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Welcome to The Noble Wild

This book is a rules supplement for fantasy role-playing games that introduces an entirely new kind of adventure and an entirely new kind of hero. In a Noble Wild campaign, players take on the roles of animals: dogs, cats, tigers, snakes, etc. But not just normal animals; these are noble animals – more intelligent, dynamic examples of their species, born of a special bloodline.

Noble animals can take the same character classes available to humanoid characters, and can gain skills and feats just like their two-legged counterparts. In addition, noble animals can gain magical abilities, similar to those granted by magic items, through Boons; and even more fantastic powers through performing heroic actions, called Deeds.

Following is an overview of what the various sections of this book contain.

Chapter 1: Species

The largest part of the book by far, this chapter introduces nearly 70 new playable species and sub-species that players can use.

Most of the species available to players were created by adapting the abilities and traits of the natural animals from which they are drawn.The ability adjustments, with the exceptions of Intelligence, Wisdom, and Charisma, are calculated using the original stats for the animals. These scores are, for the most part, just as they are initially generated. Some noble species are a bit less intelligent than humans on average, and some are more or less appealing as well, and these differences are reflected in the attribute adjustments for the species.

Many animals are too large and naturally powerful to be balanced player characters to start off with, and it was the designer’s intention that all of the species presented could be played together in a balanced campaign. In order to address this, species with more than one hit die were split into levels, with Ability bonuses and special abilities granted at each level.

Species classes are explained in greater detail in the same chapter.

Size increases are handled with the use of Size Threshold, also explained in this chapter.

Chapter 2: Classes

This chapter highlights the changes necessary to make the basic character classes appropriate for noble animal characters, as well as a new class, the Greater Familiar, available to both noble animal and humanoid characters.

After the basic classes are several prestige classes tailor-made for noble animals.

In order to make the noble animal characters comparable to their humanoid counterparts, the concept of Defensive Attitudes is introduced in this chapter.

Chapter 3: Skills

This chapter lists the new skills available to noble animal characters, as well as some new uses for old skills.

Chapter 4: Feats

Several new feats are presented here, along with some that were previously only available to monsters.

Chapter 5: Deeds

This chapter introduces an entirely new concept to the game. Deeds are magical abilities that can be gained by performing specific heroic actions and then paying an experience point cost. They are available in “trees,” with each tree having five deeds in it, each available after a certain character level.

In some ways, a deed tree can be seen as a miniature prestige class that can be taken without interrupting a character’s advancement in whatever other class he wishes to follow.

Chapter 6: Magic and Spells

This chapter highlights the fundamental differences between humanoid and animal magic, including the concept of Blood Components. In addition, over a dozen new spells are introduced, including a new type of spell, the Boon, which allows noble animal spell casters to bestow some of their own natural advantages upon others.

Chapter 7: Magical Treasure

Noble animals have little use for traditional treasure, magical or otherwise. What they can use, however, are Boons; magical gifts and abilities that duplicate the abilities of conventional magic items. This chapter introduces created boons, as well as the concept of Ability Sacrifice.

Chapter 8: Campaigns

This chapter gives guidelines on running a Noble Wild campaign, in three distinct campaign models, depending on the play style and preferences of your group.

The Noble Wild can be run as it’s own game, or as an add-in for any other campaign world.


    Chapter 2: Classes

    Changes to Basic Character Classes



    New Basic Character Class Greater Familiar

    An indispensable assistant, partner, and friend to wizards, most familiars are simply normal animals that have been magically enhanced and bonded with a spell caster. Noble animals and humanoids can become greater familiars, possessing the same abilities as normal familiars, but with the potential to become much more.

    Having a greater familiar can be both a blessing and a curse for an arcane caster. Being a greater familiar can be a challenging and rewarding role-playing experience.

    Adventures: Greater familiars go where their masters go. If one’s master is a adventurous, devil-maycare slinger of spells, you may find yourself dragged to every gods-forsaken, death-trap-ridden, peril-soaked corner of the world against your will.

    A greater familiar “in-between” masters will either search for a new master in places he feels most comfortable, or will give up the path of the greater familiar.

    Characteristics: Greater familiars have similar abilities to those of their masters, and therefore are often glad of high Intelligence or Charisma scores. Sometimes, it is helpful for the master if his familiar has a different focus than himself. For instance, a dour and bookish wizard may be glad of the companionship of his loquacious and friendly parrot greater familiar; at the same time, a flighty and personable sorcerer may be thankful that his cat greater familiar is so welllearned and stable.

    Alignment: Greater familiars tend toward the same alignments as sorcerers and wizards, and will often, but not always, gravitate towards masters with the same alignment.

    Religion: Greater familiars will usually worship the same deities as their masters, though some noble animal familiars may alternatively practice ancestor worship.

    Background: Greater familiars are a very rare occurrence indeed. By comparison, most familiars are slow or even stupid. Familiars and Greater familiars of different spell casters may get along famously, or they may fight constantly. A greater familiar may look down on the “lesser” variety with pity or even scorn. When they meet each other, greater familiars often spend hours in idle chat, complaining about their masters’ habits and demands. If two greater familiars find themselves in competition for the same master, they will do everything they can, short of physical conflict, to edge the other out to claim him.

    Races / Species: Humanoid characters may become greater familiars for noble animal spell casters, and noble animal characters may become greater familiars for humanoid or noble animal spell casters. Humanoids may not become greater familiars for other humanoids unless your GM wishes to have a very strange campaign dynamic. Of the noble animal species, bats, cats, hawks, lizards, owls, rats, ravens, toads, and weasels are the most likely to take up the mantle of greater familiar, but by no means the only ones.

    Other Classes: Greater familiars, obviously, prefer to work with a spell caster. Beyond that, they usually have little say in whom their master associates with, although smart spell casters know not to trust someone who their familiar doesn’t like.

    Role: A well-played greater familiar should be similar to a very good caddy. His presence makes the spell caster more effective, but he gets very little credit. Accolades are not why he does it though; the bond of partnership between greater familiar and master goes beyond rewards.

    Game Rule Information

    Greater Familiars have the following game statistics.

    Abilities: Intelligence or Charisma are very important for a greater familiar, depending on whether they will serve a wizard or a sorcerer.

    Alignment: Any.

    Hit Die: d6.

    Class Skills

    The Familiar’s class skills (and the key abilities for each skill) are Acrobatics, Escape Artist (Dex), Knowledge (all skills, taken individually)(Int), Profession (Wis), and Spellcraft (Int).

    Skill Points per Level: 2 + Int modifier

    Table: Greater Familiar Character Class Level BAB Fort Ref Will Natural Armor Adjustment Special Counterspells per Day

    1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1st +0 +0 +0 +2 +1 Gift of Understanding, Alertness, Evasion, Familiar Benefit, Bond of Partnership ? ? ? ? ? ? ? ? ?

    2nd +1 +0 +0 +3 +1 Share Master?s Spells, Empathic Link withMaster 1 ? ? ? ? ? ? ? ?

    3rd +1 +1 +1 +3 +2 Deliver Master?s Touch Spells 2 ? ? ? ? ? ? ? ?

    4th +2 +1 +1 +4 +2 2 1 ? ? ? ? ? ? ?

    5th +2 +1 +1 +4 +3 Bonus Feat 3 2 ? ? ? ? ? ? ?

    6th +3 +2 +2 +5 +3 Telepathy with Master 3 2 1 ? ? ? ? ? ?

    7th +3 +2 +2 +5 +4 3 3 2 ? ? ? ? ? ?

    8th +4 +2 +2 +6 +4 4 3 2 1 ? ? ? ? ?

    9th +4 +3 +3 +6 +5 Improved Evasion 4 3 3 2 ? ? ? ? ?

    10th +5 +3 +3 +7 +5 Bonus Feat 4 4 3 2 1 ? ? ? ?

    11th +5 +3 +3 +7 +6 Spell Resistance 4 4 3 3 2 ? ? ? ?

    12th +6 +4 +4 +8 +6 4 4 4 3 2 1 ???

    13th +6 +4 +4 +8 +7 Master Can Scry on You 4 4 4 3 3 2 ???

    14th +7 +4 +4 +9 +7 4 4 4 4 3 2 1 ??

    15th +7 +5 +5 +9 +8 Bonus Feat 4 4 4 4 3 3 2 ??

    16th +8 +5 +5 +10 +8 Scry on Master 4 4 4 4 4 3 2 1 ?

    17th +8 +5 +5 +10 +9 4 4 4 4 4 3 3 2 ?

    18th +9 +6 +6 +11 +9 Teleport to Master 4 4 4 4 4 4 3 2 1

    19th +9 +6 +6 +11 +10 4 4 4 4 4 4 3 3 2

    20th +10 +6 +6 +12 +10 Arcane Recharge, Bonus Feat 4 4 4 4 4 4 4 3 3

    Class Features

    Weapon and Armor Proficiency: Humanoid familiars are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Noble animal familiars gain no proficiency with any weapons, armor, or defensive attitudes.

    Counterspells (Sp): While unable to cast spells of your own, you can use the knowledge you have gained through your association with mages, along with your own innate magical energies, to counter a spell that you recognize as it is being cast. As a familiar, you cannot learn spells on your own, but you automatically know any spells that your master knows. You do not need prepare your counterspells in advance, but can instead counter any spell you know up to the given number of times a day. You gain bonus counterspells based on your Intelligence score.

    When a spell caster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that counterspell (you know it and have it prepared), you can cast the counterspell and automatically ruin the other spell caster’s spell. Counterspelling works even if one spell is divine and the other arcane.

    A familiar can only counterspell magic from the realm of his master. In other words, an animal familiar with a human master can only cast counterspells against humanoid magic, and not animal magic. If the master has the Gift of Understanding feat, then the familiar can counter both types of spells.

    A familiar gains bonus counterspells just like a Sorcerer or Wizard gains bonus spells based on their Charisma or Intelligence. The ability used to determine the bonus counterspells is the same as that used by the familiar’s master. If a familiar loses its master and then gains one of a different class (ie: her former master was a Sorcerer, and her new master is a Wizard), then the ability used to determine bonus spells switches to match the new master.

    Bond of Partnership (Su): As a familiar, you share a powerful bond with your master. Because of this, if your master is ever killed or if he dismisses you, you must attempt a DC 15 Fort save. Failure means you lose 200 experience points per level; success reduces the loss to one-half that amount. If you lose your master, you cannot gain levels as a familiar until you find a new master of a level equal to your own. Without a master, most of your class features are worthless, so it is a good idea to keep your master safe.

    Natural Armor Adjustment: Your constant exposure to occasionally dangerous magical energies (and perhaps learning to dodge the odd misfired spell) has infused your body with a protective aura that directly modifies your natural armor. This bonus begins at +1 at first level, and increases by one at every odd level.

    This bonus vanishes while you wear any sort of artificial armor and returns when the armor is removed.

    Gift of Understanding (Su): As long as you have a bonded master, you can perceive magic from his realm even if you are from the other realm as if you had the Gift of Understanding Feat. This ability goes away if you lose your master, leave your master, or begin advancing as a spell-caster of any type.

    Alertness (Ex): You gain the Alertness feat, and as long as you are within arms reach of your master, he gains the effect as well.

    Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful

    Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless you cannot gain the benefits of evasion.

    Familiar Benefit (Su): You grant a special benefit to your master based on your species. The table below details the benefit granted by certain species. If your species is not on this table, then the benefit is either: o +3 bonus to skill checks that your species has a racial bonus in, o +2 bonus to a save that your species has a racial bonus in, o +1 Natural Armor bonus if your species has a Natural Armor bonus of +4 or better, o +5 foot bonus to base speed, if your species has a base Speed of 40 ft. or more.

    When choosing the benefit, go down this list and choose the first one you qualify for.

    Familiar Special

    Dwarf Master gains a +2 bonus on saves versus magic

    Elf Master gains immunity to magical sleep effects Gnome Master gains 1 additional 1st level spell of the illusion school per day.

    Half-Elf Master gains a +3 bonus to Diplomacy checks Half-orc Master gains a +3 bonus to Intimidate checks Halfling Master gains a +3 bonus to Stealth checks Human Master gains an additional permanent class skill

    Noble Bat Master gains a +3 bonus on Perception checks Noble Cat Master gains a +3 bonus on Stealth checks Noble Hawk Master gains a +3 bonus on Perception checks in bright light

    Noble Lizard Master gains a +3 bonus on Climb checks Noble Owl Master gains a +3 bonus on Perception checks in shadows Noble Rat Master gains a +2 bonus on Fortitude saves Noble Raven Master gains a +3 bonus on Appraise checks Noble Snake Master gains a +3 bonus on Bluff checks Noble Toad Master gains +3 hit points Noble Weasel Master gains a +2 bonus on Reflex saves

    Share Master’s Spells (Su): At 2nd level you can share your master’s spells. At your master’s option, he may have any spell he casts on himself also affect you. You must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting you if you move farther than 5 feet away and will not affect you again even if you return to your master before the duration expires.

    Additionally, your master may cast a spell with a target of “You” on you (as a touch range spell) instead of on himself.

    Empathic Link with Master (Su): At 2nd level you have an empathic link with your master out to a distance of 1 mile.

    You cannot see through each other’s eyes, but you can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

    Deliver Master’s Touch Spells (Su): At 3rd level you gain the ability to deliver your master’s touch spells as if you had cast them. As usual, if your master casts another spell before you deliver the touch, the touch spell dissipates.

    Bonus Feat: At 5th, 10th, 15th, and 20th levels you gain a bonus feat from the following list: Arcane Strike*, Improved Counterspell, Magical Aptitude, or any Metamagic Feat. If you take a Metamagic feat you can apply its effects to spells cast by your master. In order to grant the benefit of one of these feats you must be within 5 feet of your master, and choose to let him use it.

    * For the purposes of this feats prerequisites, your ability to counterspell counts as the ability to cast arcane magic

    Telepathy with Master (Su): At 6th level the link between you and your master matures into true telepathy.

    You can communicate anything you could through speaking, at a range of up to 1 mile.

    Improved Evasion (Ex): At 9th level your Evasion ability grows into Improved Evasion. This works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. If you are helpless you cannot gain the benefits of evasion.

    Spell Resistance (Su): At 11th level, you gain spell resistance equal to your Greater Familiar level +5. To affect you with a spell, a spell caster other than your master must get a result on a caster level check (1d20 + caster level) that equals or exceeds your spell resistance.

    Master can scry on you (Su): At 13th level, your master may scry on you (as if casting the scrying spell) once per day.

    Scry on Master (Su): At 16th level, you may scry on your master (as if casting the scrying spell) once per day.

    Teleport to Master (Su): At 18th level, you gain the ability to teleport to your master’s side from anywhere on the same plane of existence. You can use this ability once per day.

    Arcane Recharge (Su): At 20th level, once per day, you may choose any spell your master has cast during the current day and give him the ability to cast it again.

    This spell is cast just like any other spell that your master may cast, including caster level, and does not use up a spell slot. Your master must cast the spell again within five minutes of you returning it or it is lost.

    Ex Familiars If you ever take any levels in any spell-casting character class (arcane or divine), you can never again advance as a familiar. Assassins, Paladins, and Ranger are not spell-casting classes until they reach the level at which they are first granted spells.

    Prestige Classes

    Alpha

    An alpha is a leader of his species social group, be it pack, pride, herd, or cete. The alpha male wolf, the bull elephant, the lead stallion, these are all alphas.

    While usually male, there are some species (such as hyenas) that are female dominated. An alpha has the responsibility of ensuring that his group has enough food and water, as well as defending them from intruders and predators.

    Noble animals, of course, have the potential to become much greater alphas than any natural animal.

    While the responsibilities of ruling may preclude many far-flung adventures, alphas of normally migratory species may simply bring their followers with them when they travel. If the group has a set territory, however, the alpha may be best served by limiting his adventuring to within a day’s journey from his home.

    If the alpha does not see to the needs of his charges, he may find himself challenged for his position.

    Hit Die: d10.

    Requirements

    Base Attack Bonus: +5

    Abilities: Charisma 12+

    Development: If your species has any species class levels, you must have completed all the levels available to you. In other words, a noble wolf must have 2 levels of canine, a noble gorilla must have 5 levels of ape, a noble chimpanzee must have 3 levels of ape, and a noble lion must have 6 levels of great cat, while a noble rabbit neither has nor needs species levels.

    Special: Must be a member of a species with a social group.

    Special: Must have defeated the group’s previous leader (alpha or otherwise) in a challenge, or have been chosen by him to succeed. The challenge must be fought as a melee battle, and may or may not be to the death.

    Class Skills

    The alpha’s class skills are: Acrobatics (Dix), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str).

    Skill Ranks per Level: 2 + Int modifier.

    Table: Alpha

    Level Base Fort Ref Will Special

    1st +1 +0 +0 +2 Leadership, Inspire Confidence

    2nd +2 +0 +0 +3 Ability Boost: Cha +2, Tactics 3rd +3 +1 +1 +3 Inspire Courage

    4th +4 +1 +1 +4 Ability Boost: Cha +2, Superior Tactics 5th +5 +1 +1 +4 Magnificent Beast

    Class Features

    Weapon and Armor Proficiency: The alpha gains no additional weapon or armor proficiencies.

    A Chieftain’s Responsibilities: While you bear the crown of alpha, you are granted a certain amount of privilege among your social group, and also by other noble animals. This is not all there is to it, however. As leader of your group, you must ensure: that they get enough food, that their territory (your territory) remains unspoiled, that disputes are adjudicated wisely, and that invaders are driven off. If, at any time, you abuse the trust of your position or you neglect your responsibilities, you may find yourself facing more than the usual number of challengers to your throne (see below).

    Leadership (Ex): At 1st level, you gain the Leadership feat. Your followers will all be natural members of your species. Your cohort can be a noble of any species.

    The number of followers that you can attract is a bit different than that available to humanoids. The following chart replaces the one in the core rules.

    Leadership Level Cohort Level Total Hit Dice of Followers 1 or lower ?

    2 1st ?

    3 2nd ?

    4 3rd ?

    5 3rd ?

    6 4th ?

    7 5th ?

    8 5th ?

    9 6th ?

    10 7th 5

    11 7th 6

    12 8th 8

    13 9th 11

    14 10th 16

    15 10th 23

    16 11th 28

    17 12th 35

    18 12th 40

    19 13th 48

    20 14th 61

    21 15th 73

    22 15th 91

    23 16th 110

    24 17th 133

    25 or higher 17th 163

    In order to determine the number and level of your followers, look at the base statistics for the natural animal the character is based on. Divide the Total Hit Dice of Followers by Level by the animal’s usual Hit Dice.

    This is how many full-grown members of your species have chosen to follow you. Any remainder is an immature animal that tags along with you. For example, a noble lion alpha with a leadership score of 14 and a character level of 10 can attract a cohort of 8th level and 3 full grown lions with a single 1 Hit Die lion cub who follows the adults around. Note that the lion’s pride may actually be much larger, but these are the members of the pride that are willing to accompany him on adventures and fight under his command.

    Inspire Confidence (Ex): All members of your social group (pack, troop, herd, etc.) receive a morale bonus to skill checks equal to your Charisma modifier when within 30 feet of you. Friendly characters who are not members of your species get a bonus equal to half your Charisma modifier. This bonus does not apply to yourself.

    Ability Boost: At 2nd level, and again at 4th level, your Charisma score increases by +2. Note that this also increases your effective Leadership score.

    Tactics (Ex): At 2nd level, you gain insight into the tactics that can best protect your social group. Any member of your social group within 30 feet of you (including yourself) gains a tactical bonus to AC equal to ½ your alpha levels (round up).

    Inspire Courage (Ex): All members of your social group receive a morale bonus to hit and save equal to your Charisma modifier when within 30 feet of you. Friendly characters who are not members of your species get a bonus equal to half your Charisma modifier. This bonus does not apply to yourself.

    Superior Tactics (Ex): At 4th level, your understanding of group tactics improves. Any member of your social group within 30 feet of you (including yourself) gains a tactical bonus to AC equal to your alpha level. Friendly characters who are not members of your species get a bonus equal to half your alpha levels (round up).

    Magnificent Beast (Sp): At 5th level you gain the ability to use this spell-like ability once per day. Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution.

    You gain a +4 enhancement bonus to your natural armor.

    You gain damage reduction 5/-. Your size modifier for AC and attacks changes as appropriate to your new size category. The damage dealt by your natural weapons also increase to the next level. This effect doesn’t change your speed. Determine space and reach as appropriate to your new size. This effect lasts for one round per your character level.

    If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— increasing your size cannot crush you.

    All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    Multiple magical effects that increase size do not stack.

    Facing the Challenge: Any full-grown member of your social group, or a rogue from outside, can challenge a standing alpha for the position. The challenger must be of the same base species as you, whether noble or not. The challenge must be a physical battle, but magical spells and powers can be used to supplement your physical prowess (after all, your extraordinary powers may be what make you a better alpha). If you win the fight and do not kill your challenger, then they may be either banished from the group, or allowed to stay, with the defeat always hanging over him. Whatever the case, a defeated non-noble challenger can never challenge you again (though he might plot your downfall in other ways). Noble challengers may attempt to challenge you again as long as they are able.

