Pack Leader (3.5e Class)
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Outcast from most societies, these adventurers formed life-bonds with animals. From there they create packs of theirs own and are virtually a family. Fighting together, eating together, and protecting each other as a whole. Usually human or elven, but this is not always the case. Most Pack Leaders do not have a deity or religion because they trust in nature and each other, though if any do believe it would be in a nature deity. (Obad-Hai or Ehlonna) Nature and woodlands respectfully.
Making a Pack Leader
Abilities: Dexterity and Strength for fighting. Wisdom for spells and abilities
Languages: Common and the language of your chosen animal.
|Saving Throws||Special||Spells per Day|
|1||+1||+2||+2||+1||Simple Weapon Proficiency, Chosen Animal, Animal Companion, Light Armor Proficiency(Natural Only), Animal Skill, Physical Skill, Wild Empathy, Favored Enemy||X||X||X||X||X||X|
|2||+2||+3||+2||+1||Nature Sense, Track||X||X||X||X||X||X|
|3||+3||+3||+2||+1||Mental Skill, Wildshape (1 per day), Natural Poison Sense||0||X||X||X||X||X|
|4||+4||+4||+2||+1||Woodland Stride, Unnatural Sense, Wild Feat I, Resist Nature's Lure||0||X||X||X||X||X|
|5||+5||+4||+3||+2||Social Skill, Wildshape (2 per day), Favored Enemy II||1||0||X||X||X||X|
|6||+6/+1||+5||+3||+2||Trackless Step, Natural Trap Sense, Animal Compannion II||1||0||X||X||X||X|
|7||+7/+2||+5||+3||+3||Wildshape (3 per day), Natural Spell||2||1||0||X||X||X|
|8||+8/+3||+6||+3||+3||Wild Feat 2, Swift Tracker||2||1||0||X||X||X|
|9||+9/+4||+6||+4||+3||Wildshape (4 per day), Evasion||3||2||1||0||X||X|
|10||+10/+5||+7||+4||+4||Skill Focus, Favored Enemy III||3||2||1||0||X||X|
|11||+11/+6/+1||+7||+4||+4||Wildshape (5 per day)||4||3||2||1||0||X|
|12||+12/+7/+2||+8||+4||+4||Pack Leader, Wild Feat III, Animal Companion III||4||3||2||1||0||X|
|13||+13/+8/+3||+8||+5||+5||Wildshape (6 per day)||5||4||3||2||1||0|
|14||+14/+9/+4||+9||+5||+5||Unnatural Sense II||5||4||3||2||1||0|
|15||+15/+10/+5||+9||+5||+5||Wildshape (7 per day), Favored Enemy IV||6||5||4||3||2||1|
|16||+16/+11/+6/+1||+10||+5||+5||Wild Feat 4||6||5||4||3||2||1|
|17||+17/+12/+7/+2||+10||+6||+6||Wildshape (8 per day), Hide in Plain Sight||7||6||5||4||3||2|
|19||+19/+14/+9/+4||+11||+6||+6||Wildshape (At Will)||8||7||6||5||4||3|
|20||+20/+15/+10/+5||+12||+6||+6||Skill Focus, Beast Form, Animal Companion IV||8||7||6||5||4||3|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
|1-2||+0||0||Link, Share Spells|
Spells: Pack leaders choose their spells from the following list:
0— Detect Poison- Detects poison in one creature or object. Know Direction- You discern north.
1st— Detect Animals or Plants- Detects kinds of animals or plants. Detect Snares and Pits- Reveals natural or primitive traps. Endure Elements- Exist comfortably in hot or cold environments. Hide From Animals- Animals can't perceive one subject per level. Magic Fang- One natural weapon of subject creature gets +1 on attack and damage rolls. Pass Without Trace- One subject per level leaves no tracks. Speak With Animals- You can communicate with animals.
2nd— Animal Messenger- Sends a tiny animal to a specific place. Animal Trance- Fascinates 2d6 HD of animals. Barkskin- Grants +2(or higher) enhancement to natural armor. Hold Animal- Paralyze one animal for 1 round per level. Reduce Animal- Shrinks one willing animal.
3rd— Dominate Animal- Subject animal obeys mental commands. Greater Magic Fang- One natural weapon gets +1 per three levels on attacks and damage rolls(max +5)
4th— Animal Scrying- See through familiar or companion's eyes.
