Beastlord Abilities: Wisdom powers several beastlord special abilities and determines a beastlord's ability to cast spells, spells per day, and DC on those spells, as well as a bonus to many class skills. A wisdom score of 16 is required to cast the most powerful beastlord spells. A beastlord needs to have a wisdom score of at least 11 to cast any beastlord spells at all. Strength helps a beastlord's combat ability, and dexterity offers the lightly-armored beastlord more AC. Alignment: Any Hit Die: d8 Class Skills: The Beastlord’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nature) (Int), Knowledge (Religion) Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. The Beastlord Class Level: BAB: Fort: Ref: Will: Special: Unarmed Damage 1 +1 +2 +2 +0 Wild Empathy, Track, Warder, 1d6 Flurry of Blows, Unarmed Strike 2 +2 +3 +3 +0 Animal Speach 1d6 3 +3 +3 +3 +1 Endurance 1d6 4 +4 +4 +4 +1 Ki Strike (magic) 1d8 5 +5 +4 +4 +1 1d8 6 +6/1 +5 +5 +2 1d8 7 +7/2 +5 +5 +2 Yekan's Ward 1d8 8 +8/3 +6 +6 +2 Evasion 1d10 9 +9/4 +6 +6 +3 1d10 10 +10/5 +7 +7 +3 1d10 11 +11/6/1 +7 +7 +3 Greater Flurry 1d10 12 +12/7/2 +8 +8 +4 2d6 13 +13/8/3 +8 +8 +4 Animal skill mastery 2d6 14 +14/9/4 +9 +9 +4 Kashek's Restoration 2d6 15 +15/10/5 +9 +9 +5 2d6 16 +16/11/6/1 +10 +10 +5 Ki strike (Adamantine) 2d8 17 +17/12/7/2 +10 +10 +5 2d8 18 +18/13/8/3 +11 +11 +6 Improved Evasion 2d8 19 +19/14/9/4 +11 +11 +6 2d8 20 +20/15/10/5 +12 +12 +6 Sha's Advantage 2d10 Spells per day: Class Level 0th 1st 2nd 3rd 4th 5th 6th 1 2 2 3 0 3 3 1 4 3 2 0 5 3 3 1 6 3 3 2 7 3 3 2 0 8 3 3 3 1 9 3 3 3 2 10 3 3 3 2 0 11 3 3 3 3 1 12 3 3 3 3 2 13 3 3 3 3 2 0 14 4 3 3 3 3 1 15 4 4 3 3 3 2 16 4 4 4 3 3 2 0 17 4 4 4 4 3 3 1 18 4 4 4 4 4 3 2 19 4 4 4 4 4 4 3 20 4 4 4 4 4 4 4 Weapon and Armor Proficiencies: Beastlords are profecient in all simple weapons, kama, nunckaku, sai, shuriken, siangham, claws, any weapon a nomral monk is profecient with, and light armor. Spells: A beastlord casts divine spells, which are drawn from the beastlord spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below). To prepare or cast a spell, the beastlord must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beastlord’s spell is 10 + the spell level + the beastlord’s Wisdom modifier. Like other spellcasters, a beastlord can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Beastlord. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A beastlord prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A beastlord may prepare and cast any spell on the beastlord spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Wild Empathy (Ex): A beastlord can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastlord rolls 1d20 and adds her beastlord level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the beastlord and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A beastlord can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. Warder(Ex): A beastlord may begin play with an warder selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the beastlord on her adventures as appropriate for its kind. Warders are special creatures in that their spirits are bound to the beastlord in some fashion. If dismissed, the spirit stays with the beastlord and inhabits the next animal the beastlord calls for. A killed wader's spirit travels on to its final reward unless revived: in this case, the beastlord calls for a new companion in a similar fashion to a druid. A 1st-level beastlord’s companion is completely typical for its kind except as noted below. As a beastlord advances in level, the warder’s power increases as shown on the table. If a beastlord releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a warder that has perished. A beastlord of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s beastlord level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s beastlord level and compare the result with the beastlord level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the beastlord’s effective level to 0 or lower, she can’t have that animal as a warder.) Beastlord pets gain abilities and are chosen from the list available to druids. Flurry of Blows (Ex): When unarmored or in light armor, a beastlord may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The beastlord. This penalty applies for 1 round, so it also affects attacks of opportunity the beastlord might make before her