Pack Leader (3.5e Class)

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Pack Leader[edit]

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[edit]

Abilities: Dexterity and Strength for fighting. Wisdom for spells and abilities

Languages: Common and the language of your chosen animal.

Table: The Pack Leader

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
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
18 +18/+13/+8/+3 +11 +6 +6 Skill Focus 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)
Climb (Str), Concentration (Con), Handle Animal(Cha), Hide(Dex), Intimidate (Cha), Jump (Str), Knowledge "Nature"(Int), Knowledge "Geography"(Int), Knowledge "Chosen Animal"(Int), Listen (Wis), Move Silently(Dex), and Spot(Wis).

Companion Chart
Class Lvl +AC Str/Dex Specials
1-2 +0 0 Link, Share Spells
3-5 +2 1 Evasion
6-8 +4 2 Devotion
9-11 +6 3 Multi-Attack
12-14 +8 4 X
15-17 +10 5 Improved Evasion
18-20 +12 6 X

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.



Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Pack Leader[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Pack Leaders in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Pack Leader Lore[edit]

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.

DC Result
5 .
10 .
15 .
20 .

Pack Leaders in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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