    If you lose the challenge and survive, you immediately lose your alpha status. You may no longer advance as an alpha, and you lose the class features Inspire

    Confidence, Inspire Courage, and Magnificent Beast. While you still have the Leadership feat, you lose all of your followers (but not your cohort), and must attempt to attract new followers. Depending on your species and the personalities involved, you will either be allowed to stay with the group in a diminished capacity, or you will be banished. If you are allowed to stay, the new alpha will not tolerate you gathering new followers to yourself.

    You may, if you wish, decide to challenge the new alpha at some point in order to take back your group. If so, then the same consequences apply. If you win, you regain all lost alpha class features and may continue to advance in this class.

    Abdicating: As alpha, you can decide at any time that you wish to retire. To do this, you must appoint a successor who meets with the approval of the group.

    After retiring you may stay with the group, advising your heir, or you may wish to leave and see what else the world has to offer.

    As a retired alpha, you cannot advance in the alpha class any further, but you do not lose any of the class features you have earned. Your cohort will stay with you, but your group is now following your successor, so you will need to attract more followers if you wish.

    Your Inspire Confidence and Inspire Courage abilities will no longer work on members of your social group, but friendly members of other species still gain the listed bonuses.

    If at any time it appears that your heir is not doing as good a job as you might have wished, or if you encounter a different group with an unworthy leader, you may initiate a challenge again.

    CONTINUE WITH MAN-APE

Man-Ape Not satisfied with simply serving or challenging, the man-ape is a beast that wants to be a man. They will walk like men, talk like men, and even attempt to dress like men. While this can appear comical to some, the man-ape is serious about his affection for the trappings of humanity. Man-apes can even learn to use humanoid weaponry and tools.

Sometime the man-ape will hover around the edge of civilization and become little more than a mythic being that villagers whisper about, either in terror or amusement. Other times a man-ape will strap on armor and a sword and walk right into town and order a drink at the local inn. The results of this tend to depend on the open-mindedness of the innkeeper.

Hit Die: d6

Requirements

• Skills: Knowledge (Humanoids) 5 ranks, Linguistics 1 rank.

• Feats: Simple Weapon Proficiency, Exotic Weapon Proficiency (any humanoid weapon)

• Special: Noble Ape, Baboon, or Monkey only

Class Skills The man-ape’s class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per

Level: 4 + Int modifier.

Table: Man-Ape Level BAB Fort Ref Will Special 1st +0 +0 +2 +2 +1 hp, Think Like A Human, Bonus Combat Feat or +1 Level of Existing Spellcasting Class 2nd +1 +0 +3 +3 +1 hp, Literacy 3rd +1 +1 +3 +3 +1 hp, Bonus Combat Feat or +1 Level of Existing Spellcasting Class 4th +2 +1 +4 +4 +1 hp, The Gift of Understanding 5th +2 +1 +4 +4 +1 hp, Bonus Combat Feat or +1 Level of Existing Spellcasting Class 6th +3 +2 +5 +5 +1 hp, Disappear in the Crowd 7th +3 +2 +5 +5 +1 hp, Bonus Combat Feat or +1 Level of Existing Spellcasting Class 8th +4 +2 +6 +6 +1 hp 9th +4 +3 +6 +6 +1 hp, Bonus Combat Feat or +1 Level of Existing Spellcasting Class 10th +5 +3 +7 +7 +1 hp, Man Shape

Class Features

• Additional Hit Points: A man-ape is tougher than many similar creatures and gains a bonus of +1 hit points per level.

• Weapon and Armor Proficiency: The man-ape gains proficiency with all simple weapons (as listed for humanoids in the core rules), and light armor.

• Think Like A Human: At first level, the man-ape no longer needs to make Knowledge (Humanoids) checks in order to understand humanoid objects or actions. From now on, he can perceive and react to such items and behaviors as if he were a humanoid himself.

• Bonus Combat Feat or +1 Level of Existing Spellcasting Class: At every odd level, the man-ape can choose to either gain a bonus combat feat or gain a number of spells per day as if he had gained a level in an arcane or divine spellcasting class that he already has at least one level in.

Aside from the weapons included in the man-ape’s now-expanded Simple Weapon Proficiency, all manufactured weapons are considered exotic, whether normally classified as such or not.

• Literacy: By 2nd level, the man-ape no longer needs to roll Linguistics in order to understand written words, provided he also knows the language in question. The character still has the noble animal ability to speak to all members of a given race if they speak any single language of that race, but he can only read the language he actually has listed as a language spoken (usually Common). The character can learn new written languages by taking ranks in Linguistics.

• Bonus Feat: At 2nd and 8th levels, you gain a bonus feat of your choice.

• The Gift of Understanding: At 4th level, the man-ape gains the Gift of Understanding feat even if he is not a spellcaster.

• Disappear into the Crowd: At 6th level, the man-ape gains a +8 familiarity bonus to any Bluff or Disguise checks when attempting to pass himself off as a humanoid of some sort.

• Man Shape: Upon reaching 10th level, the man-ape gains the ability to temporarily change into a particular humanoid. The character must choose the race that his alternate form will belong to, provided it is of the humanoid type (not monstrous humanoid), and no more than one size category bigger or smaller than the character’s natural form. The man-ape can change once per day, for a period of up to three hours, after which he reverts to his original, form. The form the man-ape changes into will always be the same: a monkey who changes into a kobold will always change into the same kobold. Any weapons, armor, or other gear that the man-ape is wearing will not change size.

Man-Eater There is something awful in the woods, and that something is you.

Terrible in their fury, a man-eater’s presence in an area can cause villagers to lock themselves in at night and brave men to stay close to their fires. In the great “Serve or Challenge” debate, the man-eater knows exactly on which side of the argument he stands.

Man-eaters are creatures who have not just developed a taste for humanoid flesh, but have learned how to extract power from that flesh.

While usually tigers or crocodiles or the like, it is not unthinkable for a normally inoffensive or even herbivorous creature to slip down the dark path that leads to this class. Such creatures are seen as abominations by their own kind, and treated with fear even by other predators.

Occasionally a savage humanoid will unlock the secrets of the power within their brethren’s flesh. When one of these creatures takes levels in this class they call themselves Wendigo rather than man-eater.

Hit Die: d12

Requirements

• Base Attack Bonus: +5.

• Feat: Multiattack (Humanoid characters must have any one combat feat.).

• Skills: Survival (5 ranks).

• Alignment: Any non-Good.

• Special: Must have killed and eaten at least one humanoid.

Class Skills The man-eater’s class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Perception (Wis), Stealth (Dex), and Survival (Wis).

Skill Ranks per

Level: 2 + Int modifier.

Table: Man-Eater Level BAB Fort Ref Will Special 1st +1 +0 +2 +0 1st Preferred Prey 2nd +2 +0 +3 +0 Consume the Essence, Improved Sunder 3rd +3 +1 +3 +1 2nd Preferred Prey 4th +4 +1 +4 +1 Consume the Essence, Folly of Man 5th +5 +1 +4 +1 3rd Preferred Prey 6th +6 +2 +5 +2 Consume the Essence, Understand the Prey 7th +7 +2 +5 +2 4th Preferred Prey 8th +8 +2 +6 +2 Consume the Essence, Roar 9th +9 +3 +6 +3 5th Preferred Prey 10th +10 +3 +7 +3 Consume the Essence, Terror

Class Features

• Weapon and Armor Proficiency: The man-eater gains no additional weapon or armor proficiencies.

• Preferred Prey (Ex): At 1st level, the man-eater selects a specific humanoid or monstrous humanoid race as his Preferred Prey. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against members of this race. Likewise, he gets a +2 bonus on natural weapon attack and damage rolls against such creatures. Note that this bonus does not stack with a ranger’s Favored Enemy ability.

At every odd level after 1st, the man-eater may select an additional preferred prey. In addition, at each such interval, the bonus against any on preferred prey (including the one just selected, if so desired) increases by +1.

• Consume the Essence (Su): At every even level, the man-eater gains access to an especially gruesome power. Whenever the man-eater eats a member of his Preferred Prey race (and not a Favored Enemy), he can gain a special benefit by ingesting certain organs. The character must choose a different organ each time this ability is gained. From that point on, any time the character consumes the chosen organ of a Preferred Prey; they gain a single use of a given spell, to be cast at a caster level equal to the character’s level. Once used, the spell is gone and cannot be regained until the character eats another of the chosen organs.

These spells are stored up until used, so if a maneater who has chosen humans and orcs as his preferred prey, and chosen brain and heart for his Consume the Enemy bonuses, and then ate the brains and hearts of four humans, and the heart of one orc (he lost track of the head during the battle); he would be able to cast Suggestion four times, and Heroism five times until he eats another foe, gaining more spells.

Organ Spell Brain Suggestion Eyes Clairvoyance Heart Heroism Kidney Vampiric Touch Liver Haste Lungs Summon Monster III Stomach Gaseous Form

• Improved Sunder (Ex): At 2nd level, the man-eater gains the Improved Sunder feat.

• Folly of Man (Ex): By 4th level, the man-eater has learned how to more effectively destroy the physical trappings of the humanoid world. He can subtract his man eater levels from the hardness of any object created or held by one of his preferred prey.

• Understand the Prey (Ex): At 6th level, the man-eater has learned to better defend himself from his prey. He can add ½ his man eater levels to his armor class versus members of one of his preferred prey races.

• Roar (Ex): At 8th level, the man-eater gains the Roar feat.

• Terror (Ex): As a 10th level man-eater you may take a full round action to let out a deafening roar. This roar affects all opponents within 30 feet with fewer Hit Dice or levels than you. Any creatures affected by this roar are shaken. This effect lasts for 5d6 rounds.

Affected opponents can resist this effect with a successful Will save (DC 10 + ½ character level + Cha modifier). An opponent that succeeds on the saving throw is immune to this effect from the same character for 24 hours. This is a mind-affecting fear effect.

Mighty Hunter For the mighty hunter, providing food for oneself and one’s family is a holy undertaking. The skillful tracking and killing of prey grants special abilities to the hunter, making him more powerful with each kill.

Hit Die: d10

Requirements

• Base Attack Bonus: +3.

• Skills: Survival (5 ranks).

• Special: The character must be of a carnivorous and predatory species.

Class Skills The Mighty Hunter’s class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Perception (Wis), Stealth (Dex), and Survival (Wis).

Skill Ranks per

Level: 4 + Int modifier.

Table: Mighty Hunter Level BAB Fort Ref Will Special 1st +1 +0 +2 +0 1st Preferred Prey 2nd +2 +0 +3 +0 Embrace the Fallen 3rd +3 +1 +3 +1 2nd Preferred Prey 4th +4 +1 +4 +1 Embrace the Fallen 5th +5 +1 +4 +1 3rd Preferred Prey, Embrace the Fallen

Class Features

• Weapon and Armor Proficiency: The mighty hunter gains no additional weapon or armor proficiencies.

• Preferred Prey (Ex): At 1st level, the mighty hunter selects a specific species of animal as his preferred prey. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against members of this species. Likewise, he gets a +2 bonus on natural weapon attack and damage rolls against such animals. Note that this bonus does not stack with a ranger’s favored enemy ability.

At every odd level after 1st, the mighty hunter may select an additional preferred prey. In addition, at each such interval, the bonus against any on preferred prey (including the one just selected, if so desired) increases by +1.

• Embrace the Fallen (Su): At 2nd, 4th, and 5th level, the mighty hunter can choose an aspect of their preferred prey to embrace. This means that each time the character kills and eats a prey animal, he gains a single use of one of the spells listed below, cast at the character’s level. This spell is saved up until used. Each time this ability is gained, the mighty hunter must choose a new spell.

The spell chosen must be appropriate to the prey animal eaten: the attribute granted by the spell must be one of the prey animal’s two highest to grant a use of it to the mighty hunter.

The spells to choose from are Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, and Owl’s Wisdom.

Monastery Mascot Many humanoid schools of martial arts had their beginnings in the observations of the movements of animals. A monastery mascot is a noble animal who has decided to teach the monks their own unique blend of technique and wisdom. While most monks who study at a given monastery will simply see the mascot as a somewhat friendly animal that hangs around the place of learning and meditation, a few are smart enough to recognize the great wisdom that such creatures sometimes possess.

Hit Die: d8.

Requirements

• Species: Any noble animal

• Alignment: Any lawful

• Base Attack Bonus: +4

• Ability: Charisma 10+

• Skills: Acrobatics 6 ranks

• Feats: Combat Expertise, Evasion

• Special: Character must live in or around a monastery attended by monks for at least six months.

Class Skills The monastery mascot’s class skills are: Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Stealth (Dex), and Swim (Str).

Skill Ranks per

Level: 4 + Int modifier.

Table: Monastery Mascot Level BAB Fort Ref Will Special 1st +0 +2 +2 +2 Monk Abilities, Technique 2nd +1 +3 +3 +3 Technique 3rd +2 +3 +3 +3 Technique 4th +3 +4 +4 +4 Technique 5th +3 +4 +4 +4 Technique, Master Technique

Class Features

• Weapon and Armor Proficiency: Monastery mascots gain no proficiencies with any weapon, armor, or defensive attitudes.

• Monk Abilities: A monastery mascot’s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.

• Technique: At every level the monastery mascot gains a new technique from the list provided here. These techniques should represent an outgrowth of the natural abilities and behaviors of the character’s species. The game master should have final say over which techniques are appropriate for each species (a few are given as examples below).

• The Techniques: o Bonus Feat: The monastery mascot can choose a feat from the following list as one of his techniques: Acrobatic, Acrobatic Steps, Agile Maneuvers, Arcane Strike, Athletic, Bleeding Critical, Blind Fight, Blinding Critical, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Deafening Critical, Defensive Combat Training, Deflect Arrows, Dodge, Exhausting Critical, Gorgon’s Fist, Great Cleave, Greater Bull Rush, Greater Disarm, Greater Feint, Greater Grapple, Greater Overrun, Greater Sunder, Greater Trip, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Sunder, Improved Trip, Improved Vital Strike, Lightning Stance, Lunge, Medusa’s Wrath, Mobility, Nimble Moves, Power Attack, Scorpion Style, Sickening Critical, Snatch Arrows, Spring Attack, Staggering Critical, Stand Still, Stealthy, Step Up, Strike Back, Stunning Critical, Stunning Fist, Tiring Critical, Vital Strike, Whirlwind Attack, Wind Stance.

The monastery mascot must meet any prerequisites for this bonus feat. o Cunning Strike (Ex): By studying your opponent and recognizing his weaknesses, you can deliver a very accurate strike. You can choose to make a cunning strike by adding your Int bonus to your To Hit roll. o Deceptive Dodge (Ex): By moving in an unpredictable and infuriating manner, you can cause your opponent to misjudge where you will be from moment to moment. You can add you Cha bonus to your AC. o Find Your Moment (Ex): By patience and will, you can overcome even the most agile opponent. You may strike adding your Wis bonus to your To Hit roll. o Fool’s Lure: By lulling your opponent into a false sense of security, you can set him up for a surprise attack. As a move action, make a Bluff test against a single opponent’s Sense Motive test. If you fail nothing special happens and you may attack as normal. If you succeed, you can treat the opponent as if they were flanked for this attack. o Know Thine Enemy (Ex): By studying your opponent, you can anticipate his attacks. You can add you Int bonus to your AC. o Sacrifice Strike (Ex): By making a dangerous, sometimes foolhardy, lunge at your opponent, you can inflict great harm upon them, but at a cost. You may, as an attack action, announce that you are going to make a sacrifice strike. You then roll to hit as usual. If you hit, you may add your Con bonus to your damage roll. Whether you hit or not, you automatically take a number of hit points in damage equal to your Con bonus.

• Master Technique: At 5th level, the monastery mascot learns a Master Technique. The Master Techniques are as follows: o Hidden Ki (Su): You can disrupt the flow of your inner energy so that your opponent cannot see you. Once per day, you may nominate a single opponent, and you will be invisible to that opponent only, as if under an improved invisibility spell. o Ki Healing (Su): You can channel your inner energy, or ki, to heal wounds and damage. You can heal a number of hit points per day equal to your Wis bonus times your character level, spread out any way you wish. You may use these points to heal yourself or another. o Poisoned Ki (Su): By striking an opponent in a series of calculated and well-placed strikes, you can block the flow of ki through their body, severely debilitating them. As a move action, you may make a Heal or Knowledge (anatomy) check against a DC of 20. If you fail, nothing special happens and you make an attack as usual. If you make the check, you may then make the attack with the following effects. If the attack succeeds, in addition to your normal damage, you do 1d6 + your Wis bonus in Constitution damage to your opponent. This ability cannot be used on any opponent that has no Constitution score. o Pressure Point Strike (Ex): By striking certain nerve clusters on your opponent, you can reduce his effectiveness in combat. As a move action, you may make a Heal or Knowledge (anatomy) check against a DC of 15. If you fail, nothing special happens and you make an attack as usual. If you make the check, you may then make the attack with the following effects. If the attack succeeds, in addition to your normal damage, you do 1d6 + your Wis bonus in Strength or Dexterity damage to your opponent (you choose which). This ability cannot be used on any opponent that does not have the ability in question.

Sample Monastery Mascot Technique Progressions:

Nightingale (Songbird): 1st level — Bonus Feat: Agile 2nd level — Bonus Feat: Dodge 3rd level — Cunning Strike 4th level — Bonus Feat: Stunning Fist 5th level — Deceptive Dodge, Master Technique: Ki Healing

Leopard: 1st level — Bonus Feat: Athletic 2nd level — Bonus Feat: Stealthy 3rd level — Bonus Feat: Dodge 4th level — Sacrifice Strike 5th level — Power Attack, Master Technique: Pressure Point Strike

Monkey: 1st level — Bonus Feat: Acrobatic 2nd level — Bonus Feat: Dodge 3rd level — Bonus Feat: Improve Trip 4th level — Deceptive Dodge 5th level — Fool’s Lure, Master Technique: Hidden Ki

Snake, Viper: 1st level — Bonus Feat: Improved Feint 2nd level — Find Your Moment 3rd level — Bonus Feat: Improved Grapple 4th level — Bonus Feat: Combat Reflexes 5th level — Fool’s Lure, Master Technique: Poisoned Ki

Tiger: 1st level – Bonus Feat: Power Attack 2nd level – Bonus Feat: Dodge 3rd level – Bonus Feat: Mobility 4th level – Bonus Feat: Spring Attack 5th level – Bonus Feat: Whirlwind Attack, Master Technique: Pressure Point Strike

Noble Disciple The noble disciple is usually a monk that recognized the wisdom of a monastery mascot and allowed himself to be taught. Many noble disciples go through their entire training without realizing that the mascot was anything more than a very wise animal, while others are told of the existence of noble animals.

Hit Die: d8.

Requirements

• Race: Any humanoid.

• Alignment: Any lawful.

• Base Attack Bonus: +2

• Skills: Knowledge (nature or religion) 6 ranks.

• Feats: Improved Unarmed Combat, Evasion

• Special: This class is only available to characters who have studied with a monastery mascot.

Class Skills The noble disciple’s class skills are: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Stealth (Dex), and Swim (Str).

Skill Ranks per

Level: 4 + Int modifier.

Table: Noble Disciple Level BAB Fort Ref Will Special 1st +0 +2 +2 +2 Monk Abilities, Protected Species, Technique, Beast Tongue 2nd +1 +3 +3 +3 Species Friend, Technique 3rd +2 +3 +3 +3 Technique 4th +3 +4 +4 +4 Technique 5th +3 +4 +4 +4 Technique or Master Technique

Class Features

• Weapon and Armor Proficiency: Noble disciples gain no proficiencies with any weapon, armor, or defensive attitudes.

• Monk Abilities: A noble disciple’s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.

• Protected Species: Upon becoming a noble disciple, the character is forbidden from ever harming a member of his mascot’s species, normal or noble. If he ever intentionally harms or damages one of the specified creature, he can no longer advance as a noble disciple.

• Technique: At every level the noble disciple can learn one of the techniques belonging to his monastery mascot. The GM will tell determine which techniques a particular mascot has.

• Beast Tongue (Ex): At 1st level the noble disciple gains the ability to speak to animals of his mascot’s species.

• Species Friend (Ex): At 2nd level the disciple’s familiarity with his mascot’s species grants him a +4 familiarity bonus to any applicable Diplomacy, Handle Animal, Heal, Profession, or Ride skill checks having to do with creatures of that species (noble or natural). In addition, the noble disciple can always take 10 on any of these checks, no matter the situation.

• Master Technique: At 5th level, the noble disciple can choose to take either a new Technique, or a Master Technique.

• Multiclass Note: A character can take the noble disciple class multiple times, each time taking it for a different mascot of a different species (i.e., he could become a disciple of a bat and then become a disciple of a baboon, but he could not become a disciple of two different bats). The character cannot advance further as a noble disciple for a given species if he has already begun advancing as a noble disciple for another species.

