Difference between revisions of "Animal Lord (Apath)"

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== Background ==
 
== Background ==
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 lord of the wild; all animals and many monsters of his family acknowledge the superiority of a high level 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 on a given subcontinent. If two animal lords of similar level meet, they are likely to fight for dominance.  
+
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.
  
 
== Class Information ==
 
== Class Information ==
This is a [[Martial Arts (Apath) | martial arts]] archetype of the [[Martial_Arts_(Apath)#Way_of_the_Body|way of the body]], a shapechanger that fights like an animal.
+
The animal lordis a [[Martial Arts (Apath) | martial arts]] class of the [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]], a shapechanger that fights like an animal.
  
'''Class: ''' Ranger.  
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'''Publisher
 +
Purple Duck Games.
  
 
'''Starting Money:
 
'''Starting Money:
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=== Class Skills ===
 
=== Class Skills ===
The ranger's class skills are  
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The animal lord's class skills are  
 
Acrobatics (Dex),  
 
Acrobatics (Dex),  
 
Climb (Str),
 
Climb (Str),
Line 29: Line 30:
 
Perception (Wis),
 
Perception (Wis),
 
Ride (Dex),
 
Ride (Dex),
Spellcraft (Int),
 
 
Stealth (Dex),
 
Stealth (Dex),
 
Survival (Wis),
 
Survival (Wis),
Line 39: Line 39:
  
 
== Class Features ==
 
== Class Features ==
The animal lord has all standard ranger class features, except as noted below.
+
These are all the class features of the animal lord.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
The animal lord is proficient with all simple and martial weapons.
+
The animal lord is proficient with all simple and martial weapons but not with any armor or shields.
Animal lords are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded or leather armor. They can wear hide armor, but are not proficient in it and lose their way of their body armor bonus if they wear medium armor.
 
An animal lord may also wear wooden armor that has been altered by the ''ironwood'' spell so that it functions as though it were steel. Animal lords are not proficient with shields, and if they use them must use only wooden shields.
 
  
An animal lord who wears prohibited armor or uses a prohibited shield is unable to use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
+
=== AC Bonus (Ex) ===
 +
When unarmored, unencumbered, and not using a shield of any kind, the animal lord adds his Wisdom bonus (if any) to his Armor Class and combat maneuver defense. In addition, an animal lord gains a +1 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).
  
=== Way of the Body Armor Bonus (Ex) ===
+
These bonuses to AC apply even against touch attacks or when the animal lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
As long as he is not wearing medium or heavy armor, an animal lord gains a circumstance bonus to natural armor equal to his Constitution bonus. He can use shields normally and the bonus stacks with both natural armor and with enchantment bonuses to natural armor.
+
These bonuses do not stack with the monk AC bonus class feature or other abilities that do not stack with the monk AC bonus.  
 +
Also note that temporary Wisdom modifiers, such as those from ''owl's wisdom'', do not increase the armor class bonus from this ability.  
  
Note that temporary Constitution modifiers, such as those from ''bear's endurance'', do not increase the armor class bonus from this ability.
+
This is a variant of [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]] martial arts, see ''Unarmored and Dangerous'', also by ''Purple Duck Games''. All information needed to use this ability is given here.
 +
 
 +
=== Animal Family ===
 +
At first level, the animal lord must select an animal family, This choice determines which animals are his allies, which forms he can assume, and many other abilities to be gained as he advances in level.
 +
An animal lord is marked by his animal family, with animal traits becoming more pronounced as he advances, as outlined in the introduction to each animal family.
 +
See the animal families section.
  
 
=== Animal Senses (Ex) ===
 
=== Animal Senses (Ex) ===
The animal lord gains the senses of his animal family in both humanoid and animal form, as outlined in the animal families section. This replaces the level 1 favored enemy.
+
The animal lord gains the senses of his animal family in both humanoid and animal form, as outlined in the animal families section.
  
=== Dominion (Sp) ===
+
=== Combat Style Feat ===
In both forms, an animal lord is treated as if constantly under the effects of a ''speak with animals'' spell, but this only applies to creatures of the animal lord’s animal family (see below). In addition, an animal lord can cast ''charm animal'' on any animal of its family as a spell-like ability at will (CL equals the animal lord’s HD).
+
This is the same as the ranger ability of the same name.  
The save DC of this ability is 10 + 1/2 the animal lord's class level + his Charisma modifier.
+
Animal lords usually select the natural weapon combat style, but can select any style.
  
=== Skill Modifiers (Ex) ===
+
=== Animal Natural Attacks (Su) ===
The animal lord gains the racial skill bonuses of his animal family, as outlined in the animal families section. He can use these skill bonuses in humanoid and animal form. This replaces track.
+
At 2nd level the animal lord gains the ability to instantly shift parts of his body into natural weapons without changing his overall shape. He can use the natural attacks of his animal family in animal and humanoid form, as outlined in the animal families section.
 +
The natural attacks are listed by size category. This is the animal lord's size category in whatever form he is in when making the attack.
  
=== Natural Attacks (Su) ===
+
The first attacks listed (before the first comma) are primary natural attacks.
At 2nd level the animal lord gains the ability to instantly shift parts of his body into natural weapons without changing his overall shape. He can use the natural attacks of his animal family in humanoid form, as outlined in the animal families section.  
+
Any other natural attacks listed are secondary natural attacks, each set of attacks separated by a comma.
The first attack listed is a primary natural attack. Any other natural attacks listed are secondary natural attacks. This applies regardless of whether this type of natural attack is a primary or secondary natural attack. A natural attack used together with armed or unarmed attacks is always a secondary natural attack.
+
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.
 
An animal lord that uses only a single natural attack can make iterative attacks using this natural attack, as if he was wielding a weapon. This only applies if the animal lord uses no other attacks, neither armed, unarmed, or natural.
 
An animal lord that uses only a single natural attack can make iterative attacks using this natural attack, as if he was wielding a weapon. This only applies if the animal lord uses no other attacks, neither armed, unarmed, or natural.
This replaces endurance.
+
An animal lord with multiple natural attacks can still choose to only use one natural attack in order to gain iterative attacks.
  
 
=== Native Terrain (Ex) ===
 
=== Native Terrain (Ex) ===
{|class="wikitable" align=right
+
At 3rd level, an animal lord may select a type of terrain from the ranger's list of favored terrains, reproduced here for convenience: ''Cold'' (ice, glaciers, snow, and tundra),
|-
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''Desert'' (sand and wastelands),
|align=center|'''Table: Native Terrains'''
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''Forest'' (coniferous and deciduous),
|-
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''Jungle,
||Cold (ice, glaciers, snow, and tundra)
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''Mountain'' (including hills),
|-
+
''Plains,
||Desert (sand and wastelands)
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''Planes'' (pick one, other than Material Plane),
|-
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''Swamp,
||Forest (coniferous and deciduous)
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''Underground'' (caves and dungeons),
|-
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''Urban'' (buildings, streets, and sewers),
||Jungle
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''Water'' (above and below the surface).
|-
 
||Mountain (including hills)
 
|-
 
||Plains
 
|-
 
||Planes (pick one, other than Material Plane)
 
|-
 
||Swamp
 
|-
 
||Underground (caves and dungeons)
 
|-
 
||Urban (buildings, streets, and sewers)
 
|-
 
||Water (above and below the surface)
 
|}
 
At 3rd level, an animal lord may select a type of terrain from Table: Animal Lord Native Terrains. The animal lord gains a +2 bonus on initiative checks, attack rolls, damage rolls, and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An animal lord traveling through his native terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).  
 
  
At 8th level and every five levels thereafter, the animal lord may select an additional native terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one native terrain (including the one just selected, if so desired), increases by +2.
+
The animal lord gains a +2 bonus on initiative checks, attack rolls, damage rolls, and Perception, Stealth, and Survival skill checks when he is in his native terrain. 
 +
At 8th level the animal lord may select an additional native terrain and the bonus in one of the animal lord's native terrains increases to +4.
 +
At 13th level and every five levels thereafter, the animal lord selects an additional native terrain. The bonus in all the animal lord's native terrains is now +4.
 +
If a specific terrain falls into more than one category of native terrain, the animal lord's bonuses do not stack; he simply uses whichever bonus is higher.
 +
This is a variant of both favored enemy and favored terrain; the bonuses do not stack with bonuses from those abilities.
  
If a specific terrain falls into more than one category of native terrain, the animal lord's bonuses do not stack; he simply uses whichever bonus is higher. This replaces favored terrain and is a variant of both favored enemy and favored terrain; the bonuses do not stack with bonuses from those abilities.
+
=== Animal Shape (Su) ===
 +
At 3rd level the animal lord gains the ability to assume the animal forms listed under his animal family in the animal families section. 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 (Small) roe dear using antelope statistics, and so on.
  
=== Beast Shape (Su) ===
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The animal lord can use this ability 3 times per day plus a number of times per day equal to his Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to his class level each time. He can resume his normal shape as a standard action.  
At 4th level the animal lord can assume the animal forms listed in the animal families section. He can use this ability at will and it lasts until he dies or resumes his normal shape as a standard action.  
+
At 3rd level, he can assume the shape of a Small and Medium animal of his family, as ''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape/ beast shape I]''.
At level 4 he can assume the shape of Small and Medium animals of his family, as ''beast shape I''.
 
 
At 7th level, he can assume the form of a Tiny or Large member of his animal family, as ''beast shape II.  
 
At 7th level, he can assume the form of a Tiny or Large member of his animal family, as ''beast shape II.  
At 11th level he can change between animal and humanoid for as a swift action.
+
At 11th level he can change forms as a swift action. Using animal shape as a standard action no longer counts against the daily limit.
 
