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originally posted by nytcrawlr

(Not sure how accurate these versions are.)

Jazst

Hit Dice: d8
Requirements:
To qualify to become a Jazst, a character must fulfill all of the criteria.
Base Attack Bonus: +4
Skills: Perform (Acrobatics) 8 ranks, Perform (Dancing) 8 ranks, Perform (Juggling) 8 ranks, Tumbling 8 ranks
Feats: Endurance, Run, and Weapon Focus (small or tiny slashing weapon)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Sign language), Tumbling (Dex), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Additional Level: 4 + Int modifier
Class Features:
Weapon and Armor Proficiency: Jazst receive no additional weapon or armor proficiencies. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.
Principle of the Razor: This is an attack that kills one’s opponents very slowly. As long as the Jazst uses a tiny or small slashing weapon, the wounds on the target are cut long and deep and become hard to heal and very painful, any damage taken from this attack heals as half as normal. These wounds are also able to make the opponent lose muscle coordination, without killing him outright. The Jazst receives this ability at 1st level, and each successful hit deals 1 point of Dexterity damage if the target fails a Fortitude save at DC 10 + the Jazst’s class level, + Strength modifier. This penalty increases to a max of +2 at 7th level. These penalties last for 2 rounds, plus 1 round per class level of the Jazst.
Dance of the Whirling Blades: At 3rd level Jazst learn The Dance of the Whirling Blades. This deadly dance is a special attack used by jazst. The attack is executed with great skill, requiring that she use a standard action for preparation, treat this as a charge attack that provokes an attack of opportunity. The maneuver gives the jazst’s an extra attack in that round on top of her normal attack she gets for charging, which are both at -2 penalty. Note that this and the Principle of the Razor attack stack. This attack has some disadvantages however. The dance lowers a jazst’s AC by a -4 circumstance penalty during the round of the attack. The jazst must make successful Dexterity and Constitution ability saves at DC 15 immediately following The Dance of the Whirling Blades. Failure of the Dexterity ability save means she has become dizzy or off balance and falls (damaging nothing but her pride). She recovers at the end of the round, but may take no other action. A failed Constitution ability save means that the jazst is fatigued as per the fatigue rules. Doing this maneuver again, while fatigued, causes the Jazst to become exhausted as per the exhaustion rules. The Dance of the Whirling Blades is always a great crowd pleaser. Starting at 6th level the Jazst receives an extra attack, which she can do on top of her normal attacks she gets for performing this maneuver if she chooses, but all three attacks are at -5 penalty. At 9th level the jazst no longer provokes an attack of opportunity when performing this maneuver.
Bonus Feats: The Jazst receives bonus feats at levels 2nd, 5th, 8th, and 10th. The Jazst can pick those bonus feats from the following list: Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting). Weapon Finesse, and Weapon Focus. Note that some of these can be taken more than once.
Weapon Specialization: At 4th level, a Jazst that has Weapon Focus in any tiny or small slashing weapon can gain Weapon Specialization in that weapon.
Death Blow: At 10th level, the Jazst can perform a Death Blow on a round following The Dance of the Whirling Blades as long as she made her ability saves. The target is thrown off balance leaving him vulnerable, the next successful attack on the opponent from the jazst must make a Fortitude save at DC 10 + the Jazst’s class level + Intelligence modifier, or be slain.

Level BaB F R W Special

1 +0 +0 +2 +0 Principle of the Razor +1, Weapon Finesse

2 +1 +0 +3 +0 Bonus Feat

3 +2 +1 +3 +1 Dance of the Whirling Blades

4 +3 +1 +4 +1 Weapon Specialization

5 +3 +1 +4 +1 Bonus Feat

6 +4 +2 +5 +2 Dance of the Whirling Blades (extra attack)

7 +5 +2 +5 +2 Principle of the Razor +2

8 +6/+1 +2 +6 +2 Bonus Feat

9 +6/+1 +3 +6 +3 Dance of the Whirling Blades (doesn’t provoke an AoO)

10 +7/+2 +3 +7 +3 Bonus Feat, Death Blow

originally posted by nytcrawlr

Blind Fighter

Author: Nathan Guest (NytCrawlr)

“Sight is a weakness to be exploited.”