Totem The Totem is a noble animal who has decided to aid a particular tribe of primitive humanoids. To members of that tribe, the totem’s wisdom is beyond question, and its powers like unto a god’s. To the tribe’s shaman, the totem is a valuable partner and trusted friend.

Hit Die: d6.

Requirements

• Skills: Diplomacy 5 ranks, Knowledge (nature) 5 ranks.

• Special: Must be able to cast divine spells.

• Special: Must have regular and peaceful contact with a humanoid tribal shaman.

Class Skills The totem’s class skills are: Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (humanoids) (Int), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per

Level: 4 + Int modifier.

Table: Totem Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Gift of Understanding, +1 level in existing divine spellcasting class 2nd +1 +0 +0 +3 Bonus Feat, +1 level in existing divine spellcasting class 3rd +1 +1 +1 +3 Grant Boons, +1 level in existing divine spellcasting class 4th +2 +1 +1 +4 Bonus Feat, +1 level in existing divine spellcasting class 5th +2 +1 +1 +4 Leadership, +1 level in existing divine spellcasting class 6th +3 +2 +2 +5 Bonus Feat, +1 level in existing divine spellcasting class 7th +3 +2 +2 +5 +1 level in existing divine spellcasting class 8th +4 +2 +2 +6 Bonus Feat, +1 level in existing divine spellcasting class 9th +4 +3 +3 +6 +1 level in existing divine spellcasting class 10th +5 +3 +3 +7 Bonus Feat, +1 level in existing divine spellcasting class

Class Features

• Weapon and Armor Proficiency: Totems gain no proficiencies with any weapon, armor, or defensive attitudes.

• Spells Per Day: When a totem level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before becoming a totem. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a totem, he must decide to which class he adds the new level for purposes of determining spells per day.

• Gift of Understanding: At 1st level, the totem gains the feat Gift of Understanding.

• Bonus Feat: At every even level, the totem gains a bonus feat from the following list: Bestow Gift, Create Fetish, Create Greater Fetish, Create Juju, Grant Magical Might, Grant Wondrous Trait, Imbue Lesser Spellthrall, or Imbue Spellthrall. The totem can use these feats to create boons for other noble animals or for humanoid members of his tribe, only.

• Grant Boons (Su): At 3rd level, the totem can cast any Boon spell he has access to on humanoids in addition to noble animals.

• Leadership: At 5th level, the totem gains the bonus feat, Leadership. The followers granted by this feat are members of the totem’s tribe who will accompany him on adventures, while the cohort is the tribe’s shaman (or perhaps an apprentice). The shaman is a divine spellcaster, and a member of either the Adept, Cleric, or Druid character class.

War Mount While most typically taken by equine or canine characters, the war mount is any noble animal who has taken to allowing a smaller creature to ride on their back. The rider is most often a humanoid or simian character, but there is nothing stopping a cat from giving a mouse a ride into battle, or an eagle letting a rabbit cling on for dear life.

Hit Die: d10.

Requirements

• Base Attack Bonus: +5

• Skills: Ride 5 ranks

• Feats: Mobility

• Special: Size Tiny or larger

Class Skills The war mount’s class skills are: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), and Swin (Str).

Skill Ranks per

Level: 2 + Int modifier.

Table: War Mount Level Fort Ref Will Special 1st +1 +0 +2 +0 Partnership, Mounted Combat Substitution, Powerful Charge, Bonus Feat 2nd +2 +0 +3 +0 Transfer Abilities 3rd +3 +1 +3 +1 Pounce, Bonus Feat 4th +4 +1 +4 +1 Share Health 5th +5 +1 +4 +1 Hairpin Turn, Bonus Feat

Class Features

• Weapon and Armor Proficiency: The war mount gains no additional weapon proficiencies, but he does gain proficiency with light and medium armor or barding, if a character is a quadruped with the proper body shape (horse, dog, goat, etc.) he also gains proficiency with heavy barding.

• Partnership (Ex): A war mount forms a special bond with a single rider above all others. The rider must be of at least one size category smaller than the war mount, and have at least half as many ranks in Ride as the war mount himself has. As the war mount gains levels, he will be able to share his abilities with his rider while the rider is mounted on the war mount. A war mount can choose to dismiss a rider at any time, just like a ranger can dismiss a companion. A war mount can only have one bonded rider at a time.

• Mounted Combat Substitution: The war mount is considered to have the Mounted Combat Feat for purposes of feat prerequisites, but does not gain the Ride check to negate a hit unless he actually takes the feat.

• Bonus Feat: At every odd level, the war mount gains a bonus feat from the following list: Acrobatic, Athletic, Combat Expertise, Combat Reflexes, Spring Attack, Endurance, Diehard, Trampling Overrun, Power Attack, Improved Bull Rush, Improved Overrun, or Run. All prerequisites for these feats must be met.

• Powerful Charge (Ex): At 1st level, you gain the Powerful Charge special attack. You now deal double your primary attack damage + 2x your Strength modifier when you charge.

• Transfer Abilities (Ex): At 2nd level, the war mount can transfer his war mount abilities to his rider. This means the bonded rider gains the benefit of powerful charge, pounce, and whatever bonus feat the character takes at 3rd level. These abilities can only be used by the rider while mounted.

• Pounce (Ex): At 3rd level, you gain the Pounce ability, if you do not already have it, enabling you to make a full attack at the end of a charge action.

• Share Health (Su): At 4th level, the link between mount and rider has become such that they can lend each other part of their life force. The war mount can sacrifice up to his character level plus his Cha modifier in Hit Points and give them to his bonded rider once per day. The rider can also do this, for a total of the rider’s character level plus the rider’s Cha modifier in hit points, once per day.

• Hairpin Turn (Ex): By 5th level the war mount has learned to change its direction suddenly without losing too much momentum, enabling it to take a charge action even if it would have to turn to do so. If the war mount chooses to exercise a hairpin turn, its charge distance decreases to one and a half (1.5) times its base speed, rather than two times the base speed. Only one turn, up to 90 degrees, is permitted, and the war mount must be able to see the target of its attack before it begins the charge, even if the path of the charge would take them out of line of sight.




Chapter 4: Feats








Cautious Attitude You can gain a defensive benefit by adopting a cautious and wary attitude.

Prerequisites: Aggressive Attitude.

Benefit: You can choose the Cautious Attitude as either your starting or triggered Attitude for the day.

Create Fetish [Boon Creation] You can bestow the effects of a spell into an object or creature, just like a humanoid can brew a potion.

Prerequisites: Noble animal only, caster level 3rd.

Benefit: You can create a fetish of any 3rd level or lower spell that you know and that targets one or more creatures. Creating a fetish takes 2 hours if the base price of the potion it is based on is 250 gp or less, otherwise creating a fetish takes one day for each 1,000 gp in the base price of the potion. When you create a fetish, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The ability sacrifice necessary to create a fetish is always one point. See the boon creation rules in Chapter 7.

The spell effect of the fetish is placed into an object or creature. Any noble animal can activate the fetish by simply eating the object (or creature), or scratching himself if the fetish was placed on him.

For example, a noble wolf wizard decides to grant an invisibility fetish to a noble horse who has done him a favor. The horse now has a shock of white hair just above his right front hoof. Anytime he chooses he can rub the marked leg on the ground and release the spell. The white patch will disappear, and so will the horse. Another animal could, with the horse’s permission, rub that patch of fur and gain the benefit of the fetish, which also uses it up.

Another method is to make a fetish out of some relatively small, innocuous item; such as a twig, a bit of string or a pebble. An object so enchanted will appear to glow faintly to the eyes of any noble animal. While most animals will have difficulty carrying it around, any noble animal that eats it gains the effect. No matter what the object is, the animal will suffer no ill effects from eating it, as the magic consumes it before it can impact their digestion.

A final method of creating fetishes is favored by some predatory spell-casters (especially of the feline variety). A fetish can be imbued into a living non-noble creature of size diminutive or smaller. Just as with inanimate fetishes, these fetish creatures will glow faintly to a noble animal. Any noble animal who eats it will gain the effects of the fetish. A favorite practice among barncat sorcerers is to create fetishes out of several of the mice that share his barn, and call them to him when he wishes to use them. The helpless rodents will follow the cat until such time as the effect is needed, when he eats it. An animal that has been made into a fetish does not age, and does not need to eat or sleep.

A variation on this theme is used by many fur-bearing noble animals, who imbue fleas or ticks with a fetish, then “groom” them off of themselves or allow an ally to groom them to get the effect of the fetish. Fetish fleas and ticks do no harm to a creature on whom they are riding, neither do they age, eat, or sleep. Similarly, avian characters will use the mites that can be found in their feathers.

When you create a fetish, you make any choices that you would normally make when casting the spell. Whoever activates the fetish is the target of the spell.

When a fetish is placed within a non-noble animal, it completely overwrites their personality, turning them into a walking catatonic magical item, completely compliant to the will of the character controlling them. In this state, they can only respond to the simplest of commands: “come”, “stay”, “follow”, “sit”, “stand”.

Any fetish that stores a spell with a costly material component also carries a commensurate cost. In addition to the ability sacrifice derived from the base price, you must expend the material component when creating the fetish unless you have Eschew Materials or Greater Eschew Materials.

Create Greater Fetish [Boon Creation] You can create greater fetishes; a reservoir of magical power similar to a humanoid’s magic wand, and place them into living creatures.

Prerequisite: Noble animal only, caster level 5th.

Benefit: You can create a greater fetish of any 4thlevel or lower spell that you know. Creating a greater fetish takes 1 day for each 1,000 gp in the base price of the wand it is based on. To create a greater fetish, you must sacrifice a number of ability points equal to the market price of the greater fetish’s wand counterpart divided by 20,000, rounding up. The creature intended to be the greater fetish must be within your presence for the final two hours of the creation process. A newly created greater fetish has 50 charges. See the boon creation rules in Chapter 7 for more information. A greater fetish can only be created in a living creature. Most noble animal spell casters turn this feat on themselves, effectively turning themselves into a magic wand. Some occasionally imbue an animal companion or familiar with this power, so that it can be accessed at a moment’s notice. Only a noble animal can access the greater fetish’s power. If the fetish is in a noble animal with the ability use it, it can do so at will until the charges are used up. A creature currently host to a greater fetish will be seen to have eerie, glowing pupilless eyes by any noble animal or humanoid with The Gift of Understanding. If the greater fetish is inside a non-noble animal, then any noble animal can activate it if they are in contact with the creature and know the proper command.

A single creature can contain the effects of up to three greater fetishes, two lesser spellthralls, and one spellthrall.

Create Juju [Boon Creation] You can create a juju from a bit of your own fur, a feather, or a scale that can be used to cast a spell in the same manner as a magic scroll.

Prerequisite: Noble animal only, caster level 1st.

Benefit: You can create a juju of any spell that you know. Creating a juju takes 2 hours if the base price of the scroll it is based on is 250 gp or less, otherwise creating a juju takes 1 day for each 1,000 gp in the base price of that scroll. To create a juju, you must sacrifice one point of an ability score. See the boon creation rules in Chapter 7 for more information.

Death Roll [Species] You can drag an opponent into deep water to drown them or twist their limbs apart.

Prerequisites: Crocodilian, Improved Grab.

Benefit: When fighting in water, you can drag a target into deep water and roll them over and over, until they drown. Once you successfully grapple a foe, you may begin to roll under the water. In addition to taking grapple damage each turn, the target must also make Fortitude tests to keep holding its breath, with a DC of 10 plus your character level. If the target fails this test, or they simply run out of breath, they must then attempt to avoid drowning per the core rules.

While on land, you can use the death roll to deal a significant amount of torque damage by latching onto a target’s body part and then twisting until it comes off. To do this, you can elect to take a -4 penalty to your CMB in order to attempt the death roll attack. If the attack is successful, the target is dealt twice the normal grapple damage (including any Strength bonus).

Eschew Materials In addition to ignoring minor material components for humanoid spells, this feat also allows a caster to ignore the blood component of an animal spell.

Benefit: You can cast any humanoid spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

For noble animals, you can cast a spell that has a one hit point blood component without taking any damage.

Exotic Weapon Proficiency [General, Combat] You can use humanoid weapons without the non-proficiency penalty.

Prerequisites: Base attack bonus +1; hands, vestigial hands, or a trunk (real or spectral).

Benefit: For noble animals, all humanoid weapons are considered exotic (with the exception of the club and the rock), so this feat must be taken for each humanoid weapon a noble animal character wishes to use. A noble animal using a humanoid weapon does not need to use their primary natural weapon to attack. The character can also gain additional attacks with the weapon, provided his base attack bonus is high enough. Using these multiple attacks means that the character cannot use any natural weapons in the same round.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Flyby Attack

Prerequisite: Fly speed.

Benefit: When flying, you can take a move action (including a dive) and another standard action at any point during the move. You cannot take a second move action during a round when you make a flyby attack.

Normal: Without this feat, a character takes a standard action either before or after its move.

The Gift of Understanding You can recognize and use humanoid magic.

Prerequisite: Intelligence 13+, caster level 3rd.

Benefit: Your detect magic spells will now be able to detect humanoid items and spells. You can use Spellcraft to identify humanoid spells. You can use humanoid-manufactured magic items (that were not designed for animals). Finally, you can read humanoid magic when you cast read magic, and learn humanoid spells.

A humanoid caster can take this feat and have it apply to noble animal magic.

Normal: Without this feat, humanoid and noble animal magic is completely transparent to each other.

Grant Magical Might [Boon Creation] You can grant magical weaponry and protection to noble animals.

Prerequisite: Noble animal only, caster level 5th.

Benefit: You can grant the effect of any magic weapon or armor whose prerequisites you meet. Granting this boon takes one day for each 1,000 gp in the market price of its magical features. To grant this boon, you or the recipient must sacrifice ability points equal to the total price of the magical features divided by 20,000 (round up).

This effectively turns the recipient’s own natural weapons (or their hide) into magical weapons or armor. See the boon creation rules in Chapter 7 for more information.

Grant Wondrous Trait [Boon Creation] You can grant wondrous powers and abilities to noble animals, similar in function to the wondrous items used by humanoids.

Prerequisite: Noble animal only, caster level 3rd.

Benefit: You can grant a wide variety of magical wondrous traits. Granting a wondrous trait takes 1 day for each 1,000 gp in the price of the wondrous item the trait is meant to emulate. During the creation process, the recipient of the trait must stay within your sight. To grant this boon, you or the recipient must sacrifice ability points equal to the base price of the wondrous item the trait is based on divided by 20,000 (round up). See the boon creation rules in Chapter 7 for more information.

There is no way to hide a wondrous trait. If you have one, then everyone capable of perceiving noble animal magic will be able to see it unless its effects are directly to the contrary (such as wondrous trait based on a cloak of invisibility).

Greater Eschew Materials You can cast a greater variety of humanoid or animal spells without material or blood components, respectively.

Prerequisites: Noble animal only, Eschew Materials, caster level 5+.

Benefit: You can cast any humanoid spell that has a material component costing 100gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 100 gp, you must have the material component available to cast the spell, just as normal.

For noble animals, you can cast any animal spell with a blood component of up to 10 hit points without taking any damage.

Greater Multiattack [General, Combat]

Prerequisite: Dexterity 17+, three or more natural attacks, Multiattack, Improved Multiattack, base attack bonus of +11.

Benefit: You can attack an additional time per round with one of your primary weapons, albeit at a –2 penalty.

Normal: Without this feat, a creature can only attack once with its primary weapon.

Growth Spurt You have a sudden burst of growth, increasing your size.

Prerequisites: Noble animal only, must belong to a species with a Size Threshold or level-dependent size changes, and have not taken the levels necessary to gain all the size increases available.

Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the same progression as in the Improved Natural Attack feat. Note: This feat will not allow a character to grow bigger than a member of his species who has reached all of their species’ Size Thresholds.

Hamstring [Species] You can hamper an opponent’s mobility with a vicious attack to the tendons of the leg.

Prerequisites: Noble cat, big cat, great cat, cheetah, or hyena; base attack bonus +2.

Benefit: As a full attack action, you can decide to make an attack at a melee opponent’s limbs. This attack has a –4 penalty to hit. It the attack hits, in addition to the normal damage, the target’s movement rate is reduced by half until they receive healing equal to the amount of damage done by the attack.

Imbue Lesser Spellthrall [Boon Creation] You can turn non-noble animals into lesser spellthralls, making them similar in function to magical rods.

Prerequisite: Noble animal only, caster level 9th.

Benefit: You can turn any non-noble Diminutive to Small-size animal into the equivalent of a magical rod whose prerequisites you meet. Imbuing a lesser spellthrall takes one day for each 1,000 gp in the base price of the rod upon which it is based. The animal intended to become the lesser spellthrall must be in your presence for the entire time. To imbue a lesser spellthrall, you must sacrifice one ability point for each 20,000 gp in the listed price of that same rod (round up). See Chapter 7 for more on boon creation.

When an animal becomes a lesser spellthrall, it no longer has Intelligence, Wisdom, or Charisma, and makes saves as an object. Its AC becomes 9 and it has 10 hit points with DR 6/-. The lesser spellthrall will only respond to the simplest of commands: “come”, “stay,” “follow,” “sit,” “stand,” and, of course, the command words to activate its special abilities.

A single creature can contain the effects of up to three greater fetishes, two lesser spellthralls, and one spellthrall.

Imbue Spellthrall [Boon Creation] You can turn non-noble animals into spellthralls, making them similar in function to magical staves.

Prerequisite: Noble animal only, caster level 11th.

Benefit: You can turn any Small or Medium-sized non-noble animal into a spellthrall, giving it the abilities of a staff whose prerequisites you meet. This cannot be done to a familiar, an animal companion, or otherwise supernatural animal. Imbuing a spellthrall takes 1 day for each 1,000 gp in the base price of the staff it is based on. The animal intended to become the spellthrall must be in your presence for the entire time. To imbue a spellthrall, you must sacrifice one ability point for each 20,000 gp in the listed price of that same staff (round up). A newly invested spellthrall has 10 charges. See the boon creation rules in Chapter 7 for more information.

When an animal becomes a spellthrall, it no longer has Intelligence, Wisdom, or Charisma, and makes saves as an object. Its AC becomes 7 and it has 10 hit points with DR 10/-. The spellthrall will only respond to the simplest of commands: “come,” “stay,” “follow,” “sit,” “stand,” and of course, the command words to activate its special abilities.

Improved Manipulation

Prerequisite: Dexterity 13+, hands, prehensile tail, vestigial hands, or trunk.

Benefit: The penalty for using your hands, tail, or trunk to perform skills or make attacks with weapons is reduced by 2.

Special: This feat can be taken multiple times, and its effects stack. This can never give a character a bonus to using their hands; it can only remove a penalty.

Improved Multiattack [General, Combat]

Prerequisite: Dexterity 15+, three or more natural attacks, Multiattack, base attack bonus of +6.

Benefit: You may make secondary attacks with no penalty. You still may only add ½ of your Strength bonus, if any to these attacks.

Normal: Without this feat, a noble animal character with the Multiattack feat has a –2 penalty to all secondary attacks.

Improved Natural Armor [General, Combat] Prerequisites: Natural armor, Con 13.

Benefit: Your natural armor bonus increases by 1.

Special: A noble animal can gain this feat multiple times. Each time you take this feat your natural armor bonus increases by another point.

Improved Natural Attack [General, Combat]

Prerequisite: Natural weapon, base attack bonus +4.

Benefit: Choose one of your natural attack forms. The damage for this natural weapon increases by one step, as if your size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Late Bloomer You seemed to be the runt of the litter, but now you have begun to grow again.

Prerequisites: Noble animal only, must belong to a species with species class levels.

Benefit: You may now take levels in your species class at any time you choose, even if you have progressed to higher levels in other classes.

Multiattack [General, Combat]

Prerequisite: Three or more natural attacks.

Benefit: Your secondary attacks with natural weapons take only a –2 penalty.

Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

Nature’s Colossus You have grown much larger than most members of your species.

Prerequisites: Amphibian, Avian, or Reptile only; character level 10+ (except for lizards, who must have a character level of 5+), must have reached all your species’ Size Thresholds or taken all level dependent size increase from species class (if any).

Benefit: Your size category increases by one, with all the attendant bonuses and penalties that brings with it. Any natural weapons you have will be larger now as well, and so will deal greater damage, following the same progression as in the Improved Natural Attack feat.

Special: Reptiles may take this feat multiple times, growing an additional size category with each feat. Note: The size increase granted by this feat does not require the character to take a negative level.

Prehensile Tail [Species] You can use your tail as an extra hand.

Prerequisites: Monkey only.

Benefit: You have a highly dexterous tail that can be used to grasp objects or even wield a weapon. You gain a +3 circumstance bonus to any climb checks. Any attacks with a weapon held in the tail count as offhanded attacks and carry a -10 penalty (this stacks with any non-proficiency penalties).

Pull In [Species] You can pull yourself into your shell to avoid taking damage in combat.

Prerequisites: Tortoise only.

Benefit: You can pull your head, legs, and tail inside your shell and attempt to wait out the fight. When you choose total defense, instead of a +4 dodge bonus, you lose your Dex modifier (which is most likely a negative number anyway), and gain an additional +4 Natural Armor bonus on top of your regular AC.