At 15th level he can assume the form of a Huge member of his animal family, as ''beast shape III.  
 
At 15th level he 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.  
 
Note that some animal families do not have access to all size categories.  
This ability counts as wild shape into an animal for the purpose of prerequisites and what other abilities it can be used with.
 
  
When he assumes an animal form, all his gear is absorbed into his assumed form. Items that provide continuous bonuses continue to provide those bonuses, except armor. An animal lord in animal form can benefit from armor with the ''[http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/wild wild]'' property.
+
When he assumes an animal form, all his gear is absorbed into his assumed form. Items that provide continuous bonuses continue to provide those bonuses, except armor. An animal lord in animal form can benefit from armor with the ''[http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/wild wild]'' property, but cannot use his AC bonus ability when doing so.
When a magic weapon is absorbed this way, the animal lord can apply its enchantment to one type of natural attacks.  
+
 
 +
In animal form, the animal lord uses the attacks gained from his animal attacks class feature rather than those of the assumed form. 
 +
The animal lord can change into hybrid forms as a free action, adding cosmetic traits from his animal form to his humanoid form. The animal lord does this when using any class feature with animal in the name, making his shape-shifting nature apparent to observers.
  
''Example'' Benugan has a +2 frost longbow and a +2 keen dagger. He assumes the form of a lion. He chooses to apply the +2 frost enchantment to all his claws and the +2 keen enchantment to his bite.
+
Animal Shape is a variant of the druid's wild shape ability, effects that work when a druid wild shapes into an animal work with animal shape.
  
The animal lord can also change into hybrid forms as a free action, adding cosmetic traits from his animal forms to his original appearance. This has no game effect but the animal lord is assumed to be doing this to use abilities that emulate those of animals.
+
=== Dominion (Sp) ===
This replaces hunter's bond.
+
At 4th level an animal lord gains ''[http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals/ speak with animals]'' as a constant spell-like ability, but this only applies to creatures of his animal family.  
 +
The animal lord can inflict non-lethal damage on animals of his animal family without taking an attack penalty.
 +
A creature that the animal lord rendered unconscious within the past minute automatically fails its saving throw against the lord's ''[http://www.d20pfsrd.com/magic/all-spells/c/charm-animal/ charm animal]''.
  
=== Improved Natural Attacks ===
+
In addition, an animal lord can cast ''[http://www.d20pfsrd.com/magic/all-spells/c/charm-animal/ charm animal]'' on any animal of his animal family as a spell-like ability at will (CL equals the animal lord’s HD).
At 5th level, and again at level 19, the animal lord gains [http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack Improved Natural Attack] as a bonus feat. A animal lord that only has a single natural attack can apply this feat to that attack again, with stacking benefits.
+
The save DC of this ability is 10 + 1/2 the animal lord's class level + his Wisdom modifier.
This replaces the level 5 favored enemy and improved quarry.
+
An animal that saves against this ability is immune to that animal lord's dominion ability for 24 hours or until it is rendered unconscious.
  
=== Special Qualities (Su) ===
+
Magical beasts similar to animals of the animal lord's animal family (GM's discretion) can also be affected by this charm, despite their creature type.
At 7th level the animal lord gains the special qualities of his animal family, as outlined in the animal families section. He can use these special qualities in humanoid and animal form. This replaces woodland stride.
+
If a magical beast saves against this ability, it cannot be affected by that animal lord's dominion ability until the animal lord has advanced a level in the class.
  
=== Animal Movement (Su) ===
+
=== Animal Skills (Ex) ===
At 8th level the animal lord gains the movement abilities of his animal family in humanoid form, as outlined in the animal families section. His body partially changes shape to allow this. This replaces swift tracker.
+
At 5th level the animal lord gains the skill bonuses of his animal family, as outlined in the animal families section. He can use these skill bonuses in humanoid and animal form. The skill bonuses are untyped.
  
=== Special Attacks (Su) ===
+
=== Animal Special Attacks (Su) ===
At 9th level the animal lord gains the special attacks of his animal family, as outlined in the animal families section. He can use these special attacks with natural attacks in humanoid and animal form. This replaces evasion.
+
At 5th level the animal lord gains the special attacks of his animal family, as outlined in the animal families section. He can use these special attacks with natural attacks in humanoid and animal form.  
  
 
=== Shapeshifter (Ex) ===
 
=== Shapeshifter (Ex) ===
At 10th level, the animal lord gains the shapeshifter subtype. He is treated as the animal for spells and effects that work differently on animals. This replaces the level 10 favored enemy.
+
At 7th level, the animal lord gains the shapeshifter subtype. The animal lord gains DR 5/magic in both humanoid and animal forms. This also makes his natural attacks count as magical for the purpose of penetrating damage reduction.
  
=== Damage Reduction (Su) ===
+
=== Animal Speed (Su) ===
At level 11 the animal lord gains DR 10/silver in both humanoid and animal forms. This replaces quarry.
+
At 9th level the animal lord gains the movement speed(s) of his animal family in humanoid and animal form, as outlined in the animal families section.
 +
His body partially changes shape to allow this. 
 +
He still has the option of using whatever speeds his current form allows.
 +
 
 +
=== Natural Attack Boost ===
 +
At 10th level the animal lord's natural attacks count as silver and cold iron for the purpose of penetrating damage reduction.
 +
He also gains one of the following advantages:
 +
[http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack Improved Natural Attack] as a bonus feat, or one set of secondary natural attacks becomes primary natural attacks.
 +
 
 +
At level 19 the animal lord gains this ability again. His natural attacks now count as adamantine for the purpose of defeating hardness and damage reduction, and he gains the same choice of bonuses as above. A animal lord that only has a single natural attack can apply [http://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack Improved Natural Attack] to that attack twice, with stacking benefits.
 +
 
 +
=== Animal Special Qualities (Su) ===
 +
At 11th level the animal lord gains the special qualities of his animal family, as outlined in the animal families section. He can use these animal special qualities in humanoid and animal form.  
 +
 
 +
=== Camouflage (Ex) ===
 +
An animal lord of 12th level or higher can use the Stealth skill to hide in any of his native terrains, even if the terrain doesn’t grant cover or concealment.
  
 
=== Outsider (Ex) ===
 
=== Outsider (Ex) ===
At level 15 the animal lord's type changes to outsider (native, shapechanger). He is no longer a humanoid and cannot be affected by effects that specifically affect humanoids. The effects of the shapeshifter ability, above, still applies.
+
At level 15 the animal lord's type changes to outsider (native, shapechanger). He is no longer a humanoid and cannot be affected by effects that only affect humanoids.
 +
His damage reduction improves to DR 10/magic.
 +
If he has an alignment other than neutral, his natural attacks count as weapons of that alignment(s) for the purpose of penetrating damage reduction. A true neutral animal lord's attacks instead count as adamantine, but only for the purpose of bypassing damage reduction.
  
 
=== Animal Gift (Sp) ===
 
=== Animal Gift (Sp) ===
At 16th level the animal lord can bestow the animal gift on others. Once per day the animal lord can use ''[http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes animal shapes]'' (sp). At level 20, the animal lord can use this ability at will. This replaces improved evasion and master hunter.
+
At 16th level the animal lord can bestow animal form on others. Once per day the animal lord can use ''[http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes animal shapes]'' (sp) with a caster level equal to his class level.
 +
The shape assumed must be one of the animal forms listed under his animal family in the animal families section.
 +
Affected creatures also gain the skill bonuses of the animal lord's animal family.
 +
At level 20, the animal lord can use this ability at will.
  
=== Foresight (Sp) ===
+
=== Hide in Plain Sight (Ex) ===
At level 20, the animal lord gains continuous ''[http://www.d20pfsrd.com/magic/all-spells/f/foresight foresight]'' (sp). If this effect is dispelled, the animal lord can resume it as a swift action. This replaces the level 20 favored enemy.
+
While in any of his native terrains, an animal lord of 17th level or higher can use the Stealth skill even while being observed.
  
 
== Table: Animal Lord ==
 
== Table: Animal Lord ==
 
{| class="wikitable"
 
{| class="wikitable"
| rowspan=2 valign=bottom | '''Class<br>Level'''|| rowspan=2 valign=bottom | '''Base <br>Attack<br>Bonus'''|| rowspan=2 valign=bottom | '''Fort<br>Save'''|| rowspan=2 valign=bottom | '''Ref<br>Save'''|| rowspan=2 valign=bottom | '''Will<br>Save'''|| rowspan=2 valign=bottom | '''Special'''||colspan=4 align="center" |'''Spells per Day'''
+
| valign=bottom | '''Class<br>Level'''|| valign=bottom | '''Base <br>Attack<br>Bonus'''|| valign=bottom | '''Fort<br>Save'''|| valign=bottom | '''Ref<br>Save'''|| valign=bottom | '''Will<br>Save'''|| valign=bottom | '''AC<br>Bonus'''|| valign=bottom | '''Special'''
 
|-
 
|-
| 1 ||| 2 ||| 3 ||| 4
+
|valign="top"| 1st  ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2  ||valign="top"| +0  ||valign="top"| +0  ||valign="top"| Animal family, animal senses
 
|-
 
|-
|valign="top"|  1st ||valign="top"| +1 ||valign="top"| +2 ||valign="top"| +2 ||valign="top"| +0 ||valign="top"| Animal lord, animal senses, armor bonus, skill modifiers ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 2nd ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| +0 ||valign="top"| +0  ||valign="top"| Animal natural attacks, combat style feat
 