next action. When a beastlord reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A beastlord must use a full attack action to strike with a flurry of blows. When using flurry of blows, a beastlord may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) and claws. She may attack with unarmed strikes and special beastlord weapons interchangeably as desired. When using weapons as part of a flurry of blows, a beastlord applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The beastlord can’t use any weapon other than a special monk weapon or claw as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a beastlord may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a beastlord reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus. Unarmed Strike: At 1st level, a beastlord gains Improved Unarmed Strike as a bonus feat. A beastlord’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a beastlord may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a beastlord striking unarmed. A beastlord may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a beastlord’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A beastlord’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A beastlord also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Beastlord. The unarmed damage on Table: The Beastlord is for Medium beastlords. A Small beastlord deals less damage than the amount given there with her unarmed attacks, while a Large beastlord deals more damage; see Table: Small or Large Monk Unarmed Damage. Track: A beastlord gains Track as a bonus feat. Speak with Animals (Ex): Beastlords have the extraordinary ability to speak with any animal by imitating its natrual sounds and body language. Given the intellegence of most animals, this communication is crude to say the least, but sufficent for the beastlord to avert the attacks of all but the hungriest of animals and to glean rudimentary information or small favors from animals. Although the animal will usually be friendly and helpful to a beastlord who speaks its tongue, it it is not in any way under the beastlord's control. However, the beastlord gains a +2 insight bonus on all Wild Empathy, Handle Animal, and Ride checks relating to any creature with which she can communicate through animal speach. Endurance: A beastlord gains Endurance as a bonus feat at 3rd level. Ki Strike (Su): At 4th level, a beastlord’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s beastlord level. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction. Yekan's Ward (Su): Starting at 7th level, a beastlord can more easily infuse her warder with magic qualities. Any spell the beastlord casts on her warder from the beastlord spell list as a beastlord spell is automatically extended if applicable. If others creatures are also affected by this spell, their duration is not extended: this ability only applies to the warder. This does not increase the spell's spell level. This ability can be used 3 + wis mod times per day. Evasion (Ex): At 8th level, a beastlord can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the beastlord is wearing light armor or no armor. A helpless beastlord does not gain the benefit of evasion. Animal Skill Mastery: The beastlord is so certain in her ability to deal with animals that he can use skills and abilities pertaining to animals reliably even under adverse conditions. She may always take-10 on a handle animal skill checks, ride skill checks, and wild empathy ability checks. Kashek's Restoration (Su): At 14th level, a beastlord's ability to aid her warder grows even further. Any Conjuration (Healing) spell that the beastlord casts on her warder is automatically empowered. This ability only applies to the warder, however. If the spell affects any creature other than the beastlord's warder, these other creatures gain no additional benefit. This ability only applies to beastlord spells cast from the beastlord spell list and does not cause an increase in spell level. This ability can be used 3 + wis mod times per day. Improved Evasion (Ex): At 18th level, a beastlord’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless beastlord does not gain the benefit of improved evasion. Sha's Advantage (Su): At 20th level, a beastlord's ability to aid her warder reaches its peak. (3 + wis mod) times per day when the beastlord casts a spell that targets her warder