly shift parts of your body into natural weapons without changing your overall shape. You can use the natural attacks of your animal family in animal and humanoid form. The natural attacks are listed by your size category.
The first attack(s) are listed (before the first comma) are primary natural attacks. Any other natural attacks listed are secondary natural attacks, each set of attacks separated by a comma. This applies regardless of whether this type of natural attack is normally a primary or secondary natural attack. A natural attack used together with armed or unarmed attacks is always a secondary natural attack. If you only use a single natural attack, you can make iterative attacks using this natural attack, as if you were wielding a weapon. This only applies if you use no other attacks, neither armed, unarmed, or natural. If you have multiple natural attacks, you can choose to only use only a single natural attack in order to gain iterative attacks.

Native Terrain (Ex): At 3rd level, you may select a type of terrain from the Monsters of Porphyra, reproduced here for convenience: Cold (ice, glaciers, snow, and tundra), Desert (sand and wastelands), Forest (coniferous and deciduous), Hills, Jungle, Marsh, Mountains, Plains, Planes (pick one: Realms Between, Realms Be­yond, Realms Within), Ruins, Underground (caves and dungeons), Urban (buildings, streets, and sewers), Vacuum, Waterways (lakes, seas, oceans).
You gain a +2 bonus on initiative checks, attack rolls, damage rolls, and Perception, Stealth, and Survival skill checks when you are in your native terrain. At 8th level you may select an additional native terrain and the bonus in one of your native terrains increases to +4. At 13th level and every five levels thereafter, you select an additional native terrain. The bonus in all your native terrains is now +4. If a specific terrain falls into more than one category of native terrain, your bonuses do not stack; you simply uses whichever bonus is higher.

Animal Shape (Su): At 3rd level, you gain the ability to assume the animal forms listed under you animal family. The animal forms given give the statistics of the assumed forms, but the name is not an absolute indication of species; an elephant lord can assume the form of a mammoth using the statistics of an elephant and a deer lord can assume the form of a roe deer using antelope statistics, and so on.

You can use this ability 3 times per day plus a number of times per day equal to your Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to your class level each time.

You can resume your normal shape as a standard action. At 3rd level, you can assume the shape of a Small and Medium animal of your family, as beast shape I. At 7th level, you can assume the form of a Tiny or Large member of your animal family, as beast shape II. At 11th level, you can change forms as a swift action. Using animal shape as a standard action no longer counts against the daily limit. At 15th level, you can assume the form of a Huge member of his animal family, as beast shape III. Note that some animal families do not have access to all size categories.

When you assume an animal form, all your gear is absorbed into your assumed form. Items that provide continuous bonuses continue to provide those bonuses, except armor. In animal form, you can benefit from armor with the wild property, but cannot use your AC bonus ability when doing so.
In animal form, you use the attacks gained from your animal attacks class feature rather than those of the assumed form. You can change into hybrid forms as a free action, adding cosmetic traits from your animal form to your humanoid form. you do this when using any class feature with animal in the name, making your shape-shifting nature apparent to observers.

Dominion (Sp; Wis): At 4th level, you gain speak with animals as a constant spell-like ability, but this only applies to creatures of your animal family. You can inflict non-lethal damage on animals of your animal family without taking an attack penalty. A creature that you rendered unconscious within the past minute automatically fails its saving throw against your charm animal.
You can cast charm animal on any animal of your animal family as a spell-like ability at will (CL equals the your HD). An animal that saves against this ability is immune to that your dominion ability for 24 hours or until it is rendered unconscious.
Magical beasts similar to animals of your animal family (GM’s discretion) can also be affected by this charm, despite their creature type. If a magical beast saves against this ability, it cannot be affected by your dominion ability until you have advanced a level in the class.

Animal Skills (Ex): At 5th level, you gain the skill bonuses of your animal family. You can use these skill bonuses in humanoid and animal form. The skill bonuses are untyped.

Animal Special Attacks (Su): At 5th level, you gain the special attacks of your animal family. You can use these special attacks with natural attacks in humanoid and animal form.

Shapeshifter (Ex): At 7th level, you gain the shapeshifter subtype. You gain DR 5/magic or silver in both humanoid and animal forms. Your natural attacks count as magical for the purpose of overcoming damage reduction.

Animal Speed (Su): At 9th level, you gain the movement speed(s) of your animal family in humanoid and animal form. Your body partially changes shape to allow this. You still has the option of using whatever speeds your current form allows.

Natural Attack Boost: At 10th level, your natural attacks count as silver and cold iron for the purpose of overcoming damage reduction. You also gain one of the following advantages: Improved Natural Attack as a bonus feat, or one set of secondary natural attacks becomes primary natural attacks.

At level 19, you gain this ability again. Your natural attacks now count as adamantine for the purpose of overcoming hardness and damage reduction, and you gain the same choice of bonuses as above. If you only have a single natural attack, you can apply Improved Natural Attack to that attack twice.

Animal Special Qualities (Su): At 11th level, you gain the special qualities of your animal family. You can use these animal special qualities in humanoid and animal form.

Camouflage (Ex): At 12th level, you can use the Stealth skill to hide in any of your native terrains, even if the terrain doesn’t grant cover or concealment.

Outsider (Ex): At level 15, your type changes to outsider (native, shapechanger). You are no longer a member of your original monster type. You damage reduction improves to DR 10/magic.

Animal Gift (Sp): At 16th level, you can bestow animal forms on others. Once per day, you can use animal shapes with a caster level equal to your class level. The shape assumed must be one of the animal forms listed under your animal family. Affected creatures also gain the skill bonuses of the your animal family. At level 20, you can use this ability at will.

Hide in Plain Sight (Ex) At 17th level, while in any of your native terrains, you can use the Stealth skill even while being observed.

Animal Lord Archetypes

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