|-
 
|-
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| Combat style feat, natural attacks ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 3rd  ||valign="top"| +||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +||valign="top"| +0  ||valign="top"| 1st native terrain, animal shape I
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| 1st native terrain ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"|
+
|valign="top"| 4th  ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| +1 ||valign="top"| +1  ||valign="top"| Dominion
 
|-
 
|-
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| ''Beast shape I''||valign="top"| 0 ||valign="top"| — ||valign="top"| — ||valign="top"|
+
|valign="top"| 5th  ||valign="top"| +||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| +1  ||valign="top"| Animal skills, animal special attacks
 
|-
 
|-
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Improved Natural Attack ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 6th  ||valign="top"| +6/+1  ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| +1 ||valign="top"| Combat style feat
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Combat style feat ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 7th  ||valign="top"| +7/+||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| +1 ||valign="top"| Animal shape II, shapeshifter
 
|-
 
|-
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| ''Beast shape II'', special qualities ||valign="top"| 1 ||valign="top"| 0 ||valign="top"| — ||valign="top"|
+
|valign="top"| 8th  ||valign="top"| +8/+||valign="top"| +||valign="top"| +||valign="top"| +2 ||valign="top"| +2  ||valign="top"| 2nd native terrain
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| 2nd native terrain, animal movement ||valign="top"| 1 ||valign="top"| 1 ||valign="top"| — ||valign="top"|
+
|valign="top"| 9th  ||valign="top"| +9/+||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +||valign="top"| +2  ||valign="top"| Animal speed
 
|-
 
|-
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Special attacks ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
+
|valign="top"| 10th  ||valign="top"| +10/+||valign="top"| +||valign="top"| +||valign="top"| +3 ||valign="top"| +2 ||valign="top"| Combat style feat, natural attack boost
 
|-
 
|-
|valign="top"| 10th ||valign="top"| +10/+5 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| Combat style feat, shapechanger ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 0 ||valign="top"| —
+
|valign="top"| 11th  ||valign="top"| +11/+6/+1  ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3  ||valign="top"| +2 ||valign="top"| Animal shape (swift), special qualities
 
|-
 
|-
|valign="top"| 11th ||valign="top"| +11/+6/+1 ||valign="top"| +7 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| ''Beast shape (swift)'', damage reduction ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 1 ||valign="top"|
+
|valign="top"| 12th  ||valign="top"| +12/+7/+||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| +3  ||valign="top"| Camouflage
 
|-
 
|-
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Camouflage ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"|
+
|valign="top"| 13th  ||valign="top"| +13/+8/+||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| +3  ||valign="top"| 3rd native terrain
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| 3rd native terrain ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 0
+
|valign="top"| 14th  ||valign="top"| +14/+9/+||valign="top"| +||valign="top"| +||valign="top"| +4 ||valign="top"| +3 ||valign="top"| Combat style feat
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Combat style feat ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 1
+
|valign="top"| 15th  ||valign="top"| +15/+10/+||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +||valign="top"| +3 ||valign="top"| Animal shape III, outsider
 
|-
 
|-
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| ''Beast shape III'', outsider ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1
+
|valign="top"| 16th  ||valign="top"| +16/+11/+6/+||valign="top"| +10  ||valign="top"| +10  ||valign="top"| +5  ||valign="top"| +4 ||valign="top"| Animal gift
 
|-
 
|-
|valign="top"| 16th ||valign="top"| +16/+11/+6/+1 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Animal gift ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
+
|valign="top"| 17th  ||valign="top"| +17/+12/+7/+||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| Hide in plain sight
 
|-
 
|-
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Hide in plain sight ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
+
|valign="top"| 18th  ||valign="top"| +18/+13/+8/+||valign="top"| +11  ||valign="top"| +11  ||valign="top"| +||valign="top"| +4 ||valign="top"| 4th native terrain, combat style feat
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| 4th native terrain, combat style feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2
+
|valign="top"| 19th  ||valign="top"| +19/+14/+9/+||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| +4 ||valign="top"| Natural attack boost (adamantine)
 
|-
 
|-
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Improved natural attacks ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
+
|valign="top"| 20th  ||valign="top"| +20/+15/+10/+||valign="top"| +12  ||valign="top"| +12  ||valign="top"| +6 ||valign="top"| +5 ||valign="top"| Animal gift (at will)  
|-
 
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Animal gift (at will), foresight ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
 
 
|}
 
|}
  
== Appendix: Animal Families ==
+
== Favored Class Bonuses ==
Animals are grouped in taxonomic families, and each animal lord must choose an animal family at first level and gains abilities appropriate to his chosen group.
+
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. The bonus applies each time you select the listed favored class reward.  
  
=== Bear Lord ===
 
Bear lords have broad shoulders, prominent canines, and thick fingers. 
 
  
'''Beast Shapes:  
+
* '''Dwarf:''' Your natural attacks ignore 1 point of hardness.
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/wolverine wolverine], Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/bear/black-bear black bear], Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/bear/brown-grizzly-bear brown bear].
+
* '''Elf:''' Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
 +
* '''Gnome:''' Add 1 ft. to burrowing speed. Always round this down to the nearest increment of 5 ft. You cannot burrow through stone this way.
 +
* '''Half-Elf:''' Add +1/5 additional native terrain with a bonus equal to your lowest native terrain bonus.
 +
* '''Halfling:''' Add +¼ dodge bonus to armor Class in your native terrain.
 +
* '''Half-Orc:''' Add +2 to the half-orc's effective Constitution to see if he is dead or dying.
 +
* '''Human:''' Your natural attacks gain an enhancement bonus of +1/5.  
  
'''Senses:
 
low-light vision, scent.
 
  
'''Special Attacks:  
+
* '''Aasimar:''' Gain DR ½/evil. This stacks with DR/evil from the Outsider ability. You must be of good alignment to select this.
'''Grab
+
* '''Android:''' Gain 1/6 additional daily use of nanite surge.
(claws).
+
* '''Avoodim:''' Add +1/4 to natural attack damage against creatures with the outsider type.
 +
* '''Catfolk:''' Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw cat's luck can be applied to.
 +
* '''Changeling:''' Reduce secondary natural weapon attack penalties by 1/4 (minimum zero).
 +
* '''Dhampir:''' Your natural bite attack inflicts bleed 1/4.
 +
* '''Dhosari:''' Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
 +
* '''Erkunae:''' +1/2 on Use Magic Device checks.
 +
* '''Gillman:''' Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft..
 +
* '''Gnoll:''' Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
 +
* '''Goblin:''' Gain a +½ bonus on damage dealt to dogs and horses.
 +
* '''Grippli:''' Add a +1/2 bonus on Stealth and Perception checks made in swamps and in shallow or deep bog terrain.
 +
* '''Hobgoblin:''' +1/5 on Stealth and Perception checks outside of native terrains.
 +
* '''Ifrit:''' Add +1/4 points of fire damage to natural attacks.
 +
* '''Kitsune:''' Gain 1/4 Magical Tail feat.
 +
* '''Lizardfolk:''' Add +1/5 enhancement bonus to natural armor. 
 +
* '''Merfolk:''' Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft.
 +
* '''Nagaji:''' Add +1/5 to CMB on grapple checks and to the save DC of poisons inflicted by natural attacks.
 +
* '''Orc:''' Gain +1 bonus to damage when at 0 or fewer current hit points.
 +
* '''Orcam:''' Gain a +1/2 dodge bonus to AC against attacks of opportunity triggered by leaving an enemy's threatened space.
 +
* '''Oread:''' Add +1/4 points of acid damage to natural attacks.
 +
* '''Polkan:''' For 1 round per day the polkan can squeeze (reducing space to half) without taking any penalties. These rounds need not be consecutive.
 +
* '''Qit'ar:''' Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
 +
* '''Ratfolk:''' gain tremorsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
 +
* '''Shibaten:''' Add 1 ft. to swim or fly speed (choose one). Always round this down to the nearest increment of 5 ft.
 +
* '''Strix:''' Add a +3 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
 +
* '''Sylph:''' Add +1/4 points of electricity damage to natural attacks.
 +
* '''Tengu:''' Increase the threat range of bite attacks gained from the fowl or raptor animal families by 1/6.
 +
* '''Undine:''' Add +1/4 points of cold damage to natural attacks.
 +
* '''Vanara:''' Add +1/4 to Acrobatics and Climb checks.
 +
* '''Zendiqi:''' Add +1/2 on Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
  
'''Speed:
+
== Appendix: Animal Families ==
Land 40 ft.
+
{{ : Animal Families (Apath) }}
 
 
'''Natural Attacks:
 
'''Small:
 
2 claws (1d3), bite (1d3)
 
'''Medium:
 
2 claws (1d4), bite (1d4).
 
 
 
'''Skill Bonuses:
 
+4 swim.
 
 
 
'''Special Qualities:
 
'''Bear Hug (Ex)
 
A bear lord deals +1d6 extra points of damage when it makes a successful grapple check.
 
 
 
=== Bird Lord ===
 
Bird lords rule are a wide variety of grazing birds, including ravens, poultry, and swans. A bird lord is a proud creature with a pronounced neck, pale skin, and a large mop of hair, often of an unusual color.
 
Bird lords are improperly named, but the other bird lords have more interesting things to care about than humanoid language names.
 
 
 
'''Beast Shapes:
 
Diminutive: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/thrush/ trush]
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/raven/ raven],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/swan-trumpeter/ trumpeter swan],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/raven-giant/ giant raven],
 
 
 
'''Senses:
 
low-light vision.
 
 
 
'''Special Attacks:
 
'''Eye Peck (Ex):
 
When a bird lord scores a critical hit with a bite attack, the target loses eyesight in one eye and all of the target’s eyes; foes gain concealment against its attacks and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded instead. This lasts until the creature is completely healed.
 