5th— Animal Growth- One animal per two levels doubles in size. Commune With Nature- Learn about terrain for 1 mile per level. Tree Stride- Step from one tree to another far away.
6th— Grants +1 to Strength of one animal per level. Bird Brain- Grants +1 to Intelligence of one animal per level. Sexy Beast- Grants +1 to Charisma of one animal per level. Lemur Legs- Grants +1 to Dexterity of one animal per level. Tortoise Shell- Grants +1 to AC of one animal per level. Wise Owl- Grants +1 to Wisdom of one animal per level. Lizard Life- Grants +1 to Constitution of one animal per level.
Simple Weapon Proficiency: (Natural) Take no minuses for using a natural simple weapon.
Chosen Animal:- Take one signature animal as yours. Determines companions and wildshape form. (Wolf, Dire Rat, Black Bear, Boar)
Animal Companion: Trained animal friend to help and protect you.
Light Armor Proficiency: (Natural) No minuses for using natural light armor.
Animal Skill: Gain the skills of your chosen animal and its ranks.
Physical Skill: Gain a free skill based on Strength, Dexterity, or Constitution.
Wild Empathy: 1d20 + lvl + Charisma to improve animal mood.
Favored Enemy: Choose one specific race. +2 to all checks, attacks, and damages against the chosen enemy.
Nature Sense: +2 Knowledge (Nature, Chosen Animal) and Survival Checks.
Track: Use survival skill to track.
Mental Skill: Gain a free skill based on Intelligence or Wisdom.
Wildshape: (1 per day) Turn into your chosen animal once a day for one hour per level.
Natural Poison Sense: Sense plant or animal based poisons.
Woodland Stride: Move at normal speed through natural undergrowth without damage or other impairment.
Unnatural Sense: Use search plus spellcraft to detect magic.
Wild Feat 1: Gain physical attribute of your chosen animal. (1 Clawed Hand, Top Fangs.)
Resist Nature's Lure: +4 on saving throws against Fey creatures' spells or abilities.
Social Skill: Gain a free skill based on Charisma.
Wildshape: (2 per day) Use Wilshape twice a day.
Animal Companion II: Magically create a second companion the same as the first.
Favored Enemy: +4 to first favored enemy. +2 to second favored enemy.
Trackless Step: Leave no footprints unless by choice.
Natural Trap Sense: Sense pitfalls, spkes, and other natural "traps".
Wildshape: (3 per day)-Use Wildshape three times a day.
Natural Spell: Cast spells while in Wildshape.
Wild Feat 2: Gain the second half of the trait picked the first time. (Second Clawed Hand, Bottom Fangs,etc.)
Swift Tracker: Track at full speed instead or half speed.
Wildshape: (4 per day) Use Wildshape four times a day.
Evasion: Successful dodge negates damage. Unnsuccessful takes only half damage.
Skill Focus: +4 on skill you share from your companion.
Favored Enemy III: +6, +2, +2 or +4, +4, +2.
Wildshape: (5 per day) Use Wildshape five times a day.
Pack Leader: All animals of your Chosen Animal are considered friendly to you and your pack unless attacked or by magical force. +2 to flanking.
Wild Feat 3: Gain the next half of traits that have yet to be picked.
Animal Companion III: Make a third companion of the same race as the first.
Wildshape: (6 per day) Use Wildshape six times a day.
Natural Sense II: Detects undead revealing their presence.
Wildshape(7 per day): Use Wildshape seven times per day.
Favored Enemy IV: +8, +2, +2, +2 or +6, +4, +2, +2 or +4, +4, +4, +2, etc.
Wild Feat 4: Gain the final animal trait of your chosen animal.
Wildshape(8 per day): Use Wildshape eight times a day.
Hide in Plain Sight: Can hide while being watched or without cover.
Skill Focus: Another +4 on a companion shared skill of yours.
Wildshape(At Will): Use Wildshape as many times as preferred daily.
Skill Focus: Another +4 on a companion shared skill of yours.
Beast Form: Turn into the form of a were-creature of your chosen animal minus the curse. Not actually lycanthropy. Animagus is the classification. Willing transformation. Turn at will daily.
Animal Companion IV: Take a second companion of the same race as the first.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Pack Leader
Other Classes: .
Pack Leaders in the World
Daily Life: .
NPC Reactions: .
Pack Leader Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Pack Leaders in the Game
Sample Encounter: .
EL : .