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=Class Features= {| border = "1" |- | Class Level | BAB | Fort Save | Ref Save | Will Save | Special |- | 1 | +0 | +2 | +2 | +0 | Dinosaur Empathy, Dinosaur Companion |- | 2 | +1 | +3 | +3 | +0 | |- | 3 | +2 | +3 | +3 | +1 | Wild Trait |- | 4 | +3 | +4 | +4 | +1 | |- | 5 | +3 | +4 | +4 | +1 | Wild Trait |- | 6 | +4 | +5 | +5 | +2 | |- | 7 | +5 | +5 | +5 | +2 | Wild Trait |- | 8 | +6 | +6 | +6 | +2 | |- | 9 | +6 | +6 | +6 | +3 | Wild Trait |- | 10 | +7 | +7 | +7 | +3 | |} {|border="1" |- |Spells per Day |- |Level |1st |2nd |3rd |4th |- |1 |None |None |None |None |- |2 |None |None |None |None |- |3 |None |None |None |None |- |4 |1 |None |None |None |- |5 |2 |None |None |None |- |6 |2 |1 |None |None |- |7 |2 |2 |None |None |- |8 |2 |2 |1 |None |- |9 |3 |2 |2 |1 |} '''Weapon and Armor Proficiency''' Dino-Tamers are proficient with weapons amenable to use and repair during long stays in the wilderness. The full list includes: Daggers, Clubs, Shortspears, Longspears, Quarterstaves, Spears, Darts, Javelins, Slings, Greatclubs, Longbows, and Shortbows. Dino-Tamers are proficient with light and medium armor, and with shields. '''Dinosaur Empathy (Ex)''' Dino-Tamers attune their spirits to dinosaurs and the untamed lands that they roam, and draw on that connection to great effect. Dino-Tamers benefit from a +2 bonus to Bluff, Handle Animal, Listen, Ride, Sense Motive, Spot and Survival checks involving dinosaurs. They also receive a +2 bonus on weapon damage rolls against dinosaurs. In addition, a Dino-Tamer can communicate with any dinosaur to the extent of its intelligence, regardless of whether the dinosaur has a language. Finally, a Dino-Tamer has the ability to ride any dinosaur at least one size larger than she is (though the dinosaur must still be trained as a mount, as usual, and a small creature riding a large or huge creature will be not so much a mounted combatant as a bossy passenger). '''Dinosaur Companion''' At 1st level, a Dino-Tamer may accquire a Dinosaur Companion. This ability is identical to the Druid's Animal Companion ability, except that it only functions on dinosaurs, and the Dino-Tamer's effective Druid level is his Dino-Tamer level + 4. Levels in other classes that grant Animal Companions will stack with Dino-Tamer levels, but only at one effective Druid level per two class levels, and only for purposes of acquiring Dinosaur Companions, not Animal Companions. For example, a Druid 4/Dino-Tamer 1 would have an effective Druid level of 7 (The usual total of his Dino-Tamer level (1) plus 4, plus 1/2 his Druid level of 4 (2); 1 + 4 +2 = 7). This effective level would only apply for accquiring Dinosaur Companions; he would use his usual Druid level for accquiring Animal Companions, and his Dino-Tamer level would have no effect. Note that Ranger levels increase a Dino-Tamer's effective Druid level on a 2:1 basis, just the same as Druid levels. Characters may not possess an Animal Companion and a Dinosaur Companion at the same time. '''Spells''' Beginning at 4th level, Dino-Tamers gain the ability to case a small number of divine spells. To cast a spell, a Dino-Tamer must have a Charisma score of at least 10 + the spell’s level, so a Dino-Tamer with an Intelligence of 10 or lower cannot cast these spells. Dino-Tamer bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the Dino-Tamer's Charisma score. When the Dino-Tamer gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Dino-Tamer's spell list appears below. A Dino-Tamer casts his divine spells spontaneously, like a Sorcerer or Bard. Upon reaching 10th level, a Dino-Tamer can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Dino-Tamer spell the Dino-Tamer can cast. A Dino-Tamer may swap only a single spell at 10th level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. {| border = "1" |- |Spells Known |- |Level |1st |2nd |3rd |4th |- |4 |2 |0 |0 |0 |- |5 |3 |0 |0 |0 |- |6 |3 |2 |0 |0 |- |7 |4 |3 |0 |0 |- |8 |4 |3 |2 |0 |- |9 |4 |4 |3 |0 |- |10 |4 |4 |3 |2 |- |} '''Dino-Tamer Spell List''' ''1st Level'' Animal Messenger, Charm Animal, Detect Chaos, Longstrider, Magic Fang ''2nd Level'' Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom ''3rd Level'' Heal Mount (usable on Dinosaur Companion instead of Special Mount), Greater Magic Fang, Rage, Water Breathing ''4th Level'' Awaken (dinosaurs only), Commune with Nature, Divine Power '''Wild Traits''' At 3rd, 5th, 7th and 9th level, Dino-Tamers gain one Wild Trait from the list below. ''Bonus Feats'' The character gains one of the following Feats (but must meet the usual prerequisites): Great Fortitude, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Mounted Combat, Ride-By Attack, Run, Self-Sufficient, Spirited Charge, Stealthy, Toughness, or Trample ''Carnivorous Impulse (Ex)'' The character can bite for 1d4 damage (1d3 for Small characters) and does not provoke an attack of opportunity when he does so. ''Conceal Smell (Ex)'' With an hour of preparation in an above ground wilderness area, the character can make his smell undetectable in an above ground wilderness setting. The scent stays concealed for one day. ''Elasmosaurus Spirit (Ex)'' The character gains a Swim speed equal to his land speed. ''Scent (Ex)'' The character gains the Scent special quality. ''Wild Alchemy'' The character can acquire the necessary ingredients for alchemy in any above-ground natural setting with a successful Knowledge (nature) check (DC 17).
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