 
 
'''Speed:
 
fly 40 ft. (poor).
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4), 2 wings (1d3)
 
'''Medium:
 
bite (1d6), 2 wings (1d4).
 
 
 
'''Skill Bonuses:
 
+4 Diplomacy, +4 Intimidation.
 
 
 
'''Special Qualities:
 
'''Warning (ex):
 
At the start of a surprise round, when a bird lord is not surprised, she can let out a loud screech that makes allies within 30 ft. not be surprised either. If this means no creatures in the combat are surprised, then round becomes a normal combat round.
 
 
 
=== Boar Lord ===
 
Boar lords have small eyes set close together, tusk-like incisors, and a flat, up-turned nose. 
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/boar/boar-pit/ pit boar],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/boar/boar/ common boar],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/boar/dire-boar/ dire boar].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
A boar lord that makes a charge can do both a gore attack and an overrun combat maneuver against a specific target, and if the overrun is successful, the boar lord can continue moving in a straight line to the limit of his speed.
 
 
 
'''Speed:
 
Swim 40 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
gore 1d6
 
'''Medium:
 
gore 1d8.
 
 
 
'''Skill Bonuses:
 
+8 Perception against adjacent squares.
 
 
 
'''Special Qualities:
 
'''Ferocity (Ex)
 
A boar lord remains conscious and can continue fighting even if its hit point total is below 0. He is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
 
 
 
=== Canine Lord ===
 
Canine lords are hirsute, have sharp teeth, and slightly pointed ears. 
 
 
 
'''Beast Shapes:
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/fox fox],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/dog dog],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/wolf wolf],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/wolf/dire-wolf dire wolf].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''Trip
 
(bite).
 
 
 
'''Speed:
 
Land 50 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4)
 
'''Medium:
 
bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Survival.
 
 
 
'''Special Qualities:
 
'''Savage (Ex)
 
A canine lord deals +1d6 extra points of damage on its first attack in a round against a prone opponent.
 
 
 
=== Capra Lord ===
 
Capras include goats, ibexes, and sheep with horns.
 
Capra lords have alert eyes and plenty head and body hair, sometimes curly.
 
They might have a strong and peculiar body odor.
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat/ goat],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/ram/ ram],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/sheep-ram-tohc/ram-dire-tohc/ dire ram].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''powerful charge.
 
When a ram lord makes a charge, its gore attack deals double damage, in addition to the normal benefits and hazards of a charge..
 
 
 
'''Speed:
 
30 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
gore 1d4
 
'''Medium:
 
gore 1d6.
 
 
 
'''Skill Bonuses:
 
+4 Acrobatics, +4 Survival.
 
 
 
'''Special Qualities:
 
Gains Nimble Moves as a bonus feat.
 
 
 
=== Cat Lord ===
 
Cat lords move with a fluid agility, and have slender bodies and catlike eyes. 
 
 
 
'''Beast Shapes:
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat cat],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/lynx-tohc lynx] <sup><sup><sup>TOHC</sup></sup></sup>,
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/leopard leopard],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/tiger tiger],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/warcat/ warcat].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''pounce, rake
 
(2 claws).
 
 
 
'''Speed:
 
Climb 20 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
2 claws (1d3), bite (1d4)
 
'''Medium:
 
2 claws (1d4), bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Acrobatics,
 
+4 Stealth.
 
 
 
'''Special Qualities:
 
'''Leap (Ex)
 
A cat lord adds half its Hit Dice to all Acrobatics checks made to jump, and is always treated as if it had a running start when jumping.
 
 
 
=== Cattle Lord ===
 
Cattle are powerful creatures with a strong territorial instinct.
 
Cattle lords are powerfully built, with a mighty upper body and high brow.
 
 
 
'''Beast Shapes:
 
Medium: dwarf cattle (use [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/ram/ ram] statistics),
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/aurochs/ auroch],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/aurochs/herd-animal-mountain-auroch/ mountain auroch].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
A cattle lord that makes a charge can do both a gore attack and a bull rush combat maneuver against the same target.
 
 
 
'''Speed:
 
40 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
gore 1d6,
 
'''Medium:
 
gore 1d8.
 
 
 
'''Skill Bonuses:
 
Intimidate +4.
 
 
 
'''Special Qualities:
 
'''Trample (Ex)
 
As a full-round action, a cattle lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the gore damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the cattle lord’s HD + the cattle lord’s Str modifier. A cattle lord can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
 
 
 
=== Crocodile Lord ===
 
Crocodile lords have reptilian eyes, sharp teeth, and a scaly ridge along the spine. 
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/crocodilians/dwarf-caiman dwarf caiman],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/crocodilians/crocodile/crocodile crocodile],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/crocodilians/crocodile-marine marine crocodile],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/megafauna/megafauna-kaprosuchus/ kaprosuchus (megafauna)].
 
 
 
'''Senses:
 
low-light vision.
 
 
 
'''Special Attacks:
 
'''grab,
 
'''death roll (ex):
 
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
 
 
 
'''Speed:
 
Swim 50 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite 1d4, tail slap 1d8
 
'''Medium:
 
bite 1d6, tail slap 1d10.
 
 
 
'''Skill Bonuses:
 
+8 Stealth in water.
 
 
 
'''Special Qualities:
 
'''Thick Skin (Ex)
 
A crocodile lord's base natural armor bonus improves by an additional +2 in all forms.
 
 
 
=== Deer Lord ===
 
Deer lords have large, alert eyes, long faces, thin limbs, and are jittery. 
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/antelope/ antelope],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/herd-animal-stag/ stag],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/moose/ moose].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''powerful charge (ex):
 
When a deer lord makes a charge, its attack deals double damage, in addition to the normal benefits and hazards of a charge. 
 
 
 
'''Speed:
 
40 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
gore 1d4, 2 hooves 1d3.
 
'''Medium:
 
gore 1d6, 2 hooves 1d4.
 
 
 
'''Skill Bonuses:
 
+4 Intimidate.
 
 
 
'''Special Qualities:
 
'''Lock Horns (Ex)
 
A deer lord can make reposition combat maneuvers without triggering an attack of opportunity.
 
 
 
=== Dinosaur Lord ===
 
A dinosaur lord tends to have sharp teeth, scaly skin, and a booming voice.
 
 
 
'''Beast Shapes:
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/compsognathus compsognathus],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/velociraptor velociraptor],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/deinonychus deinonychus],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/megaraptor megaraptor],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/allosaurus allosaurus].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''pounce, rake
 
(2 talons).
 
 
 
'''Animal Movement:
 
50 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
2 talons (1d6) (rake only), bite (1d4)
 
'''Medium:
 
2 talons (1d8) (rake only), bite (1d6).
 
 
 
'''Skill Bonuses:
 
+8 Acrobatics, -8 Bluff, -8 Diplomacy, +8 Perception, -8 Sense Motive, +8 Stealth.
 
 
 
'''Special Qualities:
 
'''Primeval Mind (Ex)
 
A dinosaur lord is immune to charm effects and gains a +2 bonus on all Will saves.
 
 
 
=== Dolphin Lord ===
 
Dolphin lords are hairless and may have contrasting dark and light patterns on their skin. They are notable for their melodious voices.
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cetacean/dolphin/cetacean-dolphin-popoto/ popoto (dolphin)],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cetacean/dolphin/dolphin/ dolphin],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cetacean/cetacean-narwhale/ narwhale],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/cetacean/dolphin/orca/ orca].
 
 
 
'''Senses:
 
blindsense 60 ft. (underwater), low-light vision.
 
 
 
'''Special Attacks:
 
'''grab,
 
'''death roll (ex):
 
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
 
 
 
'''Speed:
 
Swim 60 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
slam 1d3
 
'''Medium:
 
slam 1d4.
 
 
 
'''Skill Bonuses:
 
+4 Perception, Perform (sing) +4.
 
 
 
'''Special Qualities:
 
'''Hold Breath (Ex)
 
A dolphin lord can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
 
 
 
=== Elephant Lord ===
 
Elephant lords have small, widely spaced eyes and pronounced ears and noses. They have little body hair and tend towards baldness.
 
Elephants include smaller island and forest varieties as well as larger ones in jungle and savanna. Cold-climate elephants are called mammoths and are furred.
 
 
 
'''Beast Shapes:
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/elephant/elephant/ elephant].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''trample (ex):
 
As a full-round action, a elephant lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the elephant lord’s HD + the elephant lord’s Str modifier. A elephant lord can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
 
 
 
'''Speed:
 
40 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
gore 1d6, slam 1d6
 
'''Medium:
 
gore 1d8, slam 1d8.
 
 
 
'''Skill Bonuses:
 
—.
 
 
 
'''Special Qualities:
 
'''Thick Skin (Ex)
 
An elephant lord's base natural armor bonus improves by an additional +2 in all forms.
 
 
 
=== Frog Lord ===
 
Frog lords are small and bent, often slouching, and speak with croaking voices. Despite this they can be impressive creatures that radiate wisdom.
 
 
 
'''Beast Shapes:
 
Diminutive: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/toad/ toad],
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-poisonous/ poisonous frog],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-killer-ff/ killer frog],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-giant/ giant frog],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog/frog-goliath/ goliath frog],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/frog-father/ frog father].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''Tongue (Ex)
 
A frog lord's tongue is a primary attack with reach equal to three times the frog’s normal reach (Diminutive 0ft., Tiny 5ft., Small 15 ft., Medium 15 ft., Huge 30 ft.). A frog lord's tongue deals no damage on a hit, but can be used to grab. A frog lord does not gain the grappled condition while using its tongue in this manner. .
 