While shut in, you cannot move at all, but you can cast spells, should you choose to do so. You retain the above stated armor bonus if you choose, and are not subject to attacks of opportunity. While pulled in, you cannot gain the benefits of the Combat Casting feat.

In addition, while pulled in, you can elect to roll your Fortitude Save instead of you Reflex Save for any attack that grants a Reflex Save to lessen or eliminate damage.

Roar [Species] You can let out a deafening roar to shake you foes.

Prerequisites: Ape, Bear, or Great Cat; 5th level.

Benefit: This ability allows the character to make a single Intimidate check against a number of opponents equal to his level plus Cha bonus. The targets for this check can be anyone in earshot of the roar, which is anywhere within a 2 mile radius.

Runt You are very small for your species, or are possibly of a smaller breed.

Prerequisite: Only available to characters whose size is at least Tiny, when first created.

Benefit: You are one size category smaller than other members of your species. Whenever you reach a Size Threshold or gain a level that includes a size increase, your size increases as well, but only to a step below that gained by normal-sized members of your species. This smaller size carries with it the attendant bonuses and penalties to hit rolls, AC, etc.

Special: No character can take Runt in combination with Growth Spurt, Late Bloomer, or Nature’s Colossus.

Simple Weapon Proficiency [General, Combat] You can use humanoid weapons without the non-proficiency penalty.

Prerequisites: Hands, vestigial hands, or a trunk (real or spectral).

Benefit: When a noble animal character of any class takes this feat, they gain the ability to use humanoid weapons without the –4 non-proficiency penalty. A noble animal using a humanoid weapon does not use their primary natural weapon to attack. The character can also gain additional attacks with the weapon, provided his base attack bonus is high enough. Using these multiple attacks means that the character cannot use any natural weapons in the same round.

Strength Substitution [General, Combat] You can perform feats normally reserved for much stronger creatures.

Prerequisites: Size Small or smaller, ability to substitute Dexterity modifier for Strength modifier for a Strength-based skill check (such as a rabbit’s ability to substitute Dexterity for Strength for Jump checks).

Benefit: When taking a new feat with a minimum Strength prerequisite, you are treated as if you have a Strength of 13 for the purposes of that feat.

Sturdy Attitude You can gain a defensive benefit by adopting a sturdy and implacable attitude.

Prerequisites: Aggressive Attitude, Cautious Attitude.

Benefit: You can choose the Sturdy Attitude as either your starting or triggered Attitude for the day.

Threat Display You have some natural method of making yourself appear more fierce and imposing. This is accomplished through the use of brightly patterned scales or feathers, extending frills of skin, arching one’s back, rattling your tail, or any one of thousands of different features. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Prerequisites: Noble animal only.

Benefit: You get a +2 bonus on all Bluff and Intimidate checks.

Trampling Overrun [Combat] You can flatten creatures smaller than yourself by trampling them.

Prerequisites: Power Attack, Improved Overrun, Size Large or larger, Str 17.

Benefit: You gain the ability to make a trample special attack. As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than you. This works just like the overrun combat maneuver, but you do not need to make a check, but rather simply move over any opponents in your path. Targets of your trample take an 1d6 + 1-1/2 times your Strength modifier if you are size Large, or 1d8 + 1- 1/2 times your Strength modifier if you are size Huge. Targets of your trample can make an attack of opportunity, but at a –4 penalty. If your targets forgo an attack of opportunity, they can attempt to avoid you and receive a Reflex save to take half damage. The save DC against your trample attack is 10 + 1/2 your character level + your Strength modifier. You can only deal trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.

The damage for this attack can be increased through use of the Improved Natural Attack feat.

Trumpet [Species] You can use your trunk or throat to trumpet a warning, greeting, or even a more complex message that can be heard for miles.

Prerequisites: Elephant, Moose, Cha 13+.

Benefit: You can aid another character performing any Intelligence, Wisdom, or Charisma based skill check, as long as they are within a 5-mile radius. You must possess ranks in the skill being attempted, and cannot take 10 on the aid attempt.

Venom Spitting [Species] Some species of viper (like the spitting cobra) have an additional use for their venom. You can spit your venom into your foes’ eyes, blinding them.

Prerequisites: Viper only, character level 3+.

Benefit: You may choose to spit your venom as an attack action. This attack has a range increment of 3 feet and does 1d4 damage. On a successful hit, the target must make a Fort save versus a DC of 10 or be blinded (this DC can be increased with the Ability Focus feat). If the venom is cleaned out within 1d6 minutes, the effect lasts 1d6 hours. If the victim is unable to clean the venom out, the blindness becomes permanent.

Versatile Beast [General, Combat]

Prerequisite: Dexterity 13+, two or more natural attacks, Base attack of +5.

Benefit: You may choose one of your secondary attacks to serve as an alternate primary attack. In any given round, you may announce that the alternate attack will be the primary for that round, giving it your full attack bonus, while all other attacks are treated as secondary, including your normal primary attack.

Normal: Without this feat, a noble animal character has only one primary attack (or pair of attacks) All other attacks are secondary, and have a -5 penalty to hit in the absence of certain feats.

Wingover

Prerequisite: Fly speed.

Benefits: You can change direction quickly once each round while flying as a free action. This feat allows you to turn up to 180 degrees regardless of your maneuverability, in addition to any other turns you are normally allowed. You cannot gain altitude during a round when you execute a wingover, but you can dive. The change of direction consumes 10 feet of flying movement.

Chapter 5: Deeds

Deeds are special features, similar to feats, that grant noble animal characters new abilities or enhance existing ones. Deeds are performance based, each requiring some specific action to have been per formed in order to be available to the character. Unlike feats, deeds are not granted as the character advances in levels, but rather purchased with experience points after specific conditions are met. For example, Huun, a brown bear, has just been wounded in a fight and has the required 125 experience points to spend. He spends the points and gains the 1st deed of the Terrible Fury deed tree, granting him the Rage ability.

Acquiring Deeds

As a noble animal character embarks on an adventuring career, he will hopefully perform heroic and legendary actions. Not having access to magic weapons and treasure like most humanoid characters, noble animals (and only noble animals) can gain the benefits of various “deeds” as a reward for their actions.

Deeds are organized into “trees.” Each deed tree includes five separate deeds, each having a separate experience point cost and available at different character levels. Use the following table to determine the costs of the deeds. Deeds in a deed tree must be purchased in order; a character must have the 1st and 2nd deeds before he can purchase the 3rd deed in the same tree. A character can have deeds from multiple trees, provided he meets the prerequisites for each individual deed.

If the conditions for a deed are met, including experience point expenditure, a deed can be gained immediately, even while in the midst of an adventure.

Deed XP Cost Minimum Character Level 1st 125 1st 2nd 250 2nd 3rd 500 4th 4th 1,000 7th 5th 2,000 11th

Prerequisites

In addition to the level requirements and experience point costs, deeds also have prerequisites that must be met before they can be purchased – many deeds, for example, can only be taken by characters of a specific species. Other prerequisites are actions that the character must have performed before being eligible for the deed. A character cannot “save up” qualifying actions for deeds. Once an action is accomplished, the experience points must be spent for the deed at the very next opportunity. If a character has accomplished the prerequisite actions for more than one deed in a deed tree, only the lowest level deed the character qualifies for is counted. Actions for higher level deeds do not count toward prerequisites until all of the lower level deeds have already been obtained.

Once a character has a deed, it cannot be taken away except through use of a bestow curse, wish, or other similarly powerful magics. If a deed is removed through use of bestow curse, it can be restored through the usual means (remove curse, limited wish, etc.).

A character can only take deeds from a single deed tree with a species requirement.

Creating New Deeds

While there are certainly a lot of deeds presented here (175 organized into 35 trees), there simply was not enough space to create a species-specific deed tree for every species available in this book. Not to worry, however; creating your own deed tree is easy, if you follow these guidelines.

First, think of the theme of the deed tree. All of the deeds in a particular tree should reflect a similar theme. Also, try not to duplicate an existing tree; with the existence of Armored Aura, for example, there really is no need for another deed tree that provides enhancement bonuses to AC.

Next, choose or create five deeds, one for each level of the tree. The easiest and quickest way to do this is to simply have the deed duplicate the effects of an existing spell – there are hundreds to choose from, after all, and they cover a tremendous range of action. If a deed is based off of a spell, it is simple to assign it a level; simply give it the same level as its spell level.

Finally, present your proposed deed to your GM. Provided your deed tree makes sense using the “logic” of magic, is not unbalanced, and seems to fit the species it was created for, he may welcome the addition of a new deed tree to the arsenal (his NPCs can use it, too, you know). He should take a look at the benefit’s the deed provides, and devise the prerequisite actions needed to qualify for each deed. Players can make suggestions for this step, but the GM’s decision is final. The required actions should be a challenge for a character whose level brings him into eligibility for the deeds. If it is too hard, the player will never be able to gain the deed and may feel cheated. If it is too easy, it could unbalance your campaign by having powerful magic at the disposal of a character who is not yet ready for it.

Deed Descriptions

Any spell granted by a deed is considered a spell-like ability. The caster level for these abilities is always the noble animal’s character level.

Armored Aura

Prerequisite: You must have been struck by a foe in combat. Bonuses from this deed tree can stack with boons that also grant bonuses to Armor Class, up to a maximum of +5.

1st Deed: +1.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an opponent whose level is equal to or greater than your own.

Benefit: +1 enhancement bonus to Armor Class.

2nd Deed: +2.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an opponent who has some sort of magical resource (spells, items, etc.)

Benefit: +2 enhancement bonus to Armor Class.

3rd Deed: +3.

Prerequisite: You must win a battle in which you are outnumbered.

Benefit: +3 enhancement bonus to Armor Class.

4th Deed: +4.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an undead opponent.

Benefit: +4 enhancement bonus to Armor Class.

5th Deed: +5.

Prerequisite: You must win a battle in which you are outnumbered at least 5 to 1.

Benefit: +5 enhancement bonus to Armor Class.

Brother to Winds

Prerequisite: Noble Horse only.

1st Deed: Burst of Speed.

Prerequisite: You must win a race of at least 1 mile with another horse, without using any magical aid.

Benefit: You can cast expeditious retreat once per day.

2nd Deed: Calling the Zephyr.

Prerequisite: You must run with a storm, racing with it, for a full day.

Benefit: You can cast gust of wind once per day.

3rd Deed: Leap.

Prerequisite: You must leap over either a 25-foot chasm or a 7-foot wall.

Benefit: You can cast jump 5 times per day.

4th Deed: In the Sky’s Embrace.

Prerequisite: You must win a race of at least 10 miles with a bird of prey.

Benefit: You can cast air walk once per day.

5th Deed: Leading the Wind’s Herd.

Prerequisite: You must stand out in a dangerous storm (a gale, hurricane, or typhoon), not seeking shelter, for an entire day.

Benefit: You can cast control winds once per day.

Claws of the Sirocco

Prerequisite: Noble Cheetah only.

1st Deed: Too Fast to Fall.

Prerequisite: Succeed at an Acrobatics check with a DC of 15.

Benefit: Once per day, you can run straight up any vertical surface or across any body of water, provided the height or width is not greater than your Base Speed. If you discover that the distance is greater than your Base Speed after you have already begun moving, you immediately fall when you reach the end of your movement. This means a dunking if you were running across water, and falling damage if you were running up a vertical surface.

2nd Deed: Seeing Spots.

Prerequisite: You must be the target of at least three ranged attacks in a single round, and take no damage from any of them.

Benefit: You can cast blur on yourself once per day.

3rd Deed: Run Between the Raindrops.

Prerequisite: You must have been within the area of effect of three harmful spells or area effect abilities (like breath weapons) in a single encounter.

Benefit: You can re-roll any failed Reflex save up to 3 times per day. You must accept the result of this second roll.

4th Deed: Living Lightning.

Prerequisite: You must kill and eat at least a portion of a creature with an electrical based attack.

Benefit: Once per day, you can use one of your sprint actions to transform your body into a living ribbon of lightning. You can move up to 10 times your base speed in a straight line, passing through occupied spaces without provoking attacks of opportunity, as if you were completely immaterial. Each creature occupying a space that you moved over takes 1d6 + your Dex modifier in electrical damage, or half damage if they make a Reflex save versus your Dex score.

5th Deed: Fugue.

Prerequisite: You must kill an extra-planar enemy with a charge attack.

Benefit: Once per day, during a charge action, you can create a number of brief after-images of yourself equal to your Dex modifier. The first of these images appears within a 5-foot step of you, with the others appearing within a 5-foot step of either you or a previous image. Each image can take a single standard action. Any enhancements you have active at the time of your initial charge (spells, items, boons, etc.) apply to you only, not to the images. As each image completes its action, it collapses into the nearest image, or you. Each of these images is treated as a separate creature with regards to threatened spaces and attacks of opportunity. Any damage taken by an image is transferred onto you after their actions are completed.

Cruel Jester

Prerequisite: Noble Hyena or Monkey only.

1st Deed: The Gift of Laughter.

Prerequisite: You must make an opponent laugh during combat. Optional Rule: If you make your entire gaming group, including the GM, laugh all at once through in-character action you can also qualify for this deed.

Benefit: You can cast hideous laughter once per day.

2nd Deed: Vicious Taunt.

Prerequisite: You must successfully taunt an opponent (using the Bluff skill) during combat.

Benefit: You can cast touch of idiocy 3 times a day.

3rd Deed: Misfortune.

Prerequisite: You must have destroyed a magic weapon.

Benefit: Whenever an enemy rolls a 1 while attacking you with a normal humanoid-made weapon, their weapon breaks. If the enemy is attacking with a magic weapon, the weapon gets a save versus a DC of 15. If the weapon makes the save, nothing happens. If it fails, the weapon loses all magical abilities and qualities for 1 day. Whenever an enemy rolls a 1 while attacking you with a natural weapon, they injure themselves, and cannot use that attack again for a day.

4th Deed: Infectious Laughter.

Prerequisite: You must incapacitate an NPC with laughter without resort to magic. Optional Rule: If you can incapacitate your GM through laughter (he can’t speak for at least 1 minute), you can also qualify for this deed.

Benefit: When you cast hideous laughter using the Gift of Laughter deed (and not as one of the spells granted to a spell-caster), the target of that spell becomes a carrier of the spell’s effect, spreading it to those around him. Every creature within 10 feet of the target must make a Will save versus the original hideous laughter spell. Any creatures that fail suffer the same effects as the original target, and any creatures within 10 feet of these victims must also make a Will save versus the original spell. Any creature that has successfully saved once does not need to save again, no matter how many targets near them are affected.

Any creature that moves to within 10 feet of any victim of this spell before the spell’s duration is over must also make a Will save or fall prey to the involuntary hilarity.

5th Deed: Foolmaker.

Prerequisite: You must bring an opponent to tears through use of taunts.

Benefit: You can cast feeblemind once per day.

Divine Mark

Prerequisite: Only a noble animal with entirely white fur, feathers, scales, skin, or hide can take this deed tree.

1st Deed: Holy Fury.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of at least 4 Hit Dice worth of undead creatures.

Benefit: You can cast disrupt undead 3 times per day.

2nd Deed: The Scent of Corruption.

Prerequisite: You must inspect an entire graveyard, identifying any undead (if any) present. This inspection must take a full night.

Benefit: You can cast detect undead 3 times per day.

3rd Deed: Chosen.

Prerequisite: You must have come into contact with an extraplanar evil enemy.

Benefit: All of your natural weapons are considered Good as per the align weapon spell.

4th Deed: Let No Evil Live.

Prerequisite: You must have defeated an extraplanar evil opponent in single combat.

Benefit: You can cast dispel evil once per day.

5th Deed: Necrobane.

Prerequisite: You must clear an entire undead infestation (at least 20 HD worth). You may have assistance in this.

Benefit: You can cast disrupting weapon once per day.

Dawn’s Usher

Prerequisite: Noble Songbird only.

1st Deed: Song of Peace.

Prerequisite: You must have made a successful Will Save versus a fear effect.

Benefit: You can cast remove fear once per day.

2nd Deed: Song of Support.

Prerequisite: You must stabilize a dying creature.

Benefit: You can cast aid once per day.

3rd Deed: Song of the Harsh Light.

Prerequisite: You must have failed a save versus an undead creature’s special attack (paralysis, level drain, ability damage, etc.).

Benefit: You can cast searing light once per day.

4th Deed: Song of the Dawn’s Break.

Prerequisite: You must be touched by a celestial creature.

Benefit: You can cast daylight 3 times per day.

5th Deed: Song of Forgiveness.

Prerequisite: You must forgive a great wrong that is done to you, and not take any sort of retaliatory action.

Benefit: You can cast atonement once per day.

Dreamtimer

Prerequisite: You must have a Wisdom score of 12 or better.

1st Deed: Active Dreamer.

Prerequisite: You must sleep uninterrupted for an entire night (or day) in a location of mystical importance. This can be a haunted grove, a temple, the tomb of a great hero, a conjunction of ley-lines, or anywhere else the GM feels appropriate. You will not get enough rest to regain any spells if you are a spell-caster.

Benefit: Each night, you dream. The subject matter in these dreams can give you insight and confidence for the coming day. Roll a d10 for each full night’s (or day’s) sleep you get, and reference the table below. You gain a morale bonus of the amount listed to the activity listed for the entire day, until you go to sleep again. If your sleep is interrupted, you simply do not dream usefully that night, and gain no bonus.

2nd Deed: Lucid Dreamer.

Prerequisite: You must go without sleep for 3 full days.

Benefit: As with Active Dreamer, you dream every night, but now, you may choose which dream you will have each night. Make a Will save versus a DC of 15. If you make the save, choose your dream subject. If the save fails, roll normally. If the save roll was a natural 1, then you are plagued by nightmares (result 1 on the chart, no additional roll required).

3rd Deed: Dream Seeker.

Prerequisite: You must have a prophetic dream that turns out to be true.

Benefit: You can cast scry once per day.

4th Deed: Dream Speaker.

Prerequisite: You must have some form of contact, hostile or otherwise, with an outsider.

Benefit: You can cast dream once per day.

5th Deed: Dream Raider.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an outsider opponent.

Benefit: You can cast nightmare once per day.

Table: Dreamtimer Dreams d10 Roll Subject Dreamt Of Modifier Applied To 1 Nightmare -1 All attack rolls, saving throws, and skill checks 2 Safety and Security +2 Saving throws 3 Protecting Loved Ones +2 Bluff and Intimidate checks 4 Eating — The character does not need to eat today 5 Chasing +5 Base Speed 6 Digging +5 Burrowing Speed (if the character did not have a Burrowing Speed, he gains it at 5) 7 Fierceness +1 Damage rolls 8 Singing +2 Perform and Diplomacy checks 9 Hunting +2 Perception and Survival checks 10 Fighting +1 Attack Rolls

Farmer’s Bane

Prerequisite: Noble Fox or Rabbit only.

1st Deed: Can’t Catch What You Can’t Find!

Prerequisite: You must have been actively chased by a humanoid or a predator.

Benefit: You can cast pass without trace once per day.

2nd Deed: You Call That a Gate?

Prerequisite: You must gain entry into a humanoid occupied building and remain undetected for a full day.

Benefit: You can cast knock once per day.

3rd Deed: You Can’t See Me!

Prerequisite: You must avoid a battle through the use of the Stealth skill.

Benefit: You can cast nondetection once per day.

4th Deed: No Fence Can Stop Me!

Prerequisite: You must beat an Escape Artist DC of 25 or better.

Benefit: You can pass through any opening, no matter how small.

5th Deed: Look Over There!

Prerequisite: You must successfully Bluff during a chase or a battle.

Benefit: You can cast mislead once per day.

Font of Wisdom

Prerequisite: Noble Owl or Constrictor only.

1st Deed: Recognize.

Prerequisite: You must beat a Sense Motive or Spellcraft DC of 15.

Benefit: You can cast detect magic 3 times per day.

2nd Deed: Understand.

Prerequisite: You must give counsel or advice to another character that helps them.

Benefit: You can cast owl’s wisdom once per day.

3rd Deed: Reject Things Unreal.

Prerequisite: You must successfully save versus an Illusion spell.

Benefit: You can cast dispel magic once per day.

4th Deed: Foresee.

Prerequisite: You must have accurately predicted an element of your campaign’s plot or a plot twist.

Benefit: You can cast divination once per day.

5th Deed: Know the Truth.

Prerequisite: You must have somehow penetrated a magical disguise.

Benefit: You can cast true seeing once per day.

Forked Tongue

Prerequisite: Noble Snake only.

1st Deed: The Serpent’s Guile.

Prerequisite: You must, through the use of Diplomacy and Bluff alone, change a non-player character’s attitude from hostile.

Benefit: You can cast charm animal once per day.

2nd Deed: It’s What You Want.

Prerequisite: You must successfully Bluff a creature when not in a combat situation.

Benefit: You can cast suggestion once per day.

3rd Deed: The Serpent’s Wit.

Prerequisite: You must charm an opponent while in combat.

Benefit: You can cast charm monster once per day.

4th Deed: Trust in Me.