exclusively, that spell is automatically quickened if the spell has a casting time of a standard action or less, with no increase in spell level. This ability can only affect spells that are cast from the beastlord list as beastlord spells. Bastlord Spell List Beastlords can choose their spells from the following list: 0th level: Create Water, Cure Minor Wounds, Detect Poison, Know Direction, Naturewatch£, Light, Purify Food and Drink, Read Magic 1st Level: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals, Embrace the Wild*, Endure Elements, Healing Lorecall*, Hide from Animals, Jump, Lesser Vigor£, Longstrider, Low Light Vision¤, Magic Fang, Reduce Animal, Silvered Claws§ 2nd Level: Animal Messenger, Animal Trance, Bear's Endurance, Blades of Fire¤, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Delay Poison, Hold Animal, Lesser Restoration, Listening Lorecall*, Nature's Favor*, Resist Energy, Scent£, See Invisibility, Spider Climb, Swim¤, Train Animal* 3rd Level: Bestow Curse, Cure Serious Wounds, Darkvision, Daylight, Dominate Animal, Greater Magic Fang, Mass Lesser Vigor£, Neutralize Poison, Poison, Protection from Energy, Remove Disease, Swift Haste*, Spider Skin, Summon Warder®, Vigor£, Water Breathing, Yekan's Quickening¤ 4th Level: Align Claws, Animal Growth, Cure Critical Wounds, Commune with Nature, Dispel Magic, Freedom of Movement, Infestation of Maggots£, Langour£, Giant Vermin, Heal Warder®, Superior Magic Fang¥ 5th Level: Anti-Life Shell, Awaken, Claws of Adamantine®, Find the Path, Greater Vigor£, Insect Plague, Omakin's Alacrity®, Poison Thorns£, Stoneskin, Tortoise Shell£, True Sight 6th Level: Animal Shapes, Contagious Touch£, Fires of Purity£, Greater Dispel Magic, Nature's Avatar£, Sha's Ferocity®, Vigorous Circle£, Withering Palm¤ * Spell from Complete Adventurer ¤ Spell from Complete Arcane £ Spell from Complete Divine ¥ Spell from the Draconomicon § Spell from the Book of Exalted Deeds ® New Spell described below -New Spells- Align Claws Level: Druid 4, Beastlorrd 5 As Claws of Adamantine, only this spell changes the alignment of a creature's natural weapons so they can overcome damage reduction. When cast, this spell is cast as the alignment of the type of the natural weapon (Align Claws to good makes this spell a good-aligned spell). Claws of Adamantine Level: Druid 6, Beastlord 5 Target: Creature Touched As Touch of Adamantine (In the book of Exalted Deeds) only affects the touched creature's natural weapons. The natural weapons only overcome damage as if they were adamantine: they do not bypass hardness as normal adamantine or gain the +1 enhancement bonus to attack rolls. Heal Warder Conjuration (Healing) Level: Beastlord 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Caster's warder touched Duration: Instantaneous Saving Throw: Will negates (Harmless) Spell Resistance: Yes (harmless) This spell cures the warder of all diseases, blindness, deafness, poisons, and mental disorders caused by spells, supernatural effects, injury to the brain, and extraordinary abilities. It also heals all temporary ability damage, and heals 10 hit points of damage per caster level (Max 200) to the warder. Heal Warder does not remove negative levels, restore drained levels, or restore drained ability scores. Summon Warder Level: Beastlord 3 Components: V, S Casting Time: 1 standard action Range: 100 miles per level Target: Caster's warder Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell calls the caster's warder to her side, causing the warder to appear in any adjacent square next to the caster at the time the spell is done casting. If the warder cannot appear in a location next to the beastlord due to an object being in the way, it takes up space in the same square as the caster. If it still does not fit, then the spell fails and the warder is not summoned. Omakin's Alacrity Level: Beastlord 5 Target: Caster's Warder Casting Time: 1 swift action As noted above and as Haste, only Omakin's Alacrity increases the haste bonuses to +2 (+2 to-hit, +2 AC, and +2 reflex bonus to saves). Sha's Ferocity Level: Beastlord 6 Duration: 1 round As Omakin's Alacrity, only the warder gains three extra attacks from haste instead of one and the warder can full-attack on a charge action. Yekan's Quickening Level: Beastlord 3 Target: Caster's Warder This spell functions exactly as Haste, only as noted above.