 
 
'''Speed:
 
swim 30 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite 1d4, tounge —.
 
'''Medium:
 
bite 1d6, tounge —.
 
 
 
'''Skill Bonuses:
 
+4 Acrobatics (+8 jumping), +4 Stealth.
 
 
 
'''Special Qualities:
 
'''Thick Skin (Ex)
 
An elephant lord's base natural armor bonus improves by an additional +2 in all forms.
 
 
 
=== Horse Lord ===
 
Horse lords have long limbs, long faces, and a great tuft of head on the top of their head.
 
 
 
'''Beast Shapes:
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/pony/pony-war/ war pony],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/heavy-horse/ heavy horse].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
gains Combat Reflexes as a bonus feat.
 
 
 
'''Speed:
 
50 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite 1d4, 2 hooves 1d3
 
'''Medium:
 
bite 1d6, 2 hooves 1d4.
 
 
 
'''Skill Bonuses:
 
-4 Climb.
 
 
 
'''Special Qualities:
 
Gains Endurance and Run as bonus feats.
 
 
 
=== Raptor Lord ===
 
Raptor lords are lords of predatory birds and have feathery-looking and brightly colored hair, wide searching eyes, and aquiline noses. When flying in humanoid form, the raptor lords arms turn into wings and the feet into claws, giving an appearance somewhat like a harpy.
 
 
 
'''Beast Shapes:
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/hawk/ hawk],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/eagle/ eagle],
 
Medium: —
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/falcon-giant-tohc/ giant falcon].
 
 
 
'''Senses:
 
When flying and looking down, Perception range penalty is -1/100 ft.
 
 
 
'''Special Attacks:
 
Grab (2 talons).
 
 
 
'''Speed:
 
fly 80 ft. (average).
 
 
 
'''Natural Attacks:
 
'''Small:
 
2 talons (1d3), bite (1d4)
 
'''Medium:
 
2 talons (1d4), bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Perception.
 
 
 
'''Special Qualities:
 
'''Raptor's Dive (Ex)
 
A raptor lord deals double damage with any charge that starts 10 or more feet above its target.
 
 
 
=== Rat Lord ===
 
Rat lords have pointed chins and pointed ears, and move with quick, jittery motions. 
 
 
 
'''Beast Shapes:
 
Diminutive: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/jerboa/ jerboa],
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-common rat],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/dire-rat dire rat].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
 
 
 
'''Speed:
 
Land 40 ft., climb 20 ft., swim 20 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4)
 
'''Medium:
 
bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Stealth.
 
 
 
'''Special Qualities:
 
'''Hearty (Ex)
 
Rat lords are immune to disease and gain a +2 bonus on all Fortitude saves.
 
 
 
=== Roadrunner Lord ===
 
Roadrunner lords are thin with elongated limbs and necks.
 
 
 
'''Beast Shapes:
 
Tiny: Roadrunner (use [http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/compsognathus compsognathus] stats, with no poison or swim speed),
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/ostrich/ ostrich],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/birds/axe-beak/ axe beak].
 
 
 
'''Senses:
 
low-light vision.
 
 
 
'''Special Attacks:
 
'''Sudden Charge (Ex)
 
When making a charge attack, a roadrunner lord makes a single bite attack. If successful, she may also attempt to trip an opponent of its own size category or smaller as a free action without provoking an attack of opportunity. If the attempt fails, the roadrunner lord cannot be tripped in return.
 
 
 
'''Speed:
 
60 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4)
 
'''Medium:
 
bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Perception.
 
 
 
'''Special Qualities:
 
A roadrunner lord gains Improved Initiative and Run as bonus feats.
 
 
 
=== Seal Lord ===
 
Seal lords are often compact to the point of looking fat, with short powerful arms and legs. They have small noses and small, wide-set dark eyes.
 
 
 
'''Beast Shapes:
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/seal/ seal],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/seal/seal-sea-lion-ap/ sea lion (seal)],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/walrus/ walrus].
 
 
 
'''Senses:
 
low-light vision.
 
 
 
'''Special Attacks:
 
trip (bite).
 
 
 
'''Speed:
 
Swim 50 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite 1d4
 
'''Medium:
 
bite 1d6.
 
 
 
'''Skill Bonuses:
 
+4 Acrobatics in water, +4 Perception in water.
 
 
 
'''Special Qualities:
 
'''Hold Breath (Ex)
 
A seal lord's can hold their breath a number of minutes equal to 5 times their Constitution score before beginning to drown.
 
 
 
=== Serpent Lord ===
 
Serpent lords tend to have unusual skin colors (often with stripes or other patterns), snakelike eyes, and forked tongues. 
 
 
 
'''Beast Shapes:
 
Tiny: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-viper viper],
 
Small: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-sea sea snake],
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous venomous snake],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-cobra-emperor emperor cobra].
 
 
 
'''Senses:
 
low-light vision, scent.
 
 
 
'''Special Attacks:
 
'''Poison (Ex)
 
Bite—injury; save Fort DC 10 + 1/2 the snake lord's level + the snake lord's Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save.
 
 
 
'''Speed:
 
climb 20 ft., swim 20 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4)
 
'''Medium:
 
bite (1d6).
 
 
 
'''Skill Bonuses:
 
+4 Perception, +4 Stealth.
 
 
 
'''Special Qualities:
 
'''Poison Immunity (Ex)
 
Serpent lords are immune to poison.
 
 
 
=== Shark Lord ===
 
Shark lords have black eyes, pale skin, sharp teeth, and little or no hair on either head or body. 
 
 
 
'''Beast Shapes:
 
Medium: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark-bull bull shark],
 
Large: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark shark],
 
Huge: [http://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/great-white-shark great white shark].
 
 
 
'''Senses:
 
(in water only)
 
blindsense 30 ft., keen scent.
 
 
 
'''Special Attacks:  
 
 
 
 
'''Animal Movement:
 
swim 60 ft.
 
 
 
'''Natural Attacks:
 
'''Small:
 
bite (1d4)
 
'''Medium:
 
bite (1d6).
 
 
 
'''Skill Bonuses:
 
 
 
 
'''Special Qualities:
 
'''Brutal Jaws (Ex)
 
A shark lord's bite attack causes bleed (1d6).
 
  
 
== Open Gaming License ==
 
== Open Gaming License ==

Latest revision as of 11:34, 20 March 2018

ApathApath Logo
Unofficial rules compendium

This is a version of the animal lord monster template expressed as an archetype.

Background

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.

Class Information

The animal lordis a martial arts class of the way of the void, a shapechanger that fights like an animal.

Publisher Purple Duck Games.

Starting Money: 2d6 × 10 gp (average 70 gp)

Hit Die: d10.

Class Skills

The animal lord's class skills are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Class Features

These are all the class features of the animal lord.

Weapon and Armor Proficiency

The animal lord is proficient with all simple and martial weapons but not with any armor or shields.

AC Bonus (Ex)

When unarmored, unencumbered, and not using a shield of any kind, the animal lord adds his Wisdom bonus (if any) to his Armor Class and combat maneuver defense. In addition, an animal lord gains a +1 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).

These bonuses to AC apply even against touch attacks or when the animal lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. These bonuses do not stack with the monk AC bonus class feature or other abilities that do not stack with the monk AC bonus. Also note that temporary Wisdom modifiers, such as those from owl's wisdom, do not increase the armor class bonus from this ability.

This is a variant of way of the void martial arts, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.

Animal Family

At first level, the animal lord must select an animal family, This choice determines which animals are his allies, which forms he can assume, and many other abilities to be gained as he advances in level. An animal lord is marked by his animal family, with animal traits becoming more pronounced as he advances, as outlined in the introduction to each animal family. See the animal families section.

Animal Senses (Ex)

The animal lord gains the senses of his animal family in both humanoid and animal form, as outlined in the animal families section.

Combat Style Feat

This is the same as the ranger ability of the same name. Animal lords usually select the natural weapon combat style, but can select any style.

Animal Natural Attacks (Su)

At 2nd level the animal lord gains the ability to instantly shift parts of his body into natural weapons without changing his overall shape. He can use the natural attacks of his animal family in animal and humanoid form, as outlined in the animal families section. The natural attacks are listed by size category. This is the animal lord's size category in whatever form he is in when making the attack.

The first attacks 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. An animal lord that uses only a single natural attack can make iterative attacks using this natural attack, as if he was wielding a weapon. This only applies if the animal lord uses no other attacks, neither armed, unarmed, or natural. An animal lord with multiple natural attacks can still choose to only use one natural attack in order to gain iterative attacks.

Native Terrain (Ex)

At 3rd level, an animal lord may select a type of terrain from the ranger's list of favored terrains, reproduced here for convenience: Cold (ice, glaciers, snow, and tundra), Desert (sand and wastelands), Forest (coniferous and deciduous), Jungle, Mountain (including hills), Plains, Planes (pick one, other than Material Plane), Swamp, Underground (caves and dungeons), Urban (buildings, streets, and sewers), Water (above and below the surface).

The animal lord gains a +2 bonus on initiative checks, attack rolls, damage rolls, and Perception, Stealth, and Survival skill checks when he is in his native terrain. At 8th level the animal lord may select an additional native terrain and the bonus in one of the animal lord's native terrains increases to +4. At 13th level and every five levels thereafter, the animal lord selects an additional native terrain. The bonus in all the animal lord's native terrains is now +4. If a specific terrain falls into more than one category of native terrain, the animal lord's bonuses do not stack; he simply uses whichever bonus is higher. This is a variant of both favored enemy and favored terrain; the bonuses do not stack with bonuses from those abilities.

