Beast Shaper (3.5e Prestige Class)

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Beast Shaper[edit]

"I honestly can't tell where I end and my best friend begins anymore..."
—Oloman Shortmankind, Halfling Ranger
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Beast Shapers are truly one with their animal companion - especially at latter levels. It isn't uncommon for a Beast shaper to act like a typical animal of it's companion's type nor is it uncommon for the Beast shaper's companion to act like the race of it's master...

Becoming a Beast Shaper[edit]

Characters who wish to be much more reliant on their animal companion - and vice versa - may wish to be a beast shaper. The obvious choices are ranger and druid - although as familiars are also able to be used wizards and other arcane classes with a familiar may chose this class for survive-ability.

Entry Requirements
Base Attack Bonus: BAB+4
Skills: Handle Animale +8 and Knowledge Nature +8
Special: MUST HAVE AN ANIMAL COMPANION or familiar WITHIN 100 FEET!

Table: The Beast Shaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2/0 +2/0 +2/0 Save Bonus, talk to animals
2nd +2 +3/0 +3/0 +3/0 Companion save
3rd +3 +3/1 +3/1 +3/1 Companion Shape 1/day
4th +4 +4/1 +4/1 +4/1 Hand to paw combat
5th +5 +4/1 +4/1 +4/1 United target
6th +6 +5/2 +5/2 +5/2 Companion Shape 2/day
7th +7 +5/2 +5/2 +5/2 Sense companion
8th +8 +6/2 +6/2 +6/2 -
9th +9 +6/3 +6/3 +6/3 Companion Shape 3/day
10th +10 +7/3 +7/3 +7/3 Injured fighting

Class Skills (4 + Int modifier per level)
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Class Features[edit]

All of the following are class features of the Beast-Shaper

The beast-shaper is unique in the way it gains bonuses to saving throws - as long as the beast-shaper and it's animal companion are within 100 feet of each other the best two saving throws the animal companion has are the faster growing saves for the beast-shaper (if there is a tie between 2nd and 3rd the beast-shaper chooses). Should the animal companion be outside of 100 feet the beastshaper gains 0 bonus to any save through the beast-shaper class. In addition the Beast-shaper can talk to (and understand) animals that are the same type as it's companion.

At second level the Beast-shaper's animal gets a bonus to it's saving throws equal to the bonus to the beast-shaper.

At third level (and every 3 thereafter) the beast-shaper gains a use of Companion wild shape - it works similar to the druid's wild shape but with the following differences Your only choice for the form is YOUR animal companion (ignore restrictions for size and hit dice- but it MUST be the animal companion you have). You can continue to cast spells as if though you have the Nature's spell feat. Your strength is the better of your strength and your companion's strength, same for dexterity and constitution. Your companion disappears (you are still considered within 100 feet of it for purposes of this class) until you are no longer in the companion shape - when you leave companion shape it comes back into play within 10 feet of you with it's hit dice plus it's con mod/level worth of hit points. (The companion can effectively be damaged or healed with this effect - but your hit dice stay). While you are in this form you are both considered yourself and your animal companion at the same time (also for purposes of this class).

At forth level you become exemplary at fighting with your animal companion - once per round you may command your companion as a free action (it almost reads your mind - you can command it in this way without speaking as long as the companion can see you - feel you - or otherwise sense your minute motions)

At fifth level you gain a +2 power bonus to your attack roll for attacking the same target as your animal companion who likewise gets a +2 power bonus to it's attack roll for attacking the same target as you. Furthermore your attacks deal 1d8 extra damage for each time your animal companion hits your target in that round and your animal companion's attacks deal 1d8 extra damage for each time your attacks hit your companion's target.

At seventh level you are able to see out of your companion's eyes - hear out of it's ears and so on. As such when it is in melee with your target you ignore the -4 penalty for firing into a melee(assuming no one else is in that melee). This can also allow you to send the companion on short recon missions where you follow your companion from a few feet back. Your companion can also see through your eyes - hear out of your ears and so on - it isn't uncommon to use this and hand to paw combat to allow your companion to ALWAYS know what you want it to do.

At Tenth level you do not become unconscious or die from having 0 or less hit points as long as your animal companion has at least 1 hit point. Likewise your animal companion does not become unconscious or die from having 0 or less hit points as long as you have at least 1 hit point. (note if you leave 100 feet of your animal companion while either of you are -10 or less hit points that character dies instantly - and can not be brought back without reviving even if they return to 100 feet of one another)

Ex-Beast Shaper[edit]

Becoming an Ex-Beast Shaper is rarely permanent and typically due to the Beast Shaper not being within 100 feet of it's animal companion. As soon as the Beast Shaper makes eye contact (within 100 feet of it's companion) the class is restored.

Campaign Information[edit]

Playing a <-class name->[edit]

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Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

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<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

<-pluralized class name-> in the Game[edit]

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