Anyone ever made a animal lord class based off of the template ?


Homebrew and House Rules


Anyone ever made a animal lord class based off of the template ?


You could just take an appropriate NPC and apply the template.

For example, to create a Rat Lord I would start with the Crafty Assassin, and pair it with the Dire Rat.

He would gain Low light vision and Scent.

Since Dire Rats have no natural armor, he gains a +2 natural armor bonus.

Add DR 10/Silver, Climb 20, and Swim 20.

He gains a Bite attack. I am not sure if the Bite would have the Dire Rat's Disease.

He keeps all his ability scores except Wis, and adds 4 to all of them. Adjust AC, hp, skills, attacks and damage appropriately.

He can use his Dex bonus for Climb and Swim checks.

He has Change Shape, Dominion, and Rat affinity (immunity to disease and +2 to Fort saves).

He is now CR 11.

Rat Lord

Spoiler:

Male human animal lord rogue 7/assassin 3
NE Medium outsider (native)
Init +10; Senses Low light vision, scent; Perception +14

DEFENSE
AC 27, touch 20, flat-footed 21 (+5 armor, +4 deflection, +6 Dex, +2 natural armor)
hp 94 (10 HD; 7d8+3d8+47)
Fort +9, Ref +13, Will +6; +1 vs. poison
Defensive Abilities DR10/silver, evasion, immunity to disease, improved uncanny dodge, trap sense +2

OFFENSE
Speed 30 ft., Climb 20 ft., Swim 20 ft.
Melee +2 dagger +16/+11 (1d4+6/19–20 plus poison) or +2 dagger +14/+9 (1d4+6/19–20 plus poison) and mwk dagger +13 (1d4+1/19–20 plus poison) and bite +11 (1d6+4 plus disease)
Ranged mwk dagger +15 (1d4+4/19–20 plus poison)
Special Attacks death attack (DC 16), sneak attack +6d6

STATISTICS
Str 18, Dex 22, Con 18, Int 14, Wis 17, Cha 14
Base Atk +7; CMB +11; CMD 31
Feats Deceitful, Improved Initiative, Quick Draw, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +19, Bluff +19, Climb +14, Diplomacy +15, Disable Device +12, Disguise +21, Escape Artist +19, Knowledge (local) +8, Perception +16, Sense Motive +9, Sleight of Hand +19, Stealth +19, Swim +14
Languages Common, Necril, speak with rodents
SQ change shape, rodent dominion, poison use, rogue talents (bleeding attack +6, finesse rogue, surprise attack), trapfinding +3
Combat Gear potion of shield of faith +4, large scorpion venom (4 vials); Other Gear +1 mithral shirt, +2 dagger, masterwork daggers (2), disguise kit, small ceramic egg, thieves’ tools, 20 pp

Should be pretty close.


Some other ideas would be a Survivalist Gator Lord, a Champion Bear Lord, and a Warlord Boar Lord.


That's awesome thank you.
Also with Were creatures if you wanted to effectively take a level in let's say a werebager that would be expected because the animal your using is only a CR 1/2 which is equal to a first level pc ?
Hope that made sense :)


Not 100% sure if this is what you are asking, but...

You can't take a "level" in lycanthrope. The template is applied to an existing Humanoid creature.

So either it is applied to a Humanoid with Racial HD (like a Gnoll) in which case you have all the effects of the racial HD plus the template...

Or you apply it to a 1 HD Humanoid (like Humans) where the class level replaces the single HD.

So you either have a 2 (or more) HD creature, or a 1st level character, plus the benefits of the template.

Either case will be stronger than a 1st level character.

The Monsters as PCs rules do state to use a monster's CR as their effective character level. The Lycanthrope template says the CR is the higher of base animal or base creature, plus 1.

So going by that, the Lycanthrope template is worth about 1 level all by itself even for very low CR animals. Like most templates, this probably undervalues what you are getting from the template. But it isn't a bad guideline.

So a Human Werebadger Fighter 1 is approximately equal to a Human Fighter 2.


Gator Lord

Spoiler:

Male human animal lord ranger 3/rogue (survivalist) 7
NE Medium outsider (native)
Init +5; Senses Low light vision; Perception +15

DEFENSE
AC 30, touch 16, flat-footed 24 (+6 armor, +5 Dex, +1 dodge, +8 natural armor)
hp 104 (10 HD; 3d10+7d8+57)
Fort +10, Ref +13, Will +3
Defensive Abilities DR 10/silver, evasion, uncanny dodge

OFFENSE
Speed 30 ft., swim 30 ft., sprint
Melee +1 trident +13/+8 (1d8+7) or trident +11/+6 (1d8+7) and short sword +11 (1d6+3/19–20) and bite +8 (1d6+3 plus grab)
Ranged mwk light crossbow +14 (1d8/19–20)
Special Attacks death roll, favored enemy (humans +2), grab, sneak attack +4d6
Spell-Like Abilities (CL 7th; concentration +8)

1/day—endure elements

STATISTICS
Str 23, Dex 20, Con 21, Int 17, Wis 16, Cha 17
Base Atk +8; CMB +15 (+19 grapple); CMD 30
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Feint, Iron Will, Two-Weapon Fighting
Skills Bluff +16, Disguise +16, Escape Artist +18, Intimidate +16, Knowledge (dungeoneering) +12, Knowledge (geography) +10, Knowledge (nature) +10, Perception +16, Stealth +18 (+26 in water), Survival +16, Swim +27
Languages Common, Polyglot, speak with alligators
SQ alligator dominion, change shape, favored terrain (swamp +2), hardy, hold breath, rogue talents (fast stealth, resiliency, surprise attack), sprint, track +1, wild empathy +4
Combat Gear potions of cure moderate wounds (2), potion of invisibility; Other Gear +1 mithral scale mail, +1 trident, masterwork light crossbow with 20 bolts, short sword, belt of mighty constitution +2


That makes sense. I didn't understand that class levels replace hit die.
Thanks.


Only for 1 HD creatures

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