Animal Shape (Su)

At 3rd level the animal lord gains the ability to assume the animal forms listed under his animal family in the animal families section. 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 (Small) roe dear using antelope statistics, and so on.

The animal lord can use this ability 3 times per day plus a number of times per day equal to his Wisdom bonus (minimum 0), and can remain in animal form a number of hours equal to his class level each time. He can resume his normal shape as a standard action. At 3rd level, he can assume the shape of a Small and Medium animal of his family, as beast shape I. At 7th level, he can assume the form of a Tiny or Large member of his animal family, as beast shape II. At 11th level he can change forms as a swift action. Using animal shape as a standard action no longer counts against the daily limit. At 15th level he 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 he assumes an animal form, all his gear is absorbed into his assumed form. Items that provide continuous bonuses continue to provide those bonuses, except armor. An animal lord in animal form can benefit from armor with the wild property, but cannot use his AC bonus ability when doing so.

In animal form, the animal lord uses the attacks gained from his animal attacks class feature rather than those of the assumed form. The animal lord can change into hybrid forms as a free action, adding cosmetic traits from his animal form to his humanoid form. The animal lord does this when using any class feature with animal in the name, making his shape-shifting nature apparent to observers.

Animal Shape is a variant of the druid's wild shape ability, effects that work when a druid wild shapes into an animal work with animal shape.

Dominion (Sp)

At 4th level an animal lord gains speak with animals as a constant spell-like ability, but this only applies to creatures of his animal family. The animal lord can inflict non-lethal damage on animals of his animal family without taking an attack penalty. A creature that the animal lord rendered unconscious within the past minute automatically fails its saving throw against the lord's charm animal.

In addition, an animal lord can cast charm animal on any animal of his animal family as a spell-like ability at will (CL equals the animal lord’s HD). The save DC of this ability is 10 + 1/2 the animal lord's class level + his Wisdom modifier. An animal that saves against this ability is immune to that animal lord's dominion ability for 24 hours or until it is rendered unconscious.

Magical beasts similar to animals of the animal lord's 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 that animal lord's dominion ability until the animal lord has advanced a level in the class.

Animal Skills (Ex)

At 5th level the animal lord gains the skill bonuses of his animal family, as outlined in the animal families section. He can use these skill bonuses in humanoid and animal form. The skill bonuses are untyped.

Animal Special Attacks (Su)

At 5th level the animal lord gains the special attacks of his animal family, as outlined in the animal families section. He can use these special attacks with natural attacks in humanoid and animal form.

Shapeshifter (Ex)

At 7th level, the animal lord gains the shapeshifter subtype. The animal lord gains DR 5/magic in both humanoid and animal forms. This also makes his natural attacks count as magical for the purpose of penetrating damage reduction.

Animal Speed (Su)

At 9th level the animal lord gains the movement speed(s) of his animal family in humanoid and animal form, as outlined in the animal families section. His body partially changes shape to allow this. He still has the option of using whatever speeds his current form allows.

Natural Attack Boost

At 10th level the animal lord's natural attacks count as silver and cold iron for the purpose of penetrating damage reduction. He also gains 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 the animal lord gains this ability again. His natural attacks now count as adamantine for the purpose of defeating hardness and damage reduction, and he gains the same choice of bonuses as above. A animal lord that only has a single natural attack can apply Improved Natural Attack to that attack twice, with stacking benefits.

Animal Special Qualities (Su)

At 11th level the animal lord gains the special qualities of his animal family, as outlined in the animal families section. He can use these animal special qualities in humanoid and animal form.

Camouflage (Ex)

An animal lord of 12th level or higher can use the Stealth skill to hide in any of his native terrains, even if the terrain doesn’t grant cover or concealment.

Outsider (Ex)

At level 15 the animal lord's type changes to outsider (native, shapechanger). He is no longer a humanoid and cannot be affected by effects that only affect humanoids. His damage reduction improves to DR 10/magic. If he has an alignment other than neutral, his natural attacks count as weapons of that alignment(s) for the purpose of penetrating damage reduction. A true neutral animal lord's attacks instead count as adamantine, but only for the purpose of bypassing damage reduction.

Animal Gift (Sp)

At 16th level the animal lord can bestow animal form on others. Once per day the animal lord can use animal shapes (sp) with a caster level equal to his class level. The shape assumed must be one of the animal forms listed under his animal family in the animal families section. Affected creatures also gain the skill bonuses of the animal lord's animal family. At level 20, the animal lord can use this ability at will.

Hide in Plain Sight (Ex)

While in any of his native terrains, an animal lord of 17th level or higher can use the Stealth skill even while being observed.

Table: Animal Lord

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
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/+1 +5 +5 +2 +1 Combat style feat
7th +7/+2 +5 +5 +2 +1 Animal shape II, shapeshifter
8th +8/+3 +6 +6 +2 +2 2nd native terrain
9th +9/+4 +6 +6 +3 +2 Animal speed
10th +10/+5 +7 +7 +3 +2 Combat style feat, natural attack boost
11th +11/+6/+1 +7 +7 +3 +2 Animal shape (swift), special qualities
12th +12/+7/+2 +8 +8 +4 +3 Camouflage
13th +13/+8/+3 +8 +8 +4 +3 3rd native terrain
14th +14/+9/+4 +9 +9 +4 +3 Combat style feat
15th +15/+10/+5 +9 +9 +5 +3 Animal shape III, outsider
16th +16/+11/+6/+1 +10 +10 +5 +4 Animal gift
17th +17/+12/+7/+2 +10 +10 +5 +4 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6 +4 4th native terrain, combat style feat
19th +19/+14/+9/+4 +11 +11 +6 +4 Natural attack boost (adamantine)
20th +20/+15/+10/+5 +12 +12 +6 +5 Animal gift (at will)

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. The bonus applies each time you select the listed favored class reward.


  • Dwarf: Your natural attacks ignore 1 point of hardness.
  • Elf: Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Gnome: Add 1 ft. to burrowing speed. Always round this down to the nearest increment of 5 ft. You cannot burrow through stone this way.
  • Half-Elf: Add +1/5 additional native terrain with a bonus equal to your lowest native terrain bonus.
  • Halfling: Add +¼ dodge bonus to armor Class in your native terrain.
  • Half-Orc: Add +2 to the half-orc's effective Constitution to see if he is dead or dying.
  • Human: Your natural attacks gain an enhancement bonus of +1/5.


  • Aasimar: Gain DR ½/evil. This stacks with DR/evil from the Outsider ability. You must be of good alignment to select this.
  • Android: Gain 1/6 additional daily use of nanite surge.
  • Avoodim: Add +1/4 to natural attack damage against creatures with the outsider type.
  • Catfolk: Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw cat's luck can be applied to.
  • Changeling: Reduce secondary natural weapon attack penalties by 1/4 (minimum zero).
  • Dhampir: Your natural bite attack inflicts bleed 1/4.
  • Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
  • Erkunae: +1/2 on Use Magic Device checks.
  • Gillman: Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft..
  • Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
  • Goblin: Gain a +½ bonus on damage dealt to dogs and horses.
  • Grippli: Add a +1/2 bonus on Stealth and Perception checks made in swamps and in shallow or deep bog terrain.
  • Hobgoblin: +1/5 on Stealth and Perception checks outside of native terrains.
  • Ifrit: Add +1/4 points of fire damage to natural attacks.
  • Kitsune: Gain 1/4 Magical Tail feat.
  • Lizardfolk: Add +1/5 enhancement bonus to natural armor.
  • Merfolk: Add 1 ft. to swim speed. Always round this down to the nearest increment of 5 ft.
  • Nagaji: Add +1/5 to CMB on grapple checks and to the save DC of poisons inflicted by natural attacks.
  • Orc: Gain +1 bonus to damage when at 0 or fewer current hit points.
  • Orcam: Gain a +1/2 dodge bonus to AC against attacks of opportunity triggered by leaving an enemy's threatened space.
  • Oread: Add +1/4 points of acid damage to natural attacks.
  • Polkan: For 1 round per day the polkan can squeeze (reducing space to half) without taking any penalties. These rounds need not be consecutive.
  • Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
  • Ratfolk: gain tremorsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
  • Shibaten: Add 1 ft. to swim or fly speed (choose one). Always round this down to the nearest increment of 5 ft.
  • Strix: Add a +3 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
  • Sylph: Add +1/4 points of electricity damage to natural attacks.
  • Tengu: Increase the threat range of bite attacks gained from the fowl or raptor animal families by 1/6.
  • Undine: Add +1/4 points of cold damage to natural attacks.
  • Vanara: Add +1/4 to Acrobatics and Climb checks.
  • Zendiqi: Add +1/2 on Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Appendix: Animal Families

Animals are grouped in families, and each animal lord must choose an animal family at first level and gains abilities appropriate to his chosen group. Note that these groupings are not scientific, they go by appearance, role, and myth. Unless noted, all abilities gained are from the universal monster rules. † indicates a new animal described in this book.

Option: Extrapolating Size At the GMs discretion, animal lords can assume sizes of animals that do not have a stat block. All animal families have been provided with natural attack damage for sizes from Tiny to Huge. As most remaining values are set by beast shape, this makes it easy to set values for assumed forms of a size outside of the examples given. Merely assume relevant values are the same as that of the closest available size.

Bear Lord

Bear lords have broad shoulders, prominent canines, and short stubby fingers.

Animal Shapes: Small wolverine; Medium black bear; Large brown bear.

Senses: Low-light vision, scent.

