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Beastbound



HD:
d8 

Class Skills 

The beastbound class skills and the key ability for each skill are Acrobatics (Dex), Athletics (Str), Craft (Int), Escape Artist (Dex), Fly, Handle Animal, Heal (Wis), Intimidate, Knowledge (nature) (Int), Perception (Wis), Sense Motive, Spellcraft (Wis), Survival (Wis). Stealth 

Alignment: True Nuetral

Allegiance: Dochar, Nature 

Skill Points 

4+ Int modifier 

Class Features 
All of the following are class features of the beastbound. 

Weapon & Armor Proficiency 

Beastbound are proficient with all simple weapons, short bow, and longbow. They are proficient with all natural attacks. They are proficient with light non metallic armor. A beastbound is restricted from wearing metallic armor. 

Spells 
A beastbound's spells are drawn from the Beastbound Spell List. Their Mana points are calculated by using their WIS modifier. 

Orisons (Sp) 
A beastbound has access to 0 level spells known as Orisons and can cast them at will. 

Bonus Languages 
A Dochar’s can choose any bonus language from the Languages list 

A Dochar also knows Docharic, a secret language known only to Dochars, which she learns upon becoming a 1st-level Dochar. Docharic is a free language for a Dochar; that is, she knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Dochars are forbidden to teach this language to non Dochars. Docharic has its own alphabet. 

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special: Beast Shape

Special: Hybrid Form

1st

+1

+2

+2

+0

Orisons, Nature Sense,

Nature’s Bond,

Wild Empathy

Orisons, Nature Sense,

Nature’s Bond,

Wild Empathy

2nd

+2

+3

+3

+0

Woodland stride,

Scent

Woodland stride,

Scent

3rd

+3

+3

+3

+1

Wild shape (1/day)

Beast Shape

Strike of the Beast

Wild shape (1/day)

Aspect of the Werebeast, Strike of the Beast

4th

+3

+4

+4

+1

Trackless step,

Resist Nature’s Lure

Trackless step,

Resist Nature’s Lure

5th

+4

+4

+4

+1

 

Beastbound Pack

6th

+5

+5

+5

+2

Wild shape (2/day)

Beast Spirit

Wild shape (2/day)

Beast Spirit

7th

+5

+5

+5

+2

 

 

8th

+6/+1

+6

+6

+2

Wild shape (3/day)

Wild shape (3/day)

9th

+6/+1

+6

+6

+3

 

 

10th

+7/+2

+7

+7

+3

Natural Spell

Natural Spell, Pack Leader

11th

+8/+3

+7

+7

+3

Drift 1

Wild shape (4/day)

Drift 1

Wild shape (4/day)

12th

+9/+4

+8

+8

+4

 

 

13th

+9/+4

+8

+8

+4

 

 

14th

+10/+5

+9

+9

+4

Wild shape (5/day)

Wild shape (5/day)

15th

+11/+6/+1

+9

+9

+5

Drift 2

Drift 2

16th

+12/+7/+2

+10

+10

+5

Wild shape (6/day)

Wild shape (6/day)

17th

+12/+7/+2

+10

+10

+5

 

 

18th

+13/+8/+3

+11

+11

+6

Wild shape (7/day)

Drift 3

Wild shape (7/day)

Drift 3

19th

+14/+9/+4

+11

+11

+6

 

 

20th

+15/+10/+5

+12

+12

+6

Wild Shape (at will)

Wild Shape (at will)



Nature Bond (Ex) 
At 1st level, a beastbound forms a bond with nature. This bond takes two forms. The first is a close tie to the natural world, granting the Beastbound the domain (animal) powers and spells as spell like abilities. (see domain spells under Magic). When determining the powers and bonus spells granted by this domain, the Beastbound’s effective level is equal to his Beastbound level. 

The second aspect of this bond is to focus his Wild Shape ability so that the Dochar exclusively uses Beast Shape. 

Nature Sense (Ex) 
At 1st level, a beastbound gains a +3 bonus on Knowledge (nature) and Survival checks. 

Wild Empathy (Sp) 
At 1st level the beastbound gains the ability to speak and detect animals as the spell at will. The effective caster level is the Dochar's level. 

Woodland Stride (Ex) 
At 2nd level, a beastbound may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. 

Scent (Ex) 
At 2nd level, a beastbound gains the Scent feat. 

Wild Shape (Su)
 
At 3rd level, a beastbound gains the ability to wildshape. This can take two forms, one of which the beastbound must choose. The beastbound can either use his wildshape as the beast shape spells or as the aspect of the werebeast spell. The effect lasts for 1 hour per Beastbound level, or until he changes back. Changing form is a standard action and doesn’t provoke an attack of opportunity.

Wild shape: Beast Shape


Strike of the Beast: (Ex)
At 3rd level, gains improved unarmed strike feat

Trackless Step (Ex) 
At 4th level, a beastbound leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. 

Resist Nature’s Lure (Ex) 
At 4th level, a beastbound gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. 

Beast’s Spirit (Su) 
At 6th level,a beastbound develops a powerful internal spirit- an intangible manifestation of raw bestial strength and instinct. This spirit grows in power as a beastbound advances in levels granting feats and increased physical abilities. The beast bound gains an addition Beast Spirit feat every 2 levels.

Natural Spell (Ex) 
At 8th level a beastbound gains the natural spell feat automatically. This allows him to cast spells while using his wild shape ability.

Drift 1 (Su)
The beastbound slowly becomes closer to nature. At 11th level a druid, chooses a drift from the Stage 1 list below. Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals as time goes by. The beastbound becomes more attuned to nature. At 15th and 18th level a beastbound gains an additional drift from the list above. 

Stages

You body hair becomes course like fur. 

Your body is covered with some type of animal pattern like a cheetah, tiger or zebra. 

Your eyes become the likeness of an animal. 

Feathers sprout from your forearms and lowers legs. 

Your body becomes scaly like a lizard in certain areas. 

Large canines sprout from your upper and lower jaws. 

Your fingers become elongated and nails become strong and sharp like claws. 

Ram horns or bull horns sprout from your head. 

Your ears become elongated and lupine like. 

Your sprout a tail. 

Your hair becomes a mane similar to a lions or completely feathered like a bird. 

Your voice becomes rough and guttural and you develop a snarl.