Prerequisite: You must tell a completely bald-faced lie and be believed by everyone who hears it for at least 2 days.

Benefit: You can cast glibness 3 times per day.

5th Deed: Playing the Crowd.

Prerequisite: You must pull a successful scam on a group of at least five individuals.

Benefit: You can cast mass suggestion once per day.

Fortune’s Favorite

Prerequisite: Noble Elephant or Rabbit only.

1st Deed: Lucky Feet.

Prerequisite: You must roll two natural 20s in one gaming session.

Benefit: Once per session, you can cause any Attack Roll, Skill Check, or Saving Throw to be re-rolled. The new roll must be taken, even if the result is worse.

2nd Deed: Better Lucky Than Good.

Prerequisite: You must have rolled 3 successful Saves in one gaming session.

Benefit: You can cast heroism once per day.

3rd Deed: Shaving the Dice.

Prerequisite: You must “call” the number rolled on any to hit roll, saving throw, or skill check. In other words, you must call out the number you expect to roll on the die before it is rolled, and then roll that number. You can attempt this no more than 10 times in one session. Optional Rule: If you can successfully use a loaded — or otherwise tampered-with — die during the game without getting caught, you can then show the die to the GM and announce that you cheated, qualifying for this deed. The altered die roll and any results from it remain, but the GM has the option of confiscating the die.

Benefit: You can cast prayer once per day.

4th Deed: Too Lucky To Be Real.

Prerequisite: You must go five sessions without using your Lucky Feet ability.

Benefit: You can now re-roll up to three Attack Rolls, Skill Checks, or Saving Throws per day. The new roll must be taken, even if the result is worse. This ability replaces the Lucky Feet ability.

5th Deed: Charmed Life.

Prerequisite: You must beat any single DC or AC by 20 or more.

Benefit: You can cast greater heroism once per day.

God’s Arrow

Prerequisite: Good birds only.

1st Deed: Holy Talon.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of at least 4 Hit Dice worth of undead creatures.

Benefit: Your talons now have a +2 enhancement bonus to hit and damage versus undead.

2nd Deed: Godspeed.

Prerequisite: You must chase down a fleeing enemy.

Benefit: You gain +10 feet to your fly speed.

3rd Deed: No Evil Shall Prevail.

Prerequisite: You must have personally defeated at least 8 Hit Dice worth of undead creatures in a single battle.

Benefit: You can cast halt undead once per day.

4th Deed: Faster Than Flesh.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of a non-corporeal creature that successfully hit you in combat.

Benefit: You can swoop through an opponent as though he wasn’t there. Once during each battle, you can dive and make a swoop attack at an enemy, becoming immaterial for the duration of the round. You cannot be hit during this round, except by ethereal attacks. This attack does your normal damage.

5th Deed: Bless the Aerie.

Prerequisite: You must defend a sacred place against desecration.

Benefit: You can cast hallow once per day.

Harbinger of Peace

Prerequisite: Dove only.

1st Deed: Inviolate Messenger.

Prerequisite: You must avoid being hit during an entire combat in which you are involved (you may not hide or conceal yourself.

Benefit: You can cast sanctuary once per day.

2nd Deed: Dove’s Glamour.

Prerequisite: You must successfully use Diplomacy against an Unfriendly creature.

Benefit: You can cast eagle’s splendor once per day.

3rd Deed: Aura of Peace.

Prerequisite: You must successfully use Diplomacy against a Hostile creature.

Benefit: You can cast calm emotions 3 times per day.

4th Deed: Anointing the Righteous.

Prerequisite: You must be involved in the rescue of one or more innocent creatures from hostile forces.

Benefit: You can cast cure critical wounds once per day.

5th Deed: Healing the Multitude.

Prerequisite: You must have been returned from the dead somehow.

Benefit: You can cast mass cure light wounds once per day.

Herald of the Moon

Prerequisite: Noble Wolf only.

1st Deed: Servant of The Pale Lady.

Prerequisite: You must spend an entire night of a full moon howling.

Benefit: You receive a bonus to all rolls at night, depending on the phase of the moon.

Phase of Moon Bonus New +1 Quarter +2 Half +3 Full +4

2nd Deed: Wisdom of the Pale Lady.

Prerequisite: You must spend a night sleeping in the presence of an oracle, seer, or prophet of some kind.

Benefit: You can cast augury once per day.

3rd Deed: The Pale Lady’s Blessing.

Prerequisite: You must bathe or swim in a moonlit sacred pool.

Benefit: You can cast magical vestment on your fur once per day.

4th Deed: Vision of the Pale Lady.

Prerequisite: You must travel to the moon or to another plane of existence.

Benefit: You can cast commune with nature once per day.

5th Deed: The Pale Lady’s Champion.

Prerequisite: You must kill a werewolf in single combat.

Benefit: Once per day, you can evoke this spell-like ability. Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/-. Your size modifier for AC and attacks changes as appropriate to your new size category. This effect doesn’t change your speed. Determine space and reach as appropriate to your new size. This effect lasts for one round per your character level.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— increasing your size cannot crush you.

All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that increase size do not stack.

Judge of the Fallen

Prerequisite: Noble Raven or Vulture only.

1st Deed: Battlefield Spectator.

Prerequisite: You must eat the eyes of a fallen humanoid warrior from a battlefield (at least 20 corpses).

Benefit: You can cast deathwatch once per day.

2nd Deed: Cheating The Valkyries.

Prerequisite: You must perform a coup-de-grace on a dying humanoid.

Benefit: You can cast death knell once per day.

3rd Deed: The Dead Have No Secrets.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of at least 10 Hit Dice worth of undead creatures.

Benefit: You can cast speak with dead once per day.

4th Deed: Master of the Fallen.

Prerequisite: You must have attended the funerary rites for a friend.

Benefit: You can cast animate dead 3 times per day.

5th Deed: Judge’s Choice.

Prerequisite: You must have been raised from the dead.

Benefit: You can cast raise dead once per day.

Keeper of Secrets

Prerequisite: Noble Cat only.

1st Deed: Magic Eye.

Prerequisite: You must have spent at least one month sleeping on a wizard’s spellbook or in a magical library.

Benefit: You can detect magic 3 times per day.

2nd Deed: Night’s Eye.

Prerequisite: You must spend an entire 24 hour period away from any source of light.

Benefit: You can cast darkvision once per day.

3rd Deed: Cat’s Touch.

Prerequisite: You must have stolen and hidden a magic key of some sort. The key can never be recovered, even by you.

Benefit: 3 times per day, you can cast arcane lock on any door, chest, or box by touching it.

4th Deed: X-Ray Vision.

Prerequisite: You must have been the only character to find an object when at least three others were also looking.

Benefit: You can see through up to two feet of solid objects except for lead, for one round per character level per day.

5th Deed: Ghost Eye.

Prerequisite: You must have taken ability damage or negative level damage as the result of a supernatural creature’s attack and survived.

Benefit: You can see ethereal or invisible creatures and objects.

King of Beasts

Prerequisite: Noble Lion only.

1st Deed: Presence.

Prerequisite: You must have led your party during at least one battle.

Benefit: You can cast command once per day.

2nd Deed: Duty of A King.

Prerequisite: You must have successfully negotiated with animals of different species.

Benefit: +2 to Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with animals.

3rd Deed: Duty To A King.

Prerequisite: You must have gathered different species of animal together in an alliance for a specific purpose.

Benefit: You can cast summon nature’s ally III once per day.

4th Deed: Mighty Roar.

Prerequisite: You must have made a successful Intimidate check at least twice during a single combat.

Benefit: You can cast shout once per day.

5th Deed: Regal Presence.

Prerequisite: You must have led a force of at least 20 individuals into battle.

Benefit: You can cast greater command once per day.

Larger Than Life

Prerequisite: Size tiny or smaller. If you ever grow to Medium size or larger, you immediately lose all deeds from this tree. If you return to a smaller size within a day, the benefits will return; otherwise, they are gone forever, and the deeds must be performed and the experience spent again.

If you lose the deeds from this tree due to growth, the experience points spent for it are not regained. This deed tree is not recommended if your species will grow to Medium or larger size.

1st Deed: By Fang Alone.

Prerequisite: You must have defeated a foe of equal or greater size than yourself in single combat.

Benefit: For as long as you have a negative Strength modifier, you never need to apply it to melee damage inflicted with your primary attack form.

2nd Deed: Overreach.

Prerequisite: You must defeat an opponent who is at least two size categories larger than yourself.

Benefit: You now have a 5-foot space and reach in combat, and can threaten adjacent squares accordingly, including the ability to make attacks of opportunity.

3rd Deed: The Size of the Fight in the Dog.

Prerequisite: You must have successfully grappled for at least one round with a foe larger than yourself.

Benefit: For the purposes of your Combat Manuever Bonus (CMB), you are considered to be 1 size category larger than yourself.

4th Deed: Never Let Go.

Prerequisite: You must have defeated a larger foe through use of grappling attacks.

Benefit: For the purposes of your Combat Manuever Bonus (CMB), you are considered to be 2 size categories larger than yourself.

5th Deed: Leaping Terror.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of a Huge or larger creature; or have single-handedly defeated a group of at least 20 individuals.

Benefit: You now have a 5-foot space and a 10-foot reach in combat, and can threaten all squares in your area of control. This includes the ability to make attacks of opportunity.

Living Blessing

Prerequisite: Noble Elephant or Gazelle only.

1st Deed: A Walking Good Omen.

Prerequisite: You must have been prayed over by a humanoid priest for at least two hours.

Benefit: You may cast bless once per day.

2nd Deed: Curses Revealed.

Prerequisite: You must have interacted in a nonviolent way with a cursed individual.

Benefit: Once a week, you can divine the exact nature of a curse with a successful Knowledge: Arcana or Knowledge: History check versus a DC of 15. If you meet or exceed a 20 on this roll, then you also know what is necessary to lift the curse.

3rd Deed: Curses Lifted.

Prerequisite: You must receive a visitation from your deity or an ancestor (if you are an ancestor worshiper).

Benefit: You can cast remove curse once per day.

4th Deed: Repairing Misfortune.

Prerequisite: You must have participated in the lifting of a curse that has been in place for at least 100 years.

Benefit: You can cast restoration once per day.

5th Deed: A Blessing On Your House.

Prerequisite: You must defend a sacred place.

Benefit: You can cast hallow once per day.

Living Echo

Prerequisite: Noble Mina Bird, Parrot or Raven only.

1st Deed: The Gift of Tongues.

Prerequisite: You must have learned at least 4 additional languages over and above the ones your species has as automatic languages.

Benefit: You can learn a language (animal, humanoid, or otherwise) after hearing it only once, by making a Perception roll with a DC of 20. If this roll is failed, you may not attempt to learn this language again for one month.

2nd Deed: A Chorus of One.

Prerequisite: You must beat a Perform DC of 16.

Benefit: You get a +3 mimic bonus to any Bluff, Disguise, or Perform rolls in which sounding like another creature may help.

3rd Deed: Arcane Echo I.

Prerequisite: You must survive an attack by arcane means in which a 5th level or higher spell (or the equivalent) was used against you.

Benefit: You can cast any 3rd level or lower arcane spell with a verbal component that was cast in your presence within the last hour, whether you know it or not. This can be done once per day. If the spell is one you do not know (or you have no levels in any arcane spell-casting class), you must make a Will save versus a DC of 10 + the spell’s level in order to cast it.

4th Deed: Arcane Echo II.

Prerequisite: You must survive an attack by arcane means in which a 6th level or higher spell (or the equivalent) was used against you.

Benefit: You can cast any 4th level or lower arcane spell with a verbal component that was cast in your presence within the last hour, whether you know it or not. This can be done a number of times a day equal to the number of bonus spells granted by your Cha score (for instance, a noble mina bird with a 16 Cha could repeat one 1st, one 2nd, and one 3rd level spell per day). If the spell is one you do not know (or you have no levels in any arcane spell-casting class), you must make a Will save versus a DC of 10 + the spell’s level in order to cast it. A failed roll does not use up one of your Arcane Echo slots. This replaces Arcane Echo I.

5th Deed: Arcane Echo III.

Prerequisite: You must survive an attack by arcane means in which a 7th level or higher spell (or the equivalent) was used against you.

Benefit: You can cast any 5th level or lower arcane spell with a verbal component that was cast in your presence within the last hour, whether you know it or not. This can be done a number of times a day equal to the number of bonus spells granted by your Cha score +1 per spell level (for instance, a noble mina bird with a 16 Cha could repeat two 1st, two 2nd, two 3rd, one 4th, and one 5th level spell per day). If the spell is one you do not know (or you have no levels in any arcane spellcasting class), you must make a Will save versus a DC of 10 + the spell’s level in order to cast it. A failed roll does not use up one of your Arcane Echo slots. This replaces Arcane Echo II.

Magic Claw

Prerequisite: You must have defeated a foe in combat. Only available to noble animals with a natural attack.

This deed tree can be taken once for each natural attack the character has. The qualifying actions that a character must perform to gain these deeds must be performed separately for each time it is taken.

Bonuses from this deed tree can stack with boons and spells that also grant bonuses, up to a maximum of +5. This deed tree can also be taken to enhance natural weapons gained as boons. If the boon is ever lost, the experience points used to pay for the boon are not regained.

Note: This deed tree is different and separate from the spell magic fang.

1st Deed: +1.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an opponent whose level is equal to or greater than your own.

Benefit: +1 enhancement bonus to attack and damage for one natural weapon.

2nd Deed: +2.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an opponent who has some sort of magical resource (spells, items, etc.)

Benefit: +2 enhancement bonus to attack and damage for the same natural weapon.

3rd Deed: +3.

Prerequisite: You must win a battle in which you are outnumbered.

Benefit: +3 enhancement bonus to attack and damage for the same natural weapon.

4th Deed: +4.

Prerequisite: You must be involved in (and at least struck a blow toward) the defeat of an undead opponent.

Benefit: +4 enhancement bonus to attack and damage for the same natural weapon.

5th Deed: +5.

Prerequisite: You must win a battle in which you are outnumbered at least 5 to 1.

Benefit: +5 enhancement bonus to attack and damage for the same natural weapon.

Man’s Best Friend

Prerequisite: Noble Dog only.

1st Deed: Loyalty.

Prerequisite: You must have been, or currently be, a pet for a human master.

Benefit: You gain a +2 morale bonus to all Hit, Save, and Skill rolls as long as a friendly human is within 20 feet of you.

2nd Deed: A Dog’s Love.

Prerequisite: You must have defended a human ally during combat.

Benefit: You can cast shield other on a human ally up to 3 times a day.

3rd Deed: Healing Tongue.

Prerequisite: You must eat a magical healing device (not a potion).

Benefit: You can cast cure serious wounds on a human up to 3 times per day.

4th Deed: Your Master’s Mind.

Prerequisite: You must have a human master.

Benefit: You have a telepathic link with a single human whom you designate. This link is permanent until you or your human dies. If your human partner dies, you may choose another partner after six months.

5th Deed: Devotion.

Prerequisite: You must have saved your master’s life from certain death.

Benefit: You gain a +4 morale bonus to all Hit, Save, and Skill rolls as long as a friendly human is within 100 feet of you. This replaces the bonus granted by Loyalty.

Merry Burglar

Prerequisite: Noble Ferret or Raccoon only.

1st Deed: Invisible Fingers.

Prerequisite: You must have stolen some small magic item and hidden it so well that even you do not know how to find it anymore (the item is lost for good).

Benefit: You can exert a small psychic force over an object within your line of sight, within 30 feet. This force can perform any fine manipulation, as if humanoid fingers were performing the task. In order to determine the success of such a task under taken, consider the invisible hand to have a Strength equal the character’s Charisma, and a Dexterity equal to the character’s Intelligence.

2nd Deed: Dance of Joy.

Prerequisite: You must spend an entire battle in total defense mode, without getting hit.

Benefit: By jumping around in a seemingly random fashion, the character can choose total defense, effectively granting him 50% concealment for as long as he remains defensive.

3rd Deed: Where’d It Go?

Prerequisite: You must have been involved in a battle in which you took active part (not defensively) without getting hit once.

Benefit: You can cast blink once per day.

4th Deed: No Shiny Thing Is Safe.

Prerequisite: You must successfully steal some valuable object and then inform the item’s owner that you did so. You must then keep the item for at least 24 hours, foiling any attempts at recovery without violence.

Benefit: You can cast dimension door once per day.

5th Deed: The Getaway.

Prerequisite: You must successfully steal some valuable object from a demon, a devil, or a dragon, and then inform the item’s owner that you did so. You must then keep the item for at least 24 hours, foiling any attempts at recovery.

Benefit: You can cast teleport once per day.

Mighty Silverback

Prerequisite: Noble Ape only.

1st Deed: Bluff Charge.

Prerequisite: You must successfully Intimidate a foe with a higher level than yourself.

Benefit: If you have enough room to make a successful charge, you may make an Intimidate check instead, with a +10 fearsome bonus to the roll. You must actually charge up to your foe, but not attack for this tactic to be effective. This does not provoke an attack of opportunity.

2nd Deed: Ape’s Might.

Prerequisite: You must successfully break something that had a Break DC of 13 or better.

Benefit: You can cast bull’s strength once per day.

3rd Deed: Rend.

Prerequisite: You must defeat an opponent of at least your size through grappling.

Benefit: If you hit a single opponent with two unarmed attacks in the same round, you immediately deal an additional 2d6 + (2 x STR mod) in damage as you attempt to rip your foe in two.

4th Deed: Thick Hide.

Prerequisite: You must survive a critical hit.

Benefit: You gain Damage Reduction (DR) of 1/-.

5th Deed: A King On His Own.

Prerequisite: You must receive a blood sacrifice, whether from other animals or humanoids.

Benefit: Once per day, you can evoke this spell-like ability. Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/-. Your size modifier for AC and attacks changes as appropriate to your new size category. This effect doesn’t change your speed. Determine space and reach as appropriate to your new size. This effect lasts for one round per your character level.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— increasing your size cannot crush you.

All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that increase size do not stack.

Night’s Friend

Prerequisite: Nocturnal noble animals only.

1st Deed: Ill Omen.

Prerequisite: You must have failed a Will save versus a magical fear effect.

Benefit: You can cast cause fear once per day.

2nd Deed: Banish the Light.

Prerequisite: You must spend an entire 24-hour period in total darkness, with no source of light whatsoever.

Benefit: You can cast darkness once per day.

3rd Deed: Fell Servant.

Prerequisite: You must establish social dominance over an animal of your size category or larger.

Benefit: You can cast dominate animal once per day.

4th Deed: The Still of Night.

Prerequisite: You must make a Stealth check against a DC of 30.

Benefit: You can cast zone of silence once per day.

5th Deed: No Safety In Sleep.

Prerequisite: You must have caused an enemy of no more than two levels lower than yourself to flee.

Benefit: You can cast nightmare once per day.

The Path Below

Prerequisite: Noble Badger or Wolverine only.

1st Deed: Swimming Through The Earth.

Prerequisite: You must have tunneled 400 feet in a single day.

Benefit: Your burrowing speed increases by 10 feet, for a total of 20.

2nd Deed: The Ground Like Air.

Prerequisite: You must spend an entire 24 hour period underground without surfacing, burrowing up to your movement rate at least once an hour.

Benefit: You can use the run action while burrowing, provided you move in a straight line.

3rd Deed: Claws of Steel

Prerequisite: You must eat a magical weapon or tool, which is utterly and permanently destroyed.

Benefit: You can burrow through solid rock at a rate of 10 feet per hour.

4th Deed: Bullete’s Kin.

Prerequisite: You must kill and eat at least a part of a magical beast or abomination with a burrow speed.

Benefit: Your burrowing speed increases by another 10 feet, for a total of 30.

5th Deed: Claws of Diamond.

Prerequisite: You must eat a diamond worth at least 6,000 gold pieces.

Benefit: You can burrow through solid metal at a rate of 1 foot per hour.

A Plague of One

Prerequisite: Noble Bat, Crow, Frog, Mouse, Rat or Toad only.

1st Deed: Miasma.

Prerequisite: You must have successfully resisted a disease.

Benefit: You can cast touch of fatigue 3 times per day.

2nd Deed: Calling The Brothers.

Prerequisite: You must participate in a swarm, either natural or supernatural, for at least two hours.

Benefit: You can cast summon swarm once per day. The swarm summoned will always be of your species.

3rd Deed: A Whiff of Rot.

Prerequisite: You must consume a portion of a fleshbearing undead creature of some type.

Benefit: You can cast stinking cloud once per day.

4th Deed: Plaugebringer.

Prerequisite: You must contract a disease and live through it without resisting it.

Benefit: You can cast contagion 3 times per day. In addition, you are immune to the disease you contracted in order to gain this deed.

5th Deed: Sickness on the Wind.

Prerequisite: You must have eaten a portion of a victim of a magical disease.

Benefit: You can cast waves of fatigue once per day.

Serpent Killer

Prerequisite: Mongoose only.

1st Deed: Snake Hater.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of a reptilian creature.