Natural Attacks: Tiny 2 claws (1d2), bite (1d2); Small 2 claws (1d3), bite (1d3); Medium 2 claws (1d4), bite (1d4); Large 2 claws (1d6), bite (1d6); Huge 2 claws (1d8), bite (1d8).

Skill Bonuses: +4 Survival.

Animal Special Attacks: Grab (2 claws) If a bear lord attack hits with two claw attacks against the same opponent in the same round, he deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the bear lord. A bear lord receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Speed: Land 40 ft.

Animal Special Qualities: Bear Hug (Ex) A bear lord can crush a opponent in a fearsome hug when he makes a successful grapple check (in addition to any other effects caused by a successful check), inflicting bludgeoning damage equal to twice the bear lord's claw damage.

Boar Lord

Boar lords have small eyes set close together, tusk-like incisors, and a flat, up-turned nose.

Animal Shapes: Small pit boar; Medium common boar; Large dire boar.

Senses: Low-light vision, scent.

Natural Attacks: Tiny gore 1d4; Small gore 1d6; Medium gore 1d8; Large gore 2d6; Huge gore 2d8.

Animal Special Attacks: Charge Through (Ex) During a charge, a boar lord can attempt any number of overrun combat maneuvers. These trigger attacks of opportunity normally. If he successfully overruns the target of his gore attack, the boar lord can continue moving in a straight line to the limit of his speed, potentially making additional overruns.

Skill Bonuses: +8 Perception against adjacent squares.

Animal Speed: Land 40 ft.

Animal Special Qualities: Ferocity (Ex) A boar lord remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses 1 hit point each round. He still dies when his hit point total reaches a negative amount equal to his Constitution score.

Canine Lord

Canine lords are hirsute, with sharp teeth and slightly pointed ears.

Animal Shapes: Tiny fox; Small dog; Medium wolf; Large dire wolf.

Senses: Low-light vision, scent.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6).

Skill Bonuses: +8 on Survival checks to track.

Animal Special Attacks: Trip (bite) When a canine lord hits with a bite attack, he can attempt to trip his opponent as a free action without provoking an attack of opportunity. If the attempt fails, the canine lord is not tripped in return.

Animal Speed: Land 50 ft.

Animal Special Qualities: Savage (Ex) A canine lord deals extra damage on bite attacks against a prone opponent. Roll the bite’s damage dice for the attack twice and add the results together before adding bonuses.

Capra Lord

Capras are horned herbivores, including goats, ibexes, and sheep. Capra lords have alert eyes and plentiful head and body hair, often curly. They may have a strong and peculiar body odor.

Animal Shapes: Small goat; Medium ram; Large dire ram.

Senses: Low-light vision, scent.

Natural Attacks: Tiny gore 1d3; Small gore 1d4; Medium gore 1d6; Large gore 1d8; Huge gore 2d6.

Skill Bonuses: +4 Acrobatics.

Animal Special Attacks: Powerful Charge (Ex) When a capra lord makes a charge, his gore attack deals double damage.

Animal Speed: 30 ft.

Animal Special Qualities: Gains Nimble Moves as a bonus feat, ignoring prerequisites.

Cat Lord

Cat lords move with fluid agility, and have slender bodies and catlike eyes.

Animal Shapes: Tiny cat; Small bobcat†, Medium leopard,; Large tiger; Huge warcat.

Senses: Low-light vision, scent.

Natural Attacks: Tiny bite (1d3); Small bite (1d4), 2 claws (1d3); Medium bite (1d6), 2 claws (1d4); Large bite (1d8), 2 claws (1d6); Huge bite (2d6), 2 claws (1d8);

Skill Bonuses: +4 Stealth.

Animal Special Attacks: Pounce, Rake (2 claws).

Animal Speed: 40 ft., Climb 20 ft.

Animal Special Qualities: Leap (Ex) A cat lord adds half his Hit Dice to all Acrobatics checks made to jump, and is always treated as if he had a running start when jumping.

Cattle Lord

Cattle are powerful creatures with a strong territorial instinct. They are powerfully built, with a mighty upper body and a high brow.

Animal Shapes: Medium dwarf cattle†, Large auroch, Huge mountain auroch.

Senses: Low-light vision, scent.

Natural Attacks: Tiny gore 1d4; Small gore 1d6; Medium gore 1d8; Large gore 2d6; Huge gore 3d6.

Skill Bonuses: +4 Intimidate.

Animal Special Attacks: Horn Toss (Ex) A cattle lord that makes a charge and hits with a gore attack can do a bull rush or reposition combat maneuver against the target of the gore attack as a free action without triggering an attack of opportunity.

Animal Speed: Land 40 ft.

Animal Special Qualities: Trample (Ex) As a full-round action, a cattle lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, he merely has to move over opponents in his path. Targets of a trample take an amount of damage equal to the gore damage + 1-1/2 times his Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the cattle lord’s HD + the cattle lord’s Str modifier. A cattle lord can only deal trampling damage to each target once per round, no matter how many times his movement takes him over a target creature.

Constrictor Lord

Well muscled and with no body hair, constrictor lords rule the various constrictor snakes.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6).

Skill Bonuses: +4 Sense Motive.

Animal Shapes: Medium constrictor snake, Large anaconda.

Senses: Low-light vision, scent.

Skill Bonuses: Stealth +4.

Animal Special Attacks: Grab (Ex) (bite) If a constrictor lord hits with a bite attack, he deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the constrictor lord. A constrictor lord receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Speed: 20 ft., climb 20 ft., swim 20 ft. A constrictor lord can move through an area as small as half his space without squeezing or one-quarter his space when squeezing.

Animal Special Qualities: Constrict (Ex) A constrictor lord can crush an opponent when he makes a successful grapple check (in addition to any other effects caused by a successful check, including bite damage). The amount of damage is the same as the bite attack, but this is bludgeoning damage.

Crocodile Lord

Crocodile lords have a prominent jaw full of sharp teeth, a long torso and short limbs.

Animal Shapes: Small dwarf caiman; Medium crocodile; Large marine crocodile, Huge kaprosuchus (megafauna).

Senses: Low-light vision.

Natural Attacks: Tiny bite 1d3, tail slap 1d6; Small bite 1d4, tail slap 1d8; Medium bite 1d6, tail slap 1d10; Large bite 1d8, tail slap 1d12; Huge bite 2d6, tail slap 1d20.

Skill Bonuses: +8 Stealth in water.

Animal Special Attacks: Grab (bite) If a crocodile lord hits with a bite attack, he deals normal damage can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the crocodile lord. A crocodile lord receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Speed: Swim 50 ft. Crocodile lords gain the amphibian and aquatic subtypes, but cannot breathe water. A crocodile lord can hold his breath for a number of rounds equal to 4 times his Constitution score before he risks drowning.

Animal Special Qualities: Death Roll (Ex) When grappling a foe of his size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As he clings to his foe, he tucks in his legs and rolls rapidly, twisting and wrenching his victim. If successful, the crocodile inflicts his bite damage, knocks the creature prone, and maintains the grapple.

Deer Lord

Deer lords have large, alert eyes, long faces, thin limbs, and are jittery.

Animal Shapes: Small antelope; Medium stag; Large moose.

Senses: Low-light vision, scent.

Natural Attacks: Tiny gore 1d4; Small gore 1d6; Medium gore 1d6, 2 hooves 1d4; Large gore 1d8, 2 hooves 1d6; Huge gore 2d6, 2 hooves 1d8.

Skill Bonuses: +4 Intimidate.

Animal Special Attacks: Powerful Charge (Ex) When a deer lord makes a charge, his gore attack deals double damage, in addition to the normal benefits and hazards of a charge.

Animal Speed: 40 ft.

Animal Special Qualities: Lock Horns (Ex) When a deer lord hits with a gore attack, he can make a reposition or trip combat maneuver as a free action without triggering an attack of opportunity.

Dinosaur Lord

A dinosaur lord has sharp teeth and a rumbling voice.

Animal Shapes: Tiny compsognathus; Small velociraptor; Medium deinonychus; Large megaraptor; Huge allosaurus.

Senses: Low-light vision, scent.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6).

Skill Bonuses: +4 Acrobatics.

Animal Special Attacks: Pounce When a dinosaur lord makes a charge, he can make a full attack. All attacks must be against the same creature.

Animal Movement: Land 50 ft.

Animal Special Qualities: Rake (Ex) A dinosaur lord gains two free talon attacks when using pounce. Damage depends on size, Tiny (1d4); Small (1d6), Medium (1d8), Large (2d6), Huge (3d6). Talon attacks do slashing damage.

Dolphin Lord

Dolphin lords are hairless and may have contrasting dark and light patterns on their skin. They are notable for their melodious voices.

Animal Shapes: Small popoto (dolphin); Medium dolphin; Large narwhale, Huge orca.

Senses: Blindsense 60 ft. (sonar), low-light vision.

Natural Attacks: Tiny slam 1d2; Small slam 1d3; Medium slam 1d4; Large slam 1d6; Huge slam 1d8.

Skill Bonuses: Perform (sing) +6.

Animal Special Attacks: Ram (Ex) When a dolphin lord makes a charge, his slam attack deals double damage.

Animal Speed: Swim 60 ft. Dolphin lords gain the amphibian and aquatic subtypes, but cannot breathe water. A dolphin lord can hold his breath for a number of minutes equal to 6 times his Constitution score before he risks drowning.

Animal Special Qualities: Sonar (Ex) The dolphin lord gains blindsight (30 ft., sonar).

Elephant Lord

Elephants include smaller island and forest varieties as well as huge ones in jungle and savanna. Mammoths are similar to elephants but furred and live in in cold climates. Elephant lords are heavyset, with small, widely spaced eyes and pronounced ears and noses. Elephant lords proper have little body hair and tend towards baldness, while mammoth lords have long, stringy hair.