  • Eke the Blind, mul gladiator

Blind fighters are warriors who have been born blind, become blind later in life, or have trained with a blind fold or other device to obscure vision. The blind fighter has honed her remaining senses to the point where it has made her a deadly weapon. Where she is crippled in one sense, she has gained a sixth sense and combines that with her remaining 4 senses, bringing her awareness to an all new level and allowing her to become the ultimate fighting machine.
Gladiators, usually mul gladiators, often become blind fighters due to their natural hardiness and ability to stay alive more than any other race in the gladiatorial pit. A hermit that was blind since birth could become a blind fighter naturally just by practicing and honing what fighting skills he has. Others actually use blindfolds and other devices to obscure their vision on purpose so that they can become blind fighters and take their fighting skills to a whole new level.
Blind fighters are found mostly in gladiatorial arenas, but can be found anywhere where warriors are found. There is usually at least one match per gladiatorial event that will be a blind fighter event, sometimes in teams, sometimes one on one, and sometimes it’s a blind fighter versus a warrior which has no training as a blind fighter, just to show how powerful these warriors can become and to give the match a nice twist, or to torture the one that hasn’t been trained in the blind fighter style.
Hit Dice: d10

Requirements:
To qualify to become a Blind fighter, a character must fulfill all of the criteria.
Base Attack Bonus: +6
Feats: Alertness and Blind-Fight
Special: Blind since birth or at some other point in life, or have been trained with blind folds and other devices that would hinder vision in some way.

Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill details.
Skill Points at Each Level: 2 + Int modifier.

Class Features:
Weapon and Armor Proficiency: A blind fighter is proficient with all martial and simple weapons. They are also proficient in light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.
Improved Blind Fight (Ex): Starting at 1st level, the Blind Fighter no longer receives a movement penalty when blind fighting. In addition, the Blind Fighter receives a +2 competence bonus to all attack rolls when fighting blindly against targets with concealment. At 3rd level, an incorporeal creature’s 50% chance to avoid damage does not apply to attacks from the Blind Fighter.
Alerted Defense (Ex): Starting at 1st level, a Blind Fighter benefits from an increased survival instinct during combat. Because of this sixth sense, she adds 1 point of Intelligence bonus (if any) per Blind Fighter class level to her Armor Class in addition to any other modifiers she would normally receive. If the Blind Fighter is caught flat-footed or is otherwise denied her Dexterity modifier to Armor Class, she also loses this bonus.
Focused Alertness (Ex): Starting at 2nd level, the Blind Fighter, through heightened senses, is able to better attune her senses than what they normally would be, which grants a +2 competence bonus to all Listen and Spot checks as long as the character is blind. This bonus increases to +4 at 4th level. These bonuses stack with the bonuses provided by the Alertness feat.
Bonus Feats: The Blind Fighter can pick bonus feats from the fighter’s list of bonus feats from the PHB.
Blindsight (Su): At 5th level, the Blind Fighter receives the Blindsight ability. This ability works just like the one from the DMG and has a range of 60 feet.

Level Base

Attack Bonus Fort

Save Reflex

Save Will

Save

Special

1 +1 +2 +2 +0 Improved Blind Fight, Alerted Defense

2 +2 +3 +3 +0 Focused Alertness (+2)

3 +3 +3 +3 +1 Improved Blind Fight (ghost touch), bonus feat

4 +4 +4 +4 +1 Focused Alertness (+4)

5 +5 +4 +4 +1 Blindsight, bonus feat

originally posted by nytcrawlr

Beast Trainer

Author: Nathan Guest (NytCrawlr)

The Beast Trainer has the sole responsibility of training the beasts of the gladiatorial arenas of Athas, much like how the Reaver’s sole responsibility is to go out into the Athasian wastes and capture beasts to bring back to be used in the gladiatorial arenas. The Beast Trainer is the best at what he does, combing martial combat skills with minimal telepathic skills in order to train the beast and have it prepared for the arena games.

Most Beast Trainers are fighters/psions specializing in telepathy, or sometimes a multiclass wilder with some telepathic ability. In the extreme rare case they might be a bard/psion specializing in knowledge of the beasts that they train as well as having some telepathic ability. In any case, all Beast Trainers will have at least a little telepathic ability before they start training.
Hit Dice: d10

Requirements:
To qualify to become a Beast Trainer, a character must fulfill all of the criteria.
Base Attack Bonus: +6
Special: Telepathic wild talent or power that helps in controlling animals
Handle Animal: 8 ranks

Class Skills:
The Beast Trainer’s class skills (and key ability for each skill) are Animal Empathy (Cha), Autohypnosis* (Wis), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook as well as the skills denoted with a (*) in Chapter 3: Skills and Feats from the Expanded Psionics Handbook, for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.

