The Pack Leader
-----------Spells per Day--------- Level B.A.B. Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Companion 5 3 - - - - - - - - 2nd +1 +0 +0 +3 Negotiator Feat 6 4 - - - - - - - - 3rd +1 +1 +1 +3 Inspire Courage 6 5 - - - - - - - - 4th +2 +1 +1 +4 Persuasive Feat 6 6 3