Benefit: You gain a Preferred Prey (similar to a Ranger’s Favored Enemy – see the Mighty Hunter prestige class) bonus against the species or race of creature you helped defeat. This bonus stacks with any such bonuses you already have.

2nd Deed: Snake Killer.

Prerequisite: You must have been personally involved in (and at least struck a blow toward) the defeat of at least 4 Hit Dice worth of reptilian creatures.

Benefit: Your bite now has a +2 enhancement bonus to hit and damage versus any creature with the reptilian type or subtype. This bonus does not stack with the bonus granted by Snake Hater.

3rd Deed: Serpent’s Bane.

Prerequisite: You must personally defeat (with no assistance) your own Hit Dice or more worth of your preferred prey.

Benefit: You do +1d6 additional damage any time you successfully hit a member of your preferred prey species or race.

4th Deed: Dragon Hunter.

Prerequisite: You must survive a hostile encounter with a dragon.

Benefit: Your bite now has a +2 enhancement bonus to hit and damage versus any creature with the dragon type or subtype.

5th Deed: Dragon Slayer.

Prerequisite: You must have been involved in the defeat of either a dragon or 25 Hit Dice worth of reptilian creatures in one battle.

Benefit: You do +1d6 additional damage any time you successfully hit a dragon or a reptilian creature. This bonus stacks with the Serpent’s Bane bonus damage that you already deal to your preferred prey.

Tale-Weaver

Prerequisite: Noble Coyote, Monkey, or Mouse only.

1st Deed: Master of Guile.

Prerequisite: You must have gotten out of a hostile encounter through guile, without fighting.

Benefit: You gain a +3 guile bonus to all Bluff checks.

2nd Deed: A Cast of One.

Prerequisite: You must successfully feint during combat.

Benefit: You can cast ventriloquism 3 times per day.

3rd Deed: Storyteller.

Prerequisite: You must beat a Perform check DC of 28.

Benefit: You can cast major image once per day.

4th Deed: Master Trickster.

Prerequisite: You must successfully tell a lie (Bluff) which has a –10 believability penalty due to its implausibility.

Benefit: You can cast glibness 3 times per day.

5th Deed: Lasting Story.

Prerequisite: You must make a Perform check with a DC of 35.

Benefit: You can cast persistent image once per day.

Terrible Fury

Prerequisite: Noble Bear, Lion, or Tiger only.

1st Deed: Rage.

Prerequisite: Must have been wounded in combat.

Benefit: You gain the ability to Rage, as per the Barbarian class feature for 6 rounds per day. If you already have the Rage ability, or gain it later, this deed grants you additional rounds of Rage per day.

2nd Deed: Mighty Roar.

Prerequisite: You must have made a successful Intimidate check during combat.

Benefit: You can cast fear once per day.

3rd Deed: Ferocity.

Prerequisite: You must have been brought to 0 or fewer hit points as a result of combat, but recovered, either with or without aid.

Benefit: You can continue fighting even while disabled or dying without penalty.

4th Deed: Thick Hide.

Prerequisite: You must have been victorious in a battle in which you were wounded.

Benefit: You gain Damage Reduction (DR) of 1/-.

5th Deed: Paw of Doom.

Prerequisite: You must have slain (or taken part in the slaying of) a foe at least one size category larger than yourself.

Benefit: Your claw damage for one paw (player’s choice) increases by one step. Therefore, a bear who previously did 1d8 damage with his claw now does 2d6. This deed stacks with other deeds, boons, and feats that increase the size of the claw, so a bear who used to do 2d6 damage now does 3d6.

Territoriality

Prerequisite: You must have at least 1 rank in Perception and Survival.

1st Deed: Alarm.

Prerequisite: You must spend at least 2 shifts standing guard over friends or family, on at least 2 separate nights.

Benefit: You can cast alarm once a day.

2nd Deed: Marking.

Prerequisite: You must claim a lair or territory and be able to defend it. The size of the area needed is determined by your size as seen on the table below. You can have either a lair or a territory, never both. The size listed for territory is the maximum allowable; you may choose a smaller area if you wish.

To take a lair or territory, you must first ensure that there are no others who lay claim to it. If there are, they must be slain or driven off. Next, you must perform an initial survey, in which you walk, swim, or fly the entire circumference without interruption. If anything does interrupt you, you must begin the survey again.

Character Size Lair Size Maximum Territory Diminutive 1 ft. x 1 ft. 10 ft. x 10 ft. Tiny 3 ft. x 3 ft. 40 ft. x 40 ft. Small 5 ft. x 5 ft. 100 ft. x 100 ft. Medium 10 ft. x 10 ft. ½ mile x ½ mile Large 20 ft. x 20 ft. 10 miles x 10 miles Huge 40 ft. x 40 ft. 20 miles x 20 miles

Benefit: Once you have marked the boundaries of your home lair or territory, any natural animals attempting to enter it must make a Will save or find themselves unable to do so. The DC of the Will save is 15 for a territory, and 20 for a lair. An animal that has previously been given your permission can pass through unhindered. This permission cannot be rescinded without the entire Marking being undone. If you decide to do this, the border comes down and you must retake your territory, including the initial survey.

3rd Deed: The Call of Home.

Prerequisite: You must have a home lair or territory, which you have Marked (see above).

Benefit: You unerringly know the direction to your home, whether you can see, hear, or smell or not.

4th Deed: Home Turf.

Prerequisite: You must have defended your home from a larger foe than yourself, who also has some sort of magical resource (spells, items, etc.)

Benefit: While in a lair you have marked you gain a +4 morale bonus to hit rolls and DR of 2/-. While in a territory you have marked you gain a +2 morale bonus to hit and a DR of 1/-.

5th Deed: No Trespassing.

Prerequisite: You must have a Marked lair or territory, and you must have expelled or slain 40 HD worth of invaders since you claimed it.

Benefit: Any noble animals or humanoids attempting to enter your lair or territory must make a Will save or find themselves unable to do so. The DC of the Will save is 15 for a territory, and 20 for a lair. A character that has previously been given your permission can pass through unhindered. This permission cannot be rescinded without the entire Marking being undone. If you decide to do this, the border comes down and you must retake your territory, including the initial survey.

Thunderbird

Prerequisite: Noble Condor only.

1st Deed: Symbol of Omen.

Prerequisite: You must successfully resist a magical fear effect.

Benefit: You can cast cause fear once per day.

2nd Deed: One of the Storm’s Own.

Prerequisite: You must survive a lightning strike or lighting-based attack of some sort.

Benefit: You can cast resist energy (electrical) once per day.

3rd Deed: Call the Lightning.

Prerequisite: You must fly through a thunderhead cloud in the middle of a storm.

Benefit: You can cast call lightning once per day.

4th Deed: The Cry of Thunder.

Prerequisite: You must survive a sound-based attack of some sort.

Benefit: You can cast shout once per day.

5th Deed: Call the Storm.

Prerequisite: You must fly through the eye of a hurricane or typhoon.

Benefit: You can cast call lightning storm once per day.

Wild-Man of the Forest

Prerequisite: Noble Orangutan only.

1st Deed: Ape’s Leap.

Prerequisite: Must make a successful jump of at least 20 feat, where consequences for failure would include at least 2d6 lethal falling damage.

Benefit: You can cast jump once per day.

2nd Deed: Brother to Trees.

Prerequisite: You must have taken at least 6 hit points of damage from a single hit from a wooden weapon.

Benefit: You can cast barkskin once per day.

3rd Deed: At Home in the Trees.

Prerequisite: You must survive a fall of at least 60 feet without magical aid. Magical healing after the fact does not disqualify you for this deed; feather fall or fly spells or being caught by another character would.

Benefit: You gain a +3 bonus to all Acrobatics and Climb checks made while in contact with trees.

4th Deed: All Trees Are One.

Prerequisite: You must cross an entire forest or jungle without touching the ground or flying.

Benefit: You can cast tree stride once per day.

5th Deed: With the Blessing of the Forest.

Prerequisite: You must beat an Escape Artist DC of 35.

Benefit: You can cast freedom of movement 3 times per day.

With the Substance of Shadow

Prerequisite: Only a noble animal with entirely black fur, feathers, scales, or skin can take this deed tree.

1st Deed: Shadowkin.

Prerequisite: You must have made a successful Stealth check in a life-and-death situation.

Benefit: You are considered to have 20% concealment whenever you are in shadows or darkness.

2nd Deed: The Sound of a Falling Shadow.

Prerequisite: You must move among other creatures (humanoid, animal, or noble animal) for an entire night, never being farther than 10 feet from one of them, but never being noticed, for an entire night.

Benefit: You can cast silence once per day.

3rd Deed: No Light Survives.

Prerequisite: You must have slain an enemy who had some sort of magical light source.

Benefit: You can cast deeper darkness once per day.

4th Deed: Ghost Matter.

Prerequisite: You must have done damage to an incorporeal undead with your natural weapons.

Benefit: You can cast solid fog once per day.

5th Deed: The Paths of Night.

Prerequisite: You must have slain a shadow in single combat.

Benefit: You can cast shadow walk once per day.

Chapter 6: Magic & Spells

Magic and spells as they pertain to noble animals characters are the subject of this chapter, which highlights the fundamental differences between humanoid and animal magic, including the concept of Blood Components. In addition, more than a dozen new spells are introduced, including a new type of spell, the Boon, which allows noble animal spell casters to bestow some of their own natural advantages upon others.

Magical Transparency

The magic practiced by noble animals is simply different from that used by humanoids. In fact, without prior knowledge or a specific feat, a humanoid present at a magical duel between two animals may not even be aware that anything supernatural occurred. If a squirrel sorcerer and an owl wizard faced off at each other with spells, to the humanoid eye they would appear to be chattering and hooting at each other furiously, until one of them died, apparently of a heart attack.

Detect magic, dispel magic, counterspells, and similar spells and abilities are simply ineffective against magic from the “other side.”

Gross physical effects of magic, such as a fireball or a deer turning into a toad, are still visible and can affect humanoids, but as a rule they would not be able to identify the difference between a noble animal caster’s somatic or verbal components and other natural animal behaviors.

By the same token, noble animals cannot see humanoid magic either, and the evidence of it is often just chalked up to more inexplicable humanoid behavior.

Following is a list of spells whose effects cannot be seen or heard by characters on the “wrong side” of the humanoid / animal divide. Note that these invisible spell effects still affect all characters. Arcane Mark Barkskin Blade Barrier Chaos Hammer Clenched Fist Cloak of Chaos Crushing Hand Dimensional Anchor Dimensional Lock Disintegrate Energy Drain Enervation Entropic Shield Fire Shield Flame Blade Forceful Hand Grasping Hand Interposing Hand Mage’s Sword Phantom Steed Resilient Sphere Shield of Law Spectral Hand Stoneskin Telekinetic Sphere

The following spells simply will not affect or function for characters or targets on the “wrong side” of the humanoid / animal divide.

Alarm Analyze Dweomer Arcane Sight Arcane Sight, Greater Atonement Comprehend Languages Detect Chaos Detect Evil Detect Good Detect Law Detect Magic Detect Scrying Discern Lies Enthrall Erase Explosive Runes False Vision Geas Geas, Lesser Glyph of Warding Glyph of Warding, Greater Identify Illusory Script Imbue Spell Ability Mage’s Disjunction

Blood Components

Another important difference between humanoid and animal spell casters is material components. Animals simply do not place the same associations onto inanimate objects, nor do they generally carry a lot of trinkets with them.

For the noble animal version of any given spell, replace material components with blood components. In order to cast a spell with blood components, a spell caster must voluntarily take damage, using his blood to power the spell.

For any spell whose material component is worth up to one gold piece, the blood component is one hit point. For any spell whose material component has a listed gold piece value, the blood component is ten percent of that value, rounded down, up to a maximum of 20 hit points.

Hit points spent to power spells cannot be healed through natural or magical means, short of a wish spell, for 24 hours (one entire cycle of the sun).

Only noble animal spells have blood components. If a noble animal spell caster has the Gift of Understanding feat, any humanoid spells they cast that require material components still require those components.

By the same token, any humanoid with that feat who casts an animal spell with a blood component must also take the damage.

If taking the blood component damage causes the caster to be reduced to between 0 and –9 hit points, he immediately passes out, but is stable. He remains, as if in a coma, until his hit points are again over 0.

If taking the blood component damage reduces the caster to -10 or fewer hit points, the spell is cast but he dies instantly.

Foci

Noble animal spell casters can simply ignore any focus or divine focus listed in a spell’s description. Animals simply don’t use them.

Boons

Boons can be granted by spells or created by a spell caster with the appropriate Boon Creation feats. Any spell with the [Boon] type can only be cast by a noble animal caster or a character with the Gift of Understanding feat, and can only target noble animal characters. A spell-caster can only cast boon spells that grant a trait or ability that he himself naturally has. In other words, if a bear wizard had been granted antlers through a deer sorcerer’s use of the grant natural weapon spell, the bear could not then turn around and grant the same boon to another character.

A noble animal spell caster automatically knows any spell with the [Boon] type that grants an ability he possesses. These spells do not count toward the maximum number of spells known, but they do count towards a character’s spells per day.

Recognizing Boons Every boon (whether created by spell or feat) leaves some sort of mark on a creature that possesses it. These tell-tale signs of power are easily recognized by magically knowledgeable characters. A Spellcraft roll against a DC of 5 + the boon’s effective level will tell a character what a particular boon is. Note that these marks are only visible to humanoids with The Gift of Understanding, and animals.

Gaining Spell Boons A noble animal can gain spell boons in one of two ways. The easiest way is to be granted one by a friendly spell caster. The other, and more gruesome, way is to eat a fallen foe that had the boon, even if the character is herbivorous by nature. Whenever a noble animal character eats part of the body of another noble animal, he may choose to attempt to gain a boon that creature had. Only one spell boon can be gained in this way, and only by one character. Any temporary boons the creature had fade with their deaths, so only permanent boons can be transferred this way.

In order to gain the boon, the player must state which boon he is seeking. If the fallen creature did not have that boon, then the attempt is wasted and no spell boons can be gained from that carcass. If the boon was present, the devouring creature must make a Will Save against a DC equal to 10 + the boon’s effective level If the save is successful, the boon is gained instantly.

A spell boon gained from devouring a foe lasts for the spell’s listed duration unless the devouring creature pays the experience point cost.

Created boons, those made with a Boon Creation feat, are simply transferred at will to any living noble animal who knows to look for them. See Chapter 7: Magical Treasure for more information on this.

New Spells

Dire Shape Transmutation

Level: Clr 3, Drd 3, Rgr 4, Sor/Wiz 3

Components: V, S

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 minute/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this spell is cast on any animal or noble animal, that creature transforms into a dire version of itself. If the target creature is of a species with a dire variant listed in the core rules (ape, badger, bat, bear, boar, lion, rat, shark, tiger, weasel, wolf, wolverine, or any others that may become available), then it changes into that sort of creature, with all attributes being adjusted appropriately, except for Intelligence and Charisma. If the dire form has any special attacks or abilities, the target gains these as well.

If the target does not have a dire form listed in the rules, then it gains +8 increase to it’s Strength, a +4 increase to its Constitution, and a +4 increase to its natural armor bonus as it grows bony protrusions and plates along its joints, spine, and head. It also increases in size by one category, with all of the penalties and bonuses that entails. In addition, the creature’s own natural weapons grow even more lethal than simple size would suggest, with the damage increasing by two steps instead of just one.

This transformation lasts for a number of minutes equal to the caster’s level.

A creature so transformed still has the same loyalties and drives that it had before, only now it will also be highly aggressive for the duration of the transformation.

Grant Climb Speed Enchantment [Boon]

Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted, the target gains a Climb speed bonus of +10. If the target does not already have a climb speed, then it gains a base Climb speed of 10. The target’s Climb speed cannot exceed the caster’s. If the bonus from this spell would increase the target’s Climb speed to greater than the caster’s, it stops at equal to it. This spell can only be cast be characters with a natural Climb speed.

While a character with a granted Climb speed is climbing, they lose all benefits from any defensive attitude they may have up. The attitude is still considered active however (unless climbing was the trigger condition to drop it), and the benefits return once the character stops climbing.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 300 Experience Points then the effect is permanent.

Grant Hands Enchantment [Boon]

Level: Brd 3, Clr 3, Drd 3, Pal 4, Rgr 4, Sor/Wiz 2

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 hour/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This spell can grant the recipient spectral hands that extend from the creature’s body like natural limbs. This spell cannot be cast on a creature that already has hands. Only a caster with natural hands can cast this spell. The hands granted will be similar in appearance to the caster’s own.

If cast at its base level this spell grants the target 2 spectral hands. These hands can be used for attacks or skills with no penalty.

The hands granted by this spell will always be sized to the recipient, no matter what the size of the caster. Therefore, any weapons used in these hands must also be of the appropriate size.

The hands granted by this boon replace a creature’s front legs for purposes of determining how many natural weapons they can have. In other words, an animal with hands (natural or granted) can have an additional natural weapon for each rear leg, one for the head, one for the mouth, and one for the tail, for a total of five natural weapons and two hands

If this spell is cast two levels higher than the level listed, then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 600 Experience Points, then the effect is permanent.

Grant Natural Armor Enchantment [Boon]

Level: Brd 1, Clr 0, Drd 1, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 hour/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This boon gives the recipient a natural armor bonus that replaces its own. This spell can only be granted by a caster with a natural armor bonus.

If cast at its base level, this spell grants up to a +2 natural armor bonus. If cast one level higher, the recipient gains up to a +4 natural armor bonus. At two levels higher, the target gains up to a +6 natural armor bonus. At three levels higher, the target gains up to a +8 natural armor bonus.

The recipient of this armor will also get a reduction to their Base Speed as seen on the table below. With each adjustment is listed a minimum speed. The adjusted Base Speed should not go below this number unless the recipient’s own Base Speed is already lower than the minimum, in which case there is no change in speed.

If this spell is cast two levels higher than the level listed for natural armor bonus granted, then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay the Experience Point cost listed on the table below, then the effect is permanent.

The armor granted through this spell will manifest as ghostly fur, scales, feathers, or even a shell, based on the species of the caster. A noble animal cannot grant better natural armor than his own, but he can grant lesser armor (it will still appear the same, however).

Table: Grant Natural Armor Modifiers Spell Level Adjustment Natural Armor Bonus Granted Base Speed Adjustment Spell Level Adjustment for Extended Effect XP Cost 0 +1 or +2 None +2 200 +1 +3 or +4 -5 feet (min. 30) +3 500 +2 +5 or +6 -10 feet (min. 20) +4 1,000 +3 +7 or +8 -20 feet (min 5) +5 2,000

Grant Natural Weapon Enchantment [Boon]

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This boon gives the recipient a natural weapon similar to one of the caster’s (chosen by the caster). To cast, the noble animal must lay the weapon of choice onto the same part of the recipient’s body. This may look very disconcerting to some smaller creatures, as a tiger bites a monkey on the face to grant his bite. No damage is dealt through this exchange.

Whichever weapon is granted, it will take up the same place on the recipient’s body. For instance: a tiger grants his right claw attack to a wolf — the wolf did not have a claw attack before, but now he does. If the recipient already has an attack of the type granted, or using the limb affected, then the granted weapon will overlay his own. In other words, if the same tiger granted his bite to a weasel, the weasel would no longer do his own damage, but the damage granted by this spell.

When used in combat, a spectral shape of the granted weapon will appear around the noble animal’s own limb, head, or mouth. In cases in which the attack mimics a body part the character just doesn’t have (such as a snake with a kick attack), then the spectral shape will extend from the noble animal’s body with no substance behind it. If the granted weapon is replacing a non-existent body part, then any defensive ability that would apply to physical or ethereal attacks will apply.

Each of the following body parts can grant one (and only one) attack type per character. A noble animal’s front limb can be used for claw, hoof, kick, stamp or talon attacks. A noble animal’s rear limb can be used for claw, hoof, kick, rake, or talon attacks. A noble animal’s mouth can be used for bite, fang, jaw, or teeth attacks. A noble animal’s head can be used for butt or gore attacks. A noble animal’s tail can be used for slap attacks. Slam attacks are a special case; if a noble animal is granted a slam attack, he can choose to use the “slot” for head or a rear limb. The most natural attacks (the character’s own and boons) any noble animal can have is seven: one for each of four limbs (no matter whether the character has those limbs or not), one for the mouth, one for the head, and one for the tail (whether it exists or not).

Characters with wings can be granted front limb attacks, but they cannot fly while using them.

This spell can be cast at a higher level, granting a larger natural weapon. The table below will show the different spell levels and the damage available at each one.

If this spell is cast two levels higher than the level listed for the damage type granted, then the duration for the spell is doubled. When the spell is cast at that level, if either the caster or the recipient elects to pay the Experience Point cost listed on the table below, then the effect is permanent.

When figuring the spell level for Paladins or Rangers, simply add +1 to the level given on the table.

A noble animal cannot grant a natural attack with damage greater than his own.