Class Features:
Weapon and Armor Proficiency: All martial and simple weapons as well as all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.
Weapon Specialization: At 1st level the Beast Trainer receives a free specialization that can be used towards any bludgeoning weapon, bolas, any flail, guisarme, halberd, kama, net, scythe, sickle, sling, spiked chain, or whip as long as he has Weapon Focus in that weapon.
Wild Empathy (Ex): A Beast Trainer can improve the attitude of an animal or magical beast. This ability functions just like a Diplomacy check to improve the attitude of a person. The Beast Trainer rolls 1d20 and adds his Beast Trainer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Beast Trainer and the animal or magical beast must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal or magical beast in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Sponsorship: At 1st level the Beast Trainer receives a sponsorship of an important NPC. The sponsor can be of any class. Sponsorships are kind of independent apprenticeship, and they grant certain benefits to the trainer–depending, of course, on the wealth of the sponsor. Advantages may include free room and board, special discounts when purchasing available goods, templar favors, free travel along trading routes, or anything else that the DM can come up with.
Attachment: At 2nd, 4th, 6th, 8th, and 10th the Beast Trainer receives a cumulative +2 competence bonus when attempting to train creatures with handle animal. The down side of this ability is that the bond of love and respect between trainer and beast requires a Will save at DC 12 at 2nd level, 15 at 4th level, 20 at 6th level, 25 at 8th level, and 30 at 10th level. This Will save must be made everytime the beast, that he has been training, is injured. It the beast has been killed, then add +5 to the DC. Failure means that the Beast Trainer is overcome with grief and becomes obsessed with revenge against the attacker(s)/killer(s). The Beast Trainer can do little but plot against the attacker(s)/killer(s), however, because the attacker(s)/killer(s) are usually gladiators and few of these plots ever come to fruition.
Telempathic Projection (Sp): At 3rd level, the Beast Trainer can activate telempathic projection as a spell-like ability as per the 1st-level psion power of the same name, and can activate it once per day per every 3 levels, but only towards animal, and magical beast types (save DC 11 + Cha modifier). The DC of the power is Charisma based.
Empathy (Sp): At 5th level, the Beast Trainer can activate empathy as a spell-like ability as per the 1st-level psion power, and can activate once per day per every 4 levels, but only towards animal, and magical beast types (save DC 12 + Cha modifier). The DC of the power is Charisma based.
Teamwork (Ex): At 5th level, a Beast Trainer, and another companion, can attempt to control an animal or magical beast using a combined effort with their Handle Animal skill. The Beast Trainer can make a Handle Animal skill check as normal but with a competence bonus equal to one-half the number of ranks the companion has in this skill. If the companion has one or more class levels in Reaver then add a competence bonus of +4, plus the one-half the number of ranks the Reaver has in the Handle Animal skill.
Suggestion (Sp): At 7th level, a Beast Trainer can activate psionic suggestion as a spell-like ability as per the 2nd-level psion power, and can activate once per day every 5 levels, but only towards animals, and magical beast types (save DC 15 + Cha modifier). The DC of the power is Charisma based.
Charm Monster (Sp): At 9th level, a Beast Trainer can activate psionic charm as a spell-like ability as per the 1st-level telepath power, except that it only works on animal, and magical beast types (save Dc 20 + Cha modifier). The Beast Trainer can activate this power once per day every 5 levels. The DC of the power is Charisma based.
Share Hypnosis (Su): At 9th level, a Beast Trainer can make an Autohypnosis check and share that result with the animal or magical beast that he is currently attached to. The check will only help the animal or magical beast on the ignore caltrop wound, resist dying, resist fear, tolerate poison, and willpower effects of Autohypnosis.

Beast Trainer



Level Base

Attack Bonus Fort

Save Reflex

Save Will

Save

Special

1 +1 +2 +0 +2 Weapon specialization, wild empathy, sponsorship

2 +2 +3 +0 +3 Attachment

3 +3 +3 +1 +3 Telempathic projection

4 +4 +4 +1 +4 Attachment

5 +5 +4 +1 +4 Empathy, teamwork

6 +6/+1 +5 +2 +5 Attachment

7 +7/+2 +5 +2 +5 Suggestion

8 +8/+3 +6 +2 +6 Attachment

9 +9/+4 +6 +3 +6 Charm monster, share hypnosis

10 +10/+5 +7 +3 +7 Attachment

originally posted by ruhl-than_sage

OK, I have the time so here it is more readable

Jazst

Hit Dice: d8
Requirements:
To qualify to become a Jazst, a character must fulfill all of the criteria.
Base Attack Bonus: +4
Skills: Perform (Acrobatics) 8 ranks, Perform (Dancing) 8 ranks, Perform (Juggling) 8 ranks, Tumbling 8 ranks
Feats: Endurance, Run, and Weapon Focus (small or tiny slashing weapon)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Jump (Str), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (Sign language), Tumbling (Dex), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Additional Level: 4 + Int modifier
Class Features:
Weapon and Armor Proficiency: Jazst receive no additional weapon or armor proficiencies. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.