Animal Shapes: Medium dwarf elephant†; Large forest elephant†; Huge elephant.

Senses: Low-light vision, scent.

Natural Attacks: Tiny gore 1d6; Small gore 1d8; Medium gore 1d8, slam 1d6; Large gore 2d6, slam 1d8; Huge gore 2d8, slam 2d6.

Skill Bonuses: +4 Survival.

Animal Special Attacks: Trample (Ex) As a full-round action, a elephant lord can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, he merely has to move over opponents in his path. Targets of a trample take an amount of damage equal to the slam damage + 1-1/2 times his Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the elephant lord’s HD + the elephant lord’s Str modifier. A elephant lord can only deal trampling damage to each target once per round, no matter how many times his movement takes he over a target creature.

Animal Speed: Land 40 ft.

Animal Special Qualities: Thick Skin (Ex) An elephant lord's natural armor bonus improves by an additional +2 in all forms.

Fowl Lord

Fowl lords rule a wide variety of grazing birds, including ravens, poultry, and swans. A fowl lord is a proud creature with a pronounced neck, pale skin, and a large mop of hair, often of an unusual color.

Animal Shapes: Diminutive thrush; Tiny raven; Small trumpeter swan; Medium giant raven.

Senses: Low-light vision.

Natural Attacks: Diminutive bite (1d3); Tiny bite (1d4); Small bite (1d4), 2 wings (1d3); Medium bite (1d6), 2 wings (1d4); Large bite (1d8), 2 wings (1d6); Huge bite (1d12), 2 wings (1d8).

Skill Bonuses: +4 Diplomacy.

Animal Special Attacks: Eye Peck (Ex) When a bird lord scores a critical hit with a bite attack, the target loses eyesight in one eye. The target suffers a –2 penalty on Perception checks and all creatures have concealment from him. If the creature only has one functional eye prior to the eye peck, he is blinded instead. This lasts until the creature is restored to full hit points or remove blindness/deafness is applied.

Animal Speed: fly 40 ft. (poor).

Animal Special Qualities: Crow (Ex) At the start of a surprise round, when a fowl lord is not surprised, he can let out a loud screech that makes allies within 30 ft. not be surprised either. This round remains a surprise round even if all creatures in the combat can act.

Frog Lord

Frog lords are bent, often slouching, and speak with croaking voices. They seem older and wiser than they are.

Animal Shapes: Diminutive toad; Tiny poisonous frog; Small killer frog; Medium giant frog; Large goliath frog; Huge frog father.

Senses: Low-light vision, scent.

Natural Attacks: Diminutive bite 1d2; Tiny bite 1d3; Small bite 1d4; Medium bite 1d6; Large bite 1d8; Huge bite 3d6;

Skill Bonuses: +8 Acrobatics checks to jump.

Animal Special Attacks: Tongue (Ex) A frog lord's tongue is a primary attack with reach depending on the frog lord's current size: (Diminutive 0ft., Tiny 5ft., Small 10 ft., Medium 15 ft., Large 20 ft., Huge 30 ft.). A frog lord's tongue deals no damage on a hit, but has the grab special attack. A frog lord does not gain the grappled condition while using his tongue to grapple.

Animal Speed: swim 30 ft.

Animal Special Qualities: Slimy Skin (Ex) A frog lord gains a +4 bonus on Escape Artist checks and on CMD against grapple attacks.

Horse Lord

Horse lords have long limbs, long faces, and a great tuft of hair on the back of their head.

Animal Shapes: Medium pony; Large horse.

Senses: Low-light vision, scent.

Natural Attacks: Tiny bite 1, 2 hooves 1d2; Small bite 1d2, 2 hooves 1d3; Medium: bite 1d3, 2 hooves 1d4; Large: bite 1d4, 2 hooves 1d6; Huge: bite 1d6, 2 hooves 1d8.

Skill Bonuses: +4 Acrobatics, -4 Climb, +4 Perception.

Animal Special Attacks: Rear Kick (Ex) When outflanked, a horse lord gains two additional hoof attacks.

Animal Speed: 50 ft.

Animal Special Qualities: Gain Combat Reflexes and Mobility as a bonus feats.

Ostrich Lord

Ostrich lords are thin with long legs and neck.

Animal Shapes: Tiny roadrunner†; Small rhea†; Medium ostrich; Large axe beak.

Senses: Low-light vision.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (1d12).

Skill Bonuses: +4 Perception.

Animal Special Attacks: Sudden Charge (Ex) When making a charge attack, a ostrich lord makes a single bite attack. If successful, he may also attempt to trip an opponent of his own size category or smaller as a free action without provoking an attack of opportunity. If the attempt fails, the ostrich lord cannot be tripped in return.

Animal Speed: 60 ft.

Animal Special Qualities: The ostrich lord gains Improved Initiative and Run as bonus feats.

Raptor Lord

Raptor lords are lords of predatory birds and have wide searching eyes and aquiline noses.

Animal Shapes: Tiny hawk; Small eagle; Medium great eagle; Large giant falcon.

Senses: Telescopic Vision (Ex) The range penalty for a raptor lord's visual Perception checks is -1 pet 100 ft. instead of -1/10 ft.

Natural Attacks: Tiny bite (1d3), 2 talons (1d2); Small bite (1d4), 2 talons (1d3); Medium bite (1d6), 2 talons (1d4); Large bite (1d8), 2 talons (1d6); Huge bite (2d6), 2 talons (1d8).

Skill Bonuses: +4 Perception.

Animal Special Attacks: Grab (talons) If a raptor lord hits with both talon attacks, he deals normal damage can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size category smaller than the raptor lord. A raptor lord receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Animal Speed: Fly 80 ft. (average).

Animal Special Qualities: Raptor Dive (Ex) A raptor lord that charges a target 20 ft or more below himself can make a natural slam attack by crushing the target with their breastbone. The damage depends on size category. Tiny (1d6); Small (1d8); Medium (2d6); Large (3d6). A add 1 1/2 times the raptor lord's Strength modifier to raptor dive attacks.

Rat Lord

Rat lords have pointed chins and ears, and move with quick, jittery motions.

Animal Shapes: Diminutive jerboa; Tiny rat; Small dire rat; Medium giant rat†.

Senses: Low-light vision, scent.

Natural Attacks: Diminutive bite (1d2); Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6).

Skill Bonuses: +4 Stealth.

Animal Special Attacks: Disease (Ex) (bite) Filth fever: Bite—injury; save Fort DC 10 + 1/2 the rat lord's level + the rat lord's Constitution modifier; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 1 save.

Animal Speed: Land 40 ft., climb 20 ft., swim 20 ft.

Animal Special Qualities: Hearty (Ex) The rat lord is immune to disease and gains a +2 bonus on all Fortitude saves.

Seal Lord

Seal lords are compact and fat, with short powerful arms and legs. They have small noses and dark eyes.

Animal Shapes: Small seal; Medium sea lion†, Large walrus.

Senses: Low-light vision.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6).

Skill Bonuses: +4 Acrobatics in water, +4 Perception in water.

Animal Special Attacks: Trip (bite) When a seal lord hits with a bite attack, he can attempt to trip his opponent as a free action without provoking an attack of opportunity. If the attempt fails, the seal lord is not tripped in return.

Animal Speed: Swim 50 ft. Seal lords gain the amphibian and aquatic subtypes, but cannot breathe water. A seal lord can hold his breath for a number of minutes equal to 6 times his Constitution score before he risks drowning.

Animal Special Qualities: Shake (Ex) On a successful critical with its bite attack, a seal lord automatically violently shakes a target up to one size category smaller than itself. The target is dazed for 1 round.

Shark Lord

Shark lords have black eyes, pale skin, sharp teeth, and little or no hair on either head or body.

Animal Shapes: Medium bull shark; Large shark, Huge great white shark.

Senses: Blindsense 30 ft. (electroreception), keen scent. The blindsense of a shark lord detects nerve impulses in living creatures; they cannot use blindsense to perceive constructs or undead.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Huge bite (2d6);

Skill Bonuses: +6 Intimidate.

Animal Special Attacks: Swim-by Attack (Ex) Gains Spring Attack as a bonus feat, ignoring prerequisites. When using Spring Attack while swimming, the shark lord can move up to his speed both before and after the attack.

Animal Movement: swim 60 ft. Shark lords can breathe both water and air and gain the aquatic and amphibian subtypes.

Animal Special Qualities: Brutal Jaws (Ex) A shark lord's bite attack causes bleed (1d6).

Viper Lord

Viper lords have unusual skin colors with stripes or patterns, staring eyes, and forked tongues.

Animal Shapes: Tiny viper; Small sea snake; Medium venomous snake; Large emperor cobra.

Senses: Low-light vision, scent.

Natural Attacks: Tiny bite (1d3); Small bite (1d4); Medium bite (1d6); Large bite (1d8); Large bite (1d12).

Skill Bonuses: +4 Stealth.

Animal Special Attacks: Poison (Ex) Bite—injury; save Fort DC 10 + 1/2 the viper lord's level + the viper lord's Constitution modifier; frequency 1/round for 1 round; effect 1 Con damage.

Animal Speed: climb 20 ft., swim 20 ft. A viper lord can move through an area as small as half his space without squeezing or one-quarter his space when squeezing.

Animal Special Qualities: The virulence of the viper lord's poison increases to this: Poison (Ex) Bite—injury; save Fort DC 10 + 1/2 the viper lord's level + the viper lord's Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.


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Section 15 Addendum

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.