Table: Grant Natural Weapon Modifiers Spell Level Adjustment Natural Weapon Damage Spell Level Adjustment for Extended Effect XP +0 1d2, 1d3, 1d4 +2 75 +1 1d6 +3 100 +2 1d8 +4 150 +3 2d6, 1d10 +5 300 +4 3d6, 2d8 +6 600 +5 4d6, 3d8 +7 1,200 +6 6d6, 4d8 +8 2,400 +7 8d6, 6d8 +9 4,800 +8 12d6, 8d8 — — +9 12d8 — —

Grant Pounce Enchantment [Boon]

Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 round/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted the recipient gains the ability to make a full attack action the same round in which he charges. Only a character with a natural pounce ability can cast this spell.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 600 Experience Points then the effect is permanent.

Grant Powerful Charge Enchantment [Boon]

Level: Brd 4, Clr 3, Drd 3, Pal 4, Rgr 4, Sor/Wiz 3

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 round/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted the recipient deals double their primary attack damage + 2x their Strength modifier when they charge. This cannot be used in conjunction with a pounce attack. Only spell-casters who naturally have the powerful charge ability can cast this spell.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 600 Experience Points then the effect is permanent.

Grant Skill Bonus Enchantment [Boon]

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted the recipient gains a skill bonus to a single skill. The bonus granted can only apply to a skill in which the caster has a racial bonus. A character cannot grant a higher bonus than his own. The amount of the bonus is determined by the level of the spell.

This Spell can be cast at 2 levels higher than listed for extended effect. If cast for extended effect, the duration of the spell is doubled. When cast at this level, if either the caster or the recipient elects to pay the Experience Point cost listed then the effect is permanent.

When figuring the spell level for Paladins or Rangers, simply add +1 to the level given on the table.

Table: Grant Skill Bonus Modifiers Spell Level Adjustment Skill Bonus Spell Level Adjustment for Extended Effect XP +0 +2 +2 300 +1 +3 +3 400 +2 +4 +4 600 +3 +5 +5 800 +4 +6 +6 1,200 +5 +7 +7 1,600 +6 +8 +8 2,400

Grant Speed Enchantment [Boon]

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted, the target gains a Base Speed bonus of +10. If the bonus from this spell would increase the target’s Base Speed to greater than the caster’s, it stops at equal to it.

This spell can be cast at a 1st level, increasing the speed granted to up to +30.

If this spell is cast two levels higher than the level listed for the speed bonus granted, then the duration for the spell is doubled. When the spell is cast at that level, if either the caster or the recipient elects to pay the Experience Point cost listed on the table below, then the effect is permanent.

When figuring the spell level for Paladins or Rangers, simply add +1 to the level given on the table. No noble animal spell-caster can grant a Base Speed greater than his own.

Table: Grant Speed Modifiers Spell Level Adjustment Base Speed Bonus Spell Level Adjustment for Extended Effect XP +0 +10 +2 200 +1 +30 +3 500

Grant Sprint Enchantment [Boon]

Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted the recipient gains the ability move six times its normal speed when it makes a charge, once during the spell’s duration. If the recipient does not use this ability in the time allotted, it is lost. Only spell-casters who naturally have the Sprint ability can cast this spell.

If this spell is cast two levels higher than the level listed then the duration for the spell is one hour/level, and the recipient can use the ability once during each hour. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 600 Experience Points then the effect is permanent.

Grant Swim Speed Enchantment [Boon]

Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 hour/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted, the target gains a Swim speed bonus of +10. If the target does not already have a Swim speed, then it gains a base Swim speed of 20. The target’s Swim speed cannot exceed the caster’s. If the bonus from this spell would increase the target’s Swim speed to greater than the caster’s, it stops at equal to it.

While a character with a granted Swim speed is swimming, they lose all benefits from any defensive attitude they may have up. The attitude is still considered active however (unless swimming was the trigger condition to drop it), and the benefits return once the character stops swimming.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 300 Experience Points then the effect is permanent.

Grant Trip Enchantment [Boon]

Level: Brd 2, Clr 1, Drd 0, Pal 2, Rgr 1, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 round/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted the recipient gains the ability to make an attempt to trip an opponent after any successful bite or claw attack as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the recipient. Only a spell-caster with a natural Trip ability can cast this spell.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 300 Experience Points then the effect is permanent.

Grant Trunk Enchantment [Boon]

Level: Brd 1, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 0

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 hour/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless)

This spell can grant the recipient a spectral trunk that extends from the creature’s body like a natural one. This spell cannot be cast on a creature that already has a trunk. Only a caster with a natural trunk can cast this spell. The trunk granted will be similar in appearance to the caster’s own.

If cast at its base level, this spell grants a spectral trunk that extends from the recipient’s nose that will always count as an off-hand.

The trunk granted by this spell will always be sized to the recipient, no matter what the size of the caster. Therefore, any weapons used in this trunk must also be of the appropriate size.

If this spell is cast two levels higher than the level listed, then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 150 Experience Points, then the effect is permanent.

Grant Venom Enchantment [Boon]

Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 4, Sor/Wiz 3

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 round/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted, the target gains the ability to inject venom into an enemy through a bite attack. In order to use this venom, the recipient must make a successful bite attack and deal damage. The venom then does initial and secondary damage of 1d6 Con. The venom has a Fort save DC of 10. The secondary damage, as well as the save to prevent it, takes place one minute after the initial bite. This special attack can be used on any attack in which the recipient successfully bites a foe. Only a character with a natural poison attack can cast this spell.

If this spell is cast two levels higher than the level listed then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 800 Experience Points then the effect is permanent.

A character with a permanent venom boon can use this a number of times a day equal to their Constitution modifier x 3 (minimum of 1). Once used, the poison will replenish itself at a rate of the character’s Con bonus (minimum 1) per hour of rest.

Grant Vestigial Hands Enchantment [Boon]

Level: Brd 2, Clr 2, Drd 2, Pal 3, Rgr 3, Sor/Wiz 1

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 hour/level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) This spell can grant the recipient spectral vestigial hands that extend from the creature’s body like natural limbs. This spell cannot be cast on a creature that already has hands. Only a caster with natural vestigial hands can cast this spell. The hands granted will be similar in appearance to the caster’s own.

If cast at its base level, the recipient gains 2 spectral vestigial hands, which suffer a -2 penalty to all attack rolls and skill checks using them.

The hands granted by this spell will always be sized to the recipient, no matter what the size of the caster. Therefore, any weapons used in these hands must also be of the appropriate size.

The hands granted by this boon replace a creature’s front legs for purposes of determining how many natural weapons they can have. In other words, an animal with hands (natural or granted) can have an additional natural weapon for each rear leg, one for the head, one for the mouth, and one for the tail, for a total of five natural weapons and two hands

If this spell is cast two levels higher than the level listed, then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay 300 Experience Points, then the effect is permanent.

Grant Wings Enchantment [Boon]

Level: Brd 3, Clr 2, Drd 3, Pal 3, Rgr 3, Sor/Wiz 2

Components: V, S, (XP)

Casting Time: 1 round

Range: Touch

Target: Creature touched

Duration: 1 min./level
Saving Throw: Yes (harmless) Spell Resistance: Yes (harmless) When this boon is granted, the target gains spectral wings of a type similar to the caster’s and a Fly speed of 30 feet. Only characters with natural wings and a Fly speed can cast this spell.

If this spell is cast at a higher level, the fly speed or the maneuverability class may be improved. See the table below for details.

While a character with granted wings is flying, they lose all benefits from any defensive attitude they may have up. The attitude is still considered active however (unless flying was the trigger condition to drop it), and the benefits return once the character lands.

A character with granted wings cannot use any front limb attacks while flying.

If this spell is cast two levels higher than the level listed for the speed and maneuverability granted, then the duration for the spell is doubled. When the spell is cast two levels higher, if either the caster or the recipient elects to pay the Experience Point cost listed on the table below, then the effect is permanent.

A noble animal cannot grant a Fly speed or Maneuverability class better than his own, but he can grant a lower speed or class.

Table: Grant Wings Modifiers Spell Level Adjustment Maximum Speed Granted Maximum Maneuverability Class Granted Spell Level Adjustment for Extended Effect XP 0 30 feet Poor +2 400 +1 40 feet Average +3 600 +2 60 feet Good +4 1,000

Heal Escort Conjuration [Healing]

Level: Pal 3

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Your escort touched

Duration: Instantaneous
Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions just like heal, but it affects only the paladin’s special escort.

Hide from Humanoids Abjuration

Level: Drd 1, Rgr 1

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: One creature touched/level

Duration: 10 min./level
Saving Throw: Will negates (harmless) Spell Resistance: Yes Humanoids cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Humanoids simply act as though the warded creatures are not there. If a warded character touches a humanoid or attacks any creature, even with a spell, the spell ends for all recipients.

This spell can only be cast by noble animal characters.

Chapter 7: Magical Treasure

Overall, animals — whether of the natural or noble variety — tend to have little use for what humanoids consider “treasure.” But, just as humanoid adventurers may find magical items in their travels that may aid them in vanquishing their foes or completing their quests; so too, can noble animals discover “boons” that may aid them. Each type of created boon a noble animal character may come in contact with corresponds to a specific type of magical item from the Core Rules. Whenever a question arises, refer to the rules for the item and apply them as appropriate.

Note that boons granted from spells are different from created boons. Created boons (all of the boons presented in this chapter) can be transferred by the possessor onto a willing recipient.

In addition, a noble animal character can steal a created boon with a successful Deft of Jaw check against a DC of 20.

Finally, a created boon can be taken from a fallen foe, whether dead or simply incapacitated, at will. Generally, the victor gains the boon by eating the appropriate part of the foe (limb for a weapon, brain for a greater fetish, etc.).

Spell, or granted, boons are much harder to take from a fallen foe, as they have become an integral part of the creature.

Sometimes a noble animal will die with one or more boons left unclaimed. This can happen if humanoids or others who don’t know any better kill the noble, or if they are defeated and the victors cannot carry any more or decide not to loot them. When this happens, granted boons dissipate within two days, and can never be regained afterwards (if the character is resurrected he loses any granted boons), but created boons stay there, waiting to be discovered. The creature’s corpse will decompose, but any noble animal who happens upon it will be able to detect something odd about the bones. Once a created boon has been found on a corpse, it can be transferred to a new owner.

A noble animal can choose to drop any non-cursed created boon without transferring it to another character. If this is done, the boon will appear as a glowing mark on the ground, visible only to other noble animals. The shape of the mark will vary greatly, depending on the purpose of the boon. A magical weapon boon will look like a paw-print or something similar. Other marks will be as individualistic and difficult to divine as any humanoid magic items.

If a noble animal character eats any part of a noble animal with a cursed boon, that character automatically gains the cursed boon in addition to whichever boons he may have been attempting to claim.

Ability Sacrifice Noble animals, generally, do not place value on material things. This means that a noble animal spell caster is unlikely to ever gather the necessary materials that humanoid would need to create a magic item. Instead, when creating a boon, noble animal spell casters sacrifice some of their own abilities to bestow a gift on themselves or another creature.

When creating a boon, calculate the gold piece price just as if it were a humanoid item, and then divide that number by 20,000, rounding up. This is how many ability points the boon’s creator must sacrifice.

The creator can choose which ability to give up, and multiple points can be taken from different abilities or the same, at the character’s option.

Ability points sacrificed in this manner can only be regained after a full cycle of the moon with the application of a restoration, greater restoration, or wish spell.

However long a boon takes to create, the ability sacrifice does not happen until the very end of the process.

If the process of sacrificing reduces any of the creator’s abilities to zero or less, the boon is successfully created, but the creator dies on the spot, with no possibility of raising or resurrection. The reason for this is that the creator’s spirit now resides within the recipient of the boon, as a voice in the character’s head, usually offering advice and opinion, whether wanted or not. If the boon is ever transferred, this voice goes to the new possessor.

Fetishes Fetishes are objects or creatures with a magical spell charged into them. Any noble animal who eats one gains the benefits of the spell, just as if a humanoid had quaffed a potion. A fetish charged into a living creature overwrites its personality, making it the obedient servant of the noble who possesses it. Ownership of fetish animals can pass between characters easily. The fetish cannot tell its “master” from any other creature, so if a fetish is stolen, it will follow the thief’s instructions just like it did its previous owner.

The only limits on how many fetishes a character can have are practical ones; how many glowing mice do you wish to have trailing behind you on an adventure? Do you really want to appear to be infested with glowing fleas?

For more information on fetishes, see the Create Fetish feat.

Gifts Gifts are magical abilities that seem to be a part of a character. These gifts grant abilities like those of a magic ring.

A character can only have two gifts at any one time.

For more information, see the Bestow Gift feat.

Greater Fetishes Greater fetishes contain the commensurate abilities of a wand within the body of a living creature.

A creature can contain the effects of up to three greater fetishes.

For more information, see the Create Greater Fetish feat.

Jujus Jujus are one-shot boons that contain a single spell. Usually accessed by scratching a patch of fur, a scale, or a feather on the user’s own body, a juju disappears immediately upon use.

There are no limits to the number of jujus that a character may carry.

For more information, see the Create Juju feat.

Lesser Spellthralls A lesser spellthrall is a living creature that contains the effects of a magical rod.

A single creature can contain the effects of up to two lesser spellthralls.

For more information, see the Imbue Lesser Spellthrall feat.

Magical Might The magical weapons and armor of the noble animal world, magical might is actually quite a bit more versatile than similar humanoid treasures. A noble rhinoceros who just vanquished a tiger that had a +2 claw can transfer the bonus onto his own hoof, despite the fact that he does not have a claw. It is the bonus that transfers, not the weapon itself.

A character can gain magical might by having it granted, through use of the Grant Magical Might feat, or by a friendly character giving it to him, or by taking it from the body of a fallen foe. In any case, the bonus from magical might must go to the same or analogous, body part that it began on. In other words, the tiger’s bonus to his front right claw cannot be placed on the rhinoceros’ horn, but must go to his right front hoof.

A bonus that applies to a body part that the recipient does not have (either natural or spectral) simply cannot be transferred. It stays with the body until an able recipient comes along.

A character can only have as many magical might bonuses as he has natural weapons (including spectral), plus one for his natural armor.

For more information, see the Grant Magical Might feat.

Spellthralls A spellthrall is a creature with the abilities of a magical staff, but no will or motives of its own. Ownership of a spellthrall can be transferred just like any other creature-based boon.

A single creature can contain the effects of one spellthrall.

For more information, see the Imbue Spellthrall feat.

Wondrous Traits A noble animal with a wondrous trait seems to have stepped out of legend. These boons are similar to gifts, but often much more powerful.

A character can have up to three wondrous traits.

For more information, see the Grant Wondrous Trait feat.

Sample Non Player Characters

TARU Male wolf fighter 3/noble canine 2 NG Medium noble animal (wolf) Init +3; Senses low-light vision, scent; Perception +6 DEFENSE AC 20, touch 18, flat-footed 16 (+2 natural armor, +3 Dex, +1 attitude, +1 dodge, +3 enhancement) hp 48 (2d8+3d10+20) Fort +10, Ref +7, Will +4 (+5 versus fear) Defensive Attitude Aggressive Defensive Abilities attitude training 1 OFFENSE Spd 40 ft. Melee bite +10 (1d6+6) Special Attacks trip Spell-Like Abilities (CL 5th) Constant — bonus to all rolls at night, dependent on phase of moon (new +1, quarter +2, half +3, full +4) 1/day — alarm, augury, magical vestment STATISTICS Str 16, Dex 16, Con 18, Int 11, Wis 15, Cha 13 Base Atk +4; CMB +7; CMD 20 Feats Cleave, Dodge, Improved Bull Rush, Power Attack, Skill Focus (survival), Weapon Focus (bite) Skills Acrobatics +7 (+11 to jump checks), Intimidate +6, Perception +6, Survival +13 (+17 to track by scent), Swim +7 Languages Canine, High Fauna Deeds Armored Aura: +3 Herald of the Moon: Servant of The Pale Lady, Wisdom of The Pale Lady, The Pale Lady’s Blessing Magic Claw: +3 (bite) Territoriality: Alarm, Marking, The Call of Home

SWEETUMS Male dog rogue 3/noble canine 2 CG Medium noble animal (dog) Init +6; Senses low-light vision, scent; Perception +6 DEFENSE AC 21, touch 19, flat-footed 15 (+2 natural armor, +4 Dex, +1 attitude, +1 dodge, +3 enhancement) hp 44 (5d8+10) Fort +6, Ref +10, Will +3 Defensive Attitude Aggressive OFFENSE Spd 40 ft. Melee bite +10 (1d6+5) Special Attacks sneak attack (2d6) Spell-Like Abilities (CL 5th) Constant — +2 bonus to Hit, Save, and Skill rolls if a friendly human is within 20 ft. 3/day — cure serious wounds on a human, shield other on a human STATISTICS Str 14, Dex 19, Con 15, Int 12, Wis 14, Cha 8 Base Atk +3; CMB +5; CMD 19 Feats Combat Reflexes, Dodge, Skill Focus (survival), Weapon Finesse Skills Acrobatics +11 (+15 to jump), Bluff +6, Climb +8, Deft of Jaw +10, Diplomacy +5, Escape Artist +10, Intimidate +2, Knowledge (humanoids) +2, Knowledge (local) +5, Perception +9, Stealth +12, Survival +12 (+16 to track by scent), Swim +6 Languages Canine, Common, High Fauna Rogue Talents fast stealth SQ evasion, trap sense +1, trapfinding Deeds Armored Aura: +3 Magic Claw: +3 (bite) Man’s Best Friend: Loyalty, A Dog’s Love, Healing Tongue

PIK-PIK Female sparrow sorcerer 5 CG Diminutive noble animal (songbird) Init +6; Senses low-light vision; Perception +3 DEFENSE AC 20, touch 20, flat-footed 18 (+3 Dex, +4 size, +3 enhancement) hp 27 (5d6+10) Fort +4, Ref +5, Will +8 Defensive Attitude None OFFENSE Spd 10 ft., fly 40 ft. (average) Melee claws +12 (1d2+3) Bloodline Spell-Like Abilities (CL 5th) Constant — Fated: +1 luck bonus on all of saving throws and to AC during surprise rounds and when otherwise unaware of an attack. 6/day—Touch of Destiny: touch a creature as a standard action, giving it an insight bonus of +2 on attack rolls, skill checks, ability checks, and saving throws equal for 1 round. Sorcerer Spells Known (CL 5th) 2nd (5/day) — blur, extended grant natural weapon (1d2), extended grant skill bonus (+2), grant skill bonus (+4), protection from arrows, scorching ray 1st (7/day) — alarm, burning hands, grant skill bonus (+3), magic missile, reduce animal, sleep 0— detect magic, flare, grant natural weapon (1d2), grant skill bonus (+2), light, mage hand, prestidigitation, ray of frost Bloodline Destined STATISTICS Str 1, Dex 16, Con 15, Int 15, Wis 17, Cha 17 Base Atk +2; CMB -2; CMD 9 Feats Combat Casting, Eschew Materials, Weapon Finesse Skills Bluff +11, Knowledge (arcana) +8, Knowledge (history) +7, Perform (singing) +12, Spellcraft +10 Languages Canine, Common, High Fauna, Songbird Deeds Armored Aura: +3 Dawn’s Usher: Song of Peace, Song of Support, Song of the Harsh Light Dreamtimer: Active Dreamer, Lucid Dreamer, Dream Seeker Larger Than Life: By Fang Alone, Overreach Magic Claw: +3 (claws)

SNOWBELLY Male rabbit cleric 5 NG Tiny noble animal (rabbit) Init +0; Senses low-light vision, scent; Perception +4 DEFENSE AC 18, touch 16, flat-footed 17 (+2 size, +2 attitude, +1 dodge, +3 enhancement) hp 34 (5d8+5) Fort +5, Ref +1, Will +8 DR 1/- Defensive Attitude Sturdy OFFENSE Spd 30 ft. Melee spectral right rear horse kick +5 (1d6+2), bite -2 (1d3) Spell-Like Abilities (CL 5th) 8 rounds/day — speak with animals 7/day — Rebuke Death: touch a living creature as a standard action, healing it for 1d4+2. Can only be used on a creature that is below 0 hit points 6/day — channel energy (3d6) 1/day — heroism, prayer, scry 1/day — make a will save with a DC of 15. If successful, choose a bonus from the Dreamtimer table, if the save fails, roll on the table; if the save roll is a 1, the Dreamtimer roll is automatically a 1 as well 1/session — cause any attack roll, skill check, or saving throw to be re-rolled Spells Prepared (CL 5th) DC 13 +

3rd — cure serious wounds D, daylight, dispel magic 2nd — cure moderate wounds D, hold person (3) 1st — bless, cure light wounds D, doom, magic fang, sanctuary 0 — create water, detect magic, light, stabilize D domain spell; Domains Animal, Healing STATISTICS Str 3, Dex 11, Con 12, Int 13, Wis 18, Cha 16 Base Atk +6; CMB +0; CMD 10 Feats Create Fetish, Dodge, Iron Will, Weapon Finesse Skills Acrobatics +6, Diplomacy +11, Heal +12, Knowledge (nature) +6, Sense Motive +9, Spellcraft +6, Stealth +9, Survival +8 Languages Rodent, High Fauna, Woodland Deeds Armored Aura: +3 Dreamtimer: Active Dreamer, Lucid Dreamer, Dream Seeker Fortune’s Favorite: Lucky Feet, Better Lucky Than Good, Shaving The Dice Larger Than Life: By Fang Alone, Overreach Magic Claw: +2 (right rear horse kick) Boons right rear horse kick Gear fetish of aid (chigger), fetish of cure light wounds (5) (fleas), fetish of cure moderate wounds (2) (lice), fetish of cure serious wounds (tick)