Principle of the Razor: This is an attack that kills one’s opponents very slowly. As long as the Jazst uses a tiny or small slashing weapon, the wounds on the target are cut long and deep and become hard to heal and very painful, any damage taken from this attack heals as half as normal. These wounds are also able to make the opponent lose muscle coordination, without killing him outright.

The Jazst receives this ability at 1st level, and each successful hit deals 1 point of Dexterity damage if the target fails a Fortitude save at DC 10 + the Jazst’s class level, + Strength modifier. This penalty increases to a max of +2 at 7th level. These penalties last for 2 rounds, plus 1 round per class level of the Jazst.

Dance of the Whirling Blades: At 3rd level Jazst learn The Dance of the Whirling Blades. This deadly dance is a special attack used by jazst. The attack is executed with great skill, requiring that she use a standard action for preparation, treat this as a charge attack that provokes an attack of opportunity. The maneuver gives the jazst’s an extra attack in that round on top of her normal attack she gets for charging, which are both at -2 penalty. Note that this and the Principle of the Razor attack stack.

This attack has some disadvantages however. The dance lowers a jazst’s AC by a -4 circumstance penalty during the round of the attack. The jazst must make successful Dexterity and Constitution ability saves at DC 15 immediately following The Dance of the Whirling Blades. Failure of the Dexterity ability save means she has become dizzy or off balance and falls (damaging nothing but her pride). She recovers at the end of the round, but may take no other action. A failed Constitution ability save means that the jazst is fatigued as per the fatigue rules. Doing this maneuver again, while fatigued, causes the Jazst to become exhausted as per the exhaustion rules. The Dance of the Whirling Blades is always a great crowd pleaser.

Starting at 6th level the Jazst receives an extra attack, which she can do on top of her normal attacks she gets for performing this maneuver if she chooses, but all three attacks are at -5 penalty. At 9th level the jazst no longer provokes an attack of opportunity when performing this maneuver.

Bonus Feats: The Jazst receives bonus feats at levels 2nd, 5th, 8th, and 10th.

The Jazst can pick those bonus feats from the following list: Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting). Weapon Finesse, and Weapon Focus. Note that some of these can be taken more than once.

Weapon Specialization: At 4th level, a Jazst that has Weapon Focus in any tiny or small slashing weapon can gain Weapon Specialization in that weapon.

Death Blow: At 10th level, the Jazst can perform a Death Blow on a round following The Dance of the Whirling Blades as long as she made her ability saves. The target is thrown off balance leaving him vulnerable, the next successful attack on the opponent from the jazst must make a Fortitude save at DC 10 + the Jazst’s class level + Intelligence modifier, or be slain.

Level BaB F R W Special

1 +0 +0 +2 +0 Principle of the Razor +1, Weapon Finesse

2 +1 +0 +3 +0 Bonus Feat

3 +2 +1 +3 +1 Dance of the Whirling Blades

4 +3 +1 +4 +1 Weapon Specialization

5 +3 +1 +4 +1 Bonus Feat

6 +4 +2 +5 +2 Dance of the Whirling Blades (extra attack)

7 +5 +2 +5 +2 Principle of the Razor +2

8 +6/+1 +2 +6 +2 Bonus Feat

9 +6/+1 +3 +6 +3 Dance of the Whirling Blades (doesn’t provoke an AoO)

10 +7/+2 +3 +7 +3 Bonus Feat, Death Blow

originally posted by ruhl-than_sage

Blind Fighter

Author: Nathan Guest (NytCrawlr)

“Sight is a weakness to be exploited.”