MR. FLUFFY Male wolf-dog ranger 8/noble canine 2 NG Medium noble animal (dog) Init +8; Senses low-light vision, scent; Perception +9 DEFENSE AC 22, touch 20, flat-footed 16 (+2 natural armor, +4 Dex, +1 Dodge, +1 attitude, +4 enhancement) hp 88 (10d8+30) Fort +12, Ref +13, Will +6 Defensive Attitude Aggressive OFFENSE Spd 40 ft. Melee spectral crocodile bite +15 (1d8+6), spectral right leopard claw +12 (1d4+3), spectral left leopard claw +12 (1d4+3) Special Attacks favored enemy (big cats) +4, favored enemy (humanoid [orc]) +2 Spell-Like Abilities (CL 10th) Constant — +2 bonus to Hit, Save, and Skill rolls if a friendly human is within 20 ft. 3/day — cure serious wounds on a human, shield other on a human Spells Prepared (CL 5th) 2nd — barkskin, snare 1st — longstrider, pass without trace STATISTICS Str 14, Dex 18, Con 17, Int 13, Wis 18, Cha 10 Base Atk +9; CMB +16; CMD 26 Feats Dodge, Endurance, Improved Initiative, Improved Multiattack, Mobility, Multiattack, Spring Attack Skills Acrobatics +10, Climb +9, Handle Animal +7, Heal +11, Intimidate +7, Knowledge (geography) +8, Knowledge (humanoids) +9, Knowledge (nature) +8, Perception +17, Stealth +14, Survival +17(+21 to track, +25 to track by scent), Swim +7 Languages Canine, Common, Equine, High Fauna SQ favored terrain (forest), favored terrain (mountain), hunter’s bond (move action to grant half favored enemy bonus to companions within 30 ft. for 4 rounds), swift tracker, wild empathy, woodland stride Deeds Armored Aura: +4 Man’s Best Friend: Loyalty, A Dog’s Love, Healing Tongue Magic Claw: +4 (bite) Magic Claw: +2 (right claw) Magic Claw: +2 (left claw) Boons crocodile bite, right front leopard claw, left front leopard claw

JISSO Male python sorcerer 7/noble constrictor 3 N Medium noble animal (constrictor snake) Init +2; Senses low-light vision; Perception +11 DEFENSE AC 15, touch 12, flat-footed 13 (+3 natural armor, +2 Dex) hp 91 (2d8+8d6+50) Fort +9, Ref +7, Will +7 Defensive Attitude None Defensive Abilities fire resistance 5, Immune sleep OFFENSE Spd 20 ft., climb 20 ft., swim 20 ft. Melee bite +9 (1d4+3) Special Attacks constrict (1d3+3), grab Spell-Like Abilities (CL 10th) 3/day — detect magic 1/day — owl’s wisdom Bloodline Spell-Like Ability (CL 7th) 5 rounds/day — claws: grow right and left front claws which replace primary attack (1d6+4) (these claws cannot be augmented with boons or deeds) Sorcerer Spells Known (CL 7th) 3rd (4/day) — extended grant climb speed, fireball, fly, wind wall 2nd (7/day) — extended grant natural weapon (1d4), extended grant skill bonus (+2), grant skill bonus (+4), invisibility, resist energy, scorching ray, shatter 1st (7/day) — burning hands, grant climb speed, grant skill bonus (+3), hypnotism, mage armor, obscuring mist, ray of enfeeblement, sleep 0— acid splash, dancing lights, flare, grant natural armor (+2), grant natural weapon (1d4), grant skill bonus (+2), ghost sound, mage hand, message, prestidigitation, touch of fatigue Bloodline Draconic (brass) STATISTICS Str 18, Dex 15, Con 18, Int 13, Wis 13, Cha 15 Base Atk +5; CMB +9; CMD 21 Feats Alertness, Create Fetish, Create Greater Fetish, Create Juju, Eschew Materials, Greater Eschew Materials, Skill Focus (Knowledge [arcana]), Toughness Skills Acrobatics +8, Bluff +12, Climb +8, Knowledge (arcana) +14, Perception +11, Sense Motive +3, Spellcraft +11, Stealth +11 , Survival +8, Swim +8 Languages Common, Draconic, High Fauna, Serpent SQ greater familiar (Vesa) DeedsArmored Aura: +2 Font of Wisdom: Recognize, Understand

JISSO’S FAMILIAR: VESA Male elf greater familiar 7 N Medium humanoid (elf) Init +7; Senses low-light vision; Perception +11 DEFENSE AC 18, touch 14, flat-footed 14 (+4 natural armor, +3 Dex, +1 dodge) hp 33 (8d6) Fort +2, Ref +5, Will +5 Defensive Abilities improved evasion; Immune sleep Counterspells Known (CL 7th) 3rd (2/day) — extended grant climb speed, fireball, fly, wind wall 2nd (4/day) — extended grant natural weapon (1d4), extended grant skill bonus (+2), grant skill bonus (+4), invisibility, resist energy, scorching ray, shatter 1st (4/day) — burning hands, grant climb speed, grant skill bonus (+3), hypnotism, mage armor, obscuring mist, ray of enfeeblement, sleep 0— acid splash, dancing lights, flare, grant natural armor (+2), grant natural weapon (1d4), grant skill bonus (+2), ghost sound, mage hand, message, prestidigitation, touch of fatigue OFFENSE Spd 30 ft. Melee dagger +6 (1d6) Ranged shortbow +6 (1d6) STATISTICS Str 8, Dex 16, Con 10, Int 11, Wis 11, Cha 14 Base Atk +3; CMB +2; CMD 15 Feats Alertness, Dodge, Gift of Understanding, Improved Initiative, Lightning Reflexes, Maximize Spell F, Weapon Finesse Skills Acrobatics +9, Escape Artist +8, Knowledge (arcana) +4, Knowledge (nature) + 4, Perception +11, Sense Motive +2, Spellcraft +10 Languages Common, Elven SQ deliver touch spells F, empathic link F, grant familiar benefit (immunity to sleep) F, telepathy F, share spells F Gear Shortbow, quiver with 20 arrows, dagger, cloak of rags F Familiar Ability. These abilities only apply to Jisso.

TALTU Male cat rogue 15 N Medium noble animal (cat) Init +10; Senses low-light vision; Perception +20 DEFENSE AC 25, touch 25, flat-footed 17 (+6 Dex, +2 size, +1 dodge, +1 attitude, +5 enhancement) hp 78 (15d8+15) Fort +6, Ref +15, Will +8 Spell-Like Abilities (CL 15th) Constant — see invisible or ethereal objects, 5 ft. space/10 ft. reach 15 rounds/day — see through solid objects 3/day — arcane lock, detect magic 1/day — cause fear, darkness, darkvision, deeper darkness, dominate animal, nightmare, shadow walk, silence, solid fog, zone of silence Defensive Attitude Aggressive Defensive Abilities improved evasion, improved uncanny dodge, 20% concealment versus ranged attacks if moved 5 feet in the same turn, 20% concealment in shadows or darkness OFFENSE Spd 30 ft. Melee spectral right front lion claw +24 (1d8+5), left front claw +19 (1d2+5), bite +19 (1d3+5) Special Attacks crippling strike, pounce, sneak attack (8d6 +8 bleed) STATISTICS Str 2, Dex 22, Con 12, Int 14, Wis 17, Cha 12 Base Atk +13; CMB +7; CMD 13 Feats Combat Reflexes, Dodge, Hamstring, Improved Initiative, Mobility, Spring Attack, Stealthy, Weapon Finesse, Wind Stance Skills Acrobatics +30, Bluff +19, Climb +28, Deft of Jaw +24, Disable Device +24, Escape Artist +26, Intimidate +19, Knowledge (humanoids) +9, Knowledge (noble animal politics) +10, Perception +21, Sense Motive +21, Stealth +30 (+32 in high grass) Languages Common, Feline, High Fauna, Simian Rogue Talents bleeding attack, crippling strike, fast stealth, improved evasion, ledge walker, opportunist, slow reactions SQ trap sense +5, trapfinding Deeds Armored Aura: +5 Keeper of Secrets: Magic Eye, Night’s Eye, Cat’s Touch, X-Ray Vision, Ghost Eye Larger Than Life: By Fang Alone, Overreach, The Size of the Fight in the Dog, Never Let Go, Leaping Terror Magic Claw: +5 (right claw) Magic Claw: +5 (left claw) Magic Claw: +5 (bite) Night’s Friend: Ill Omen, Banish The Light, Fell Servant, The Still of Night, No Safety In Sleep With the Substance of Shadow: Shadowkin, The Sound of a Falling Shadow, No Light Survives, Ghost Matter, The Paths of Night Boons pounce, right front lion’s paw

BASHTA Male lion fighter 10/noble great cat 5/alpha 5 LG Large noble animal (lion) Init +8; Senses low-light vision, scent; Perception +6 DEFENSE AC 20, touch 15, flat-footed 16 (+3 natural armor, +4 Dex, -1 size, +2 attitude, +5 enhancement, -3 negative levels) hp 170 (15d10+5d8+80-15) Fort +13, Ref +9, Will +8 (+11 versus fear) Spell-Like Abilities (CL 20th) 1/day — alarm, command, greater command, shout, summon nature’s ally III 1/day — Magnificent Beast: grow to huge size; +8 Str, +4 Con, +2 AC, DR 5/-, for 20 rounds Defensive Attitude Sturdy DR 2/- (7/- when in Magnificent Beast form) OFFENSE Spd 40 ft. Melee right front claw +30 (1d8+13), left front claw +30 (1d8+13), bite +30 (2d6+9), right front claw +28 (1d8+13) Special Attacks grab, pounce, rake (+30, 1d8+9 x2) STATISTICS Str 26, Dex 18, Con 18, Int 12, Wis 13, Cha 24 Base Atk +18; CMB +27; CMD 41 Feats Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Greater Multi-Attack, Improved Bull Rush, Improved Initiative, Improved Multi-Attack, Improved Natural Attack (claw), Improved Natural Attack (bite), Intimidating Prowess, Iron Will, Leadership, Multi-Attack, Persuasive, Power Attack, Roar, Run Skills Acrobatics +12, Bluff +5 (+7 versus animals), Climb +9, Diplomacy +29 (+31 with animals), Intimidate +32 (+34 versus animals), Linguistics -1, Perception +6, Sense Motive +13 (+15 versus animals), Stealth +8 (+16 in tall grass), Survival +2, Swim +9 Languages Feline, Herdspeak, High Fauna, Simian SQ attitude training 2, bravery +3, inspire confidence, inspire courage, magnificent beast, superior tactics, weapon training 2 (natural weapons +2, boon weapons +1), 3 negative levels Deeds Armored Aura: +5 King of Beasts: Presence, Duty of a King, Duty to a King, Mighty Roar, Regal Presence Magic Claw: +5 (right front claw) Magic Claw: +5 (left front claw) Magic Claw: +5 (bite) Magic Claw: +5 (right rear rake) Magic Claw: +5 (left rear rake) Territoriality: Alarm, Marking, The Call of Home, Home Turf, No Trespassing

Bashta’s Followers

BASHTA’S COHORT: KIVE Female monkey bard 17 CG tiny noble animal (monkey) Init +7; Senses low-light vision; Perception +22 DEFENSE AC 21, touch 21, flat-footed 17 (+3 Dex, +2 size, +1 attitude, +5 enhancement) hp 68 (17d6) Fort +6, Ref +16, Will +10 Spell-Like Abilities (CL 17th) Constant — Misfortune: whenever an opponent rolls a 1 when attacking you, their weapon breaks or they injure themselves 1/day — feeblemind 1/day — Infectious Laughter: you can cast hideous laughter and cause its effects to spread to other targets 3/day — touch of idiocy Defensive Attitude Aggressive OFFENSE Spd 30 ft., climb 30 ft. Melee bite +22 (1d3+2) Bard Spells Known (CL 17th, +15 ranged touch) 6th (1/day) — charm monster (mass), cure moderate wounds (mass), veil 5th (3/day) — extended grant hands, extended grant skill bonus (+5), false vision, grant skill bonus (+7), heroism, persistent image, song of discord 4th (3/day) — break enchantment, detect scrying, extended grant climb speed, extended grant skill bonus (+4), grant skill bonus (+6), hold monster, rainbow pattern, zone of silence 3rd (4/day) — charm monster, confusion, cure serious wounds, dispel magic, extended grant skill bonus (+3), grant hands, grant skill bonus (+5), major image, see invisibility 2nd (5/day) — alter self, daze monster, eagle’s splendor, enthrall, extended grant natural weapon (1d3 bite), extended grant skill bonus (+2), grant climb speed, grant skill bonus (+4), hypnotic pattern, pyrotechnics 1st (5/day) — expeditious retreat, feather fall, grant skill bonus (+3), hypnotism, remove fear, unseen servant, ventriloquism 0 — dancing lights, daze, flare, ghost sound, grant natural weapon (1d3 bite), grant skill bonus (+2), mage hand, message STATISTICS Str 3, Dex 16, Con 10, Int 12, Wis 8, Cha 15 Base Atk +12; CMB +14; CMD 24 Feats Alertness, Dodge, Extra Performance, Improved Initiative, Lightning Reflexes, Nimble Moves, Persuasive, Prehensile Tail, Skill Focus (diplomacy) Skills Acrobatics +25, Bluff +24, Climb +8, Diplomacy +34, Disguise +11, Escape Artist +10, Intimidate +15, Knowledge (local) +18, Knowledge (nature) +17, Knowledge (all) +9, Perception +22, Sense Motive +12, Sleight of Hand +10, Spellcraft +8, Stealth +10, Survival +5 SQ bardic knowledge (+18), bardic music 17/day, inspire heroics (Su), can always take 10 on Climb checks Deeds Armored Aura: +5 Cruel Jester: The Gift of Laughter, Vicious Taunt, Misfortune, Infectious Laughter, Foolmaker Magic Claw: +5 (bite)

BASHTA’S PRIDE Adult lions (32) N Large animals (lions) Init +7; Senses low-light vision; Perception +9 DEFENSE AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size) hp 32 (5d8+10) Fort +6, Ref +7, Will +2 OFFENSE Spd 40 ft Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5) Special Attacks pounce, rake (2 claws +7, 1d4+5) STATISTICS Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip) Feats Improved Initiative, Run, Skill Focus (Perception) Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in undergrowth)

BASHTA’S NEPHEW: TIMKA Young male lion N Medium animal (lion) Init +4; Senses low-light vision; Perception +9 DEFENSE AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) hp 13 (3d8) Fort +1, Ref +7, Will +2

OFFENSE Spd 40 ft Melee bite +3 (1d6+1 plus grab), 2 claws -2 (1d3) Special Attacks grab, pounce STATISTICS Str 13, Dex 19, Con 11, Int 2, Wis 12, Cha 6 Base Atk +2; CMB +3 (+7 grapple); CMD 17 (21 vs. trip) Feats Run, Skill Focus (Perception) Skills Acrobatics +10, Perception +9, Stealth +10 (+18 in undergrowth)

SHILGHA Male baboon wizard 10/man-ape 10 CE Small noble animal (baboon) Init +4; Senses low-light vision; Perception +13 DEFENSE AC 21, touch 21, flat-footed 17 (+1 size, +2 Dex, +5 enhancement, +3 deflection) hp 76 (20d6 + 10) Fort +6, Ref +12, Will +14 Defensive Attitude None OFFENSE Spd 30 ft., climb 30ft. Melee bite +15 (1d4+4), spectral antlers +10 (1d8+1) or short sword +11/+6 (1d6+1) Ranged hand crossbow +10/+5 (1d3) Spell-Like Abilities (CL 10th) 1/day Man-Shape: for up to three hours, turn into a goblin known as Silga Bentback attributes change to: Str 10, Dex 14, Con 11, Int 19, Wis 11, Cha 14 Spells Prepared (CL 15th) DC 13 + spell level). 8th — cone of cold (maximized) 7th — mass hold animal, power word blind 6th — disintegrate (x2), mass suggestion 5th — baleful polymorph, cloudkill, hold monster, waves of fatigue 4th — black tentacles, charm monster, ice storm, stoneskin 3rd — dire shape, fireball (x2), greater magic fang, haste 2nd — alter self, ghoul touch, invisibility, summon monster II, touch of idiocy 1st — cause fear, charm animal (x2), magic missile, ray of enfeeblement 0 — acid splash, daze, mage hand, ray of frost STATISTICS Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 15 Base Atk +10; CMB +8; CMD 22 Feats Alertness, Create Fetish, Create Juju, Dodge, Eschew Materials, Exotic Weapon Proficiency (hand crossbow), Gift of Understanding, Grant Magical Might, Imbue Lesser Spellthrall, Improved Manipulation, Maximize Spell, Mobility, Simple Weapon Proficiency, Skill Focus (Disguise), Spell Focus (Enchantment), Weapon Focus (hand crossbow) Skills Acrobatics +15, Appraise +12, Bluff +19, Climb +17, Craft (wood carving) +12, Disguise +21, Fly +12, Knowledge (arcana) +18, Knowledge (humanoids) +9, Knowledge (local) +13, Knowledge (nobility) +13, Linguistics +14, Perception +13, Spellcraft +24, Survival +7 Languages Abyssal, Canine, Common, Draconic, Dwarvish, Elven, Feline, Goblin, High Fauna, Hyena, Simian, Woodland SQ Disappear in the Crowd, Literacy, Man Shape, Think Like a Human Deeds Armored Aura: +5 Magic Claw: +5 (bite)

Magic Claw: +5 (antlers) Boons deer antlers (spectral weapon, already figured in above) Gear shortsword +2 (+4 versus Good), ring of protection +3, hand crossbow, case with 20 bolts

TUROL Male African elephant noble elephant 6/wizard 14 LG Huge noble animal (elephant) Init +0; Senses low-light vision; Perception +29 DEFENSE AC 17, touch 13, flat-footed 17 (+4 natural armor, -2 size, +5 enhancement) hp 209 (6d8+14d6+120 [Con bonus]+14 [favored class bonus]) Fort +15, Ref +9, Will +14 Defensive Attitude None OFFENSE Spd 50 ft., fly 40ft. Melee tusks +23 (2d8+14), right stamp +13 (2d6+9), left stamp +13 (2d6+9), slam +13 (2d6+9) Special Attacks trample (1d8+13) Spell-Like Abilities (CL 20th) 1/week — Call Stampede: see feat description. 1/day — dream, greater heroism, heroism, scry, nightmare, prayer 1/day — Lucid Dreamer: Make a will save versus a DC 15. If successful, choose a bonus for the day from the Dreamtimer table. If the save fails, roll on the table. 3/day — Too Lucky To Be Real: re-roll an Attack Roll, Skill Check, or Saving Throw. The new roll must be taken, even if it is worse. Spells Prepared (CL 14th) DC 14 + spell level). 7th — delayed blast fireball, mass invisibility 6th — chain lightning, globe of invulnerability, programmed image 5th — dismissal, persistent image, wall of force 4th — dimensional anchor, rainbow pattern, stoneskin, wall of fire 3rd — dispell magic, haste, lightning bolt, major image, nondetection 2nd — bull’s strength, cat’s grace, minor image, resist energy, scorching ray 1st — color spray, shield, mage armor, magic missile (x2) 0 — ghost sound, mage hand, message, prestidigitation STATISTICS Str 29, Dex 10, Con 22, Int 18, Wis 13, Cha 14 Base Atk +11; CMB +22; CMD 32 Feats Alertness, Call Stampede, Create Fetish, Create Greater Fetish, Create Juju, Endurance, Eschew Materials, Grant Magical Might, Grant Wondrous Trait, Greater Eschew Materials, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Skill Focus (Perception), Trampling Overrun, Trumpet Skills Diplomacy +19, Fly +8, Intimidate +11, Knowledge (arcana) +16, Knowledge (nature) +15, Knowledge (history) +14, Knowledge (the planes) +14, Linguistics +8, Perception +29, Sense Motive +19, Spellcraft +26, Survival +12 Languages Celestial, Elephant, Feline, Herdspeak, High Fauna Deeds Armored Aura: +5 Dreamtimer: Active Dreamer, Lucid Dreamer, Dream Seeker, Dream Speaker, Dream Raider Fortune’s Favorite: Lucky Feet, Better Lucky Than Good, Shaving The Dice, Too Lucky To Be Real, Charmed Life Magic Claw: +5 (tusks) Boons feet of flying (use carpet of flying stats); cheetah’s speed (+10 to Base Speed, already figured in above)


Section 15: Copyright Notice

Pathfinder Player Companion: Mythic Origins © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Philip Minchin, and Russ Taylor.