  • Eke the Blind, mul gladiator

Blind fighters are warriors who have been born blind, become blind later in life, or have trained with a blind fold or other device to obscure vision. The blind fighter has honed her remaining senses to the point where it has made her a deadly weapon. Where she is crippled in one sense, she has gained a sixth sense and combines that with her remaining 4 senses, bringing her awareness to an all new level and allowing her to become the ultimate fighting machine.
Gladiators, usually mul gladiators, often become blind fighters due to their natural hardiness and ability to stay alive more than any other race in the gladiatorial pit. A hermit that was blind since birth could become a blind fighter naturally just by practicing and honing what fighting skills he has. Others actually use blindfolds and other devices to obscure their vision on purpose so that they can become blind fighters and take their fighting skills to a whole new level.
Blind fighters are found mostly in gladiatorial arenas, but can be found anywhere where warriors are found. There is usually at least one match per gladiatorial event that will be a blind fighter event, sometimes in teams, sometimes one on one, and sometimes it’s a blind fighter versus a warrior which has no training as a blind fighter, just to show how powerful these warriors can become and to give the match a nice twist, or to torture the one that hasn’t been trained in the blind fighter style.
Hit Dice: d10

Requirements:
To qualify to become a Blind fighter, a character must fulfill all of the criteria.
Base Attack Bonus: +6
Feats: Alertness and Blind-Fight
Special: Blind since birth or at some other point in life, or have been trained with blind folds and other devices that would hinder vision in some way.

Class Skills:
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill details.
Skill Points at Each Level: 2 + Int modifier.

Class Features:

Weapon and Armor Proficiency: A blind fighter is proficient with all martial and simple weapons. They are also proficient in light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.

Improved Blind Fight (Ex): Starting at 1st level, the Blind Fighter no longer receives a movement penalty when blind fighting. In addition, the Blind Fighter receives a +2 competence bonus to all attack rolls when fighting blindly against targets with concealment. At 3rd level, an incorporeal creature’s 50% chance to avoid damage does not apply to attacks from the Blind Fighter.

Alerted Defense (Ex): Starting at 1st level, a Blind Fighter benefits from an increased survival instinct during combat. Because of this sixth sense, she adds 1 point of Intelligence bonus (if any) per Blind Fighter class level to her Armor Class in addition to any other modifiers she would normally receive. If the Blind Fighter is caught flat-footed or is otherwise denied her Dexterity modifier to Armor Class, she also loses this bonus.

Focused Alertness (Ex): Starting at 2nd level, the Blind Fighter, through heightened senses, is able to better attune her senses than what they normally would be, which grants a +2 competence bonus to all Listen and Spot checks as long as the character is blind. This bonus increases to +4 at 4th level. These bonuses stack with the bonuses provided by the Alertness feat.

Bonus Feats: The Blind Fighter can pick bonus feats from the fighter’s list of bonus feats from the PHB.

Blindsight (Su): At 5th level, the Blind Fighter receives the Blindsight ability. This ability works just like the one from the DMG and has a range of 60 feet.

Level Base

Attack Bonus Fort

Save Reflex

Save Will

Save

Special

1 +1 +2 +2 +0 Improved Blind Fight, Alerted Defense

2 +2 +3 +3 +0 Focused Alertness (+2)

3 +3 +3 +3 +1 Improved Blind Fight (ghost touch), bonus feat

4 +4 +4 +4 +1 Focused Alertness (+4)

5 +5 +4 +4 +1 Blindsight, bonus feat

originally posted by ruhl-than-sage

Beast Trainer

Author: Nathan Guest (NytCrawlr)

The Beast Trainer has the sole responsibility of training the beasts of the gladiatorial arenas of Athas, much like how the Reaver’s sole responsibility is to go out into the Athasian wastes and capture beasts to bring back to be used in the gladiatorial arenas. The Beast Trainer is the best at what he does, combing martial combat skills with minimal telepathic skills in order to train the beast and have it prepared for the arena games.

Most Beast Trainers are fighters/psions specializing in telepathy, or sometimes a multiclass wilder with some telepathic ability. In the extreme rare case they might be a bard/psion specializing in knowledge of the beasts that they train as well as having some telepathic ability. In any case, all Beast Trainers will have at least a little telepathic ability before they start training.
Hit Dice: d10

Requirements:
To qualify to become a Beast Trainer, a character must fulfill all of the criteria.
Base Attack Bonus: +6
Special: Telepathic wild talent or power that helps in controlling animals
Handle Animal: 8 ranks

Class Skills:
The Beast Trainer’s class skills (and key ability for each skill) are Animal Empathy (Cha), Autohypnosis* (Wis), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook as well as the skills denoted with a (*) in Chapter 3: Skills and Feats from the Expanded Psionics Handbook, for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.

Class Features:

Weapon and Armor Proficiency: All martial and simple weapons as well as all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also swim checks suffer a -1 penalty for every 5 pounds of armor, equipment, or loot carried.

Weapon Specialization: At 1st level the Beast Trainer receives a free specialization that can be used towards any bludgeoning weapon, bolas, any flail, guisarme, halberd, kama, net, scythe, sickle, sling, spiked chain, or whip as long as he has Weapon Focus in that weapon.

Wild Empathy (Ex): A Beast Trainer can improve the attitude of an animal or magical beast. This ability functions just like a Diplomacy check to improve the attitude of a person. The Beast Trainer rolls 1d20 and adds his Beast Trainer level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the Beast Trainer and the animal or magical beast must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal or magical beast in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Sponsorship: At 1st level the Beast Trainer receives a sponsorship of an important NPC. The sponsor can be of any class. Sponsorships are kind of independent apprenticeship, and they grant certain benefits to the trainer–depending, of course, on the wealth of the sponsor. Advantages may include free room and board, special discounts when purchasing available goods, templar favors, free travel along trading routes, or anything else that the DM can come up with.

Attachment: At 2nd, 4th, 6th, 8th, and 10th the Beast Trainer receives a cumulative +2 competence bonus when attempting to train creatures with handle animal. The down side of this ability is that the bond of love and respect between trainer and beast requires a Will save at DC 12 at 2nd level, 15 at 4th level, 20 at 6th level, 25 at 8th level, and 30 at 10th level. This Will save must be made everytime the beast, that he has been training, is injured. It the beast has been killed, then add +5 to the DC. Failure means that the Beast Trainer is overcome with grief and becomes obsessed with revenge against the attacker(s)/killer(s). The Beast Trainer can do little but plot against the attacker(s)/killer(s), however, because the attacker(s)/killer(s) are usually gladiators and few of these plots ever come to fruition.

Telempathic Projection (Sp): At 3rd level, the Beast Trainer can activate telempathic projection as a spell-like ability as per the 1st-level psion power of the same name, and can activate it once per day per every 3 levels, but only towards animal, and magical beast types (save DC 11 + Cha modifier). The DC of the power is Charisma based.

Empathy (Sp): At 5th level, the Beast Trainer can activate empathy as a spell-like ability as per the 1st-level psion power, and can activate once per day per every 4 levels, but only towards animal, and magical beast types (save DC 12 + Cha modifier). The DC of the power is Charisma based.

Teamwork (Ex): At 5th level, a Beast Trainer, and another companion, can attempt to control an animal or magical beast using a combined effort with their Handle Animal skill. The Beast Trainer can make a Handle Animal skill check as normal but with a competence bonus equal to one-half the number of ranks the companion has in this skill. If the companion has one or more class levels in Reaver then add a competence bonus of +4, plus the one-half the number of ranks the Reaver has in the Handle Animal skill.

Suggestion (Sp): At 7th level, a Beast Trainer can activate psionic suggestion as a spell-like ability as per the 2nd-level psion power, and can activate once per day every 5 levels, but only towards animals, and magical beast types (save DC 15 + Cha modifier). The DC of the power is Charisma based.

Charm Monster (Sp): At 9th level, a Beast Trainer can activate psionic charm as a spell-like ability as per the 1st-level telepath power, except that it only works on animal, and magical beast types (save Dc 20 + Cha modifier). The Beast Trainer can activate this power once per day every 5 levels. The DC of the power is Charisma based.

Share Hypnosis (Su): At 9th level, a Beast Trainer can make an Autohypnosis check and share that result with the animal or magical beast that he is currently attached to. The check will only help the animal or magical beast on the ignore caltrop wound, resist dying, resist fear, tolerate poison, and willpower effects of Autohypnosis.

Beast Trainer



Level Base

Attack Bonus Fort

Save Reflex

Save Will

Save

Special

1 +1 +2 +0 +2 Weapon specialization, wild empathy, sponsorship

2 +2 +3 +0 +3 Attachment

3 +3 +3 +1 +3 Telempathic projection

4 +4 +4 +1 +4 Attachment

5 +5 +4 +1 +4 Empathy, teamwork

6 +6/+1 +5 +2 +5 Attachment

7 +7/+2 +5 +2 +5 Suggestion

8 +8/+3 +6 +2 +6 Attachment

9 +9/+4 +6 +3 +6 Charm monster, share hypnosis

10 +10/+5 +7 +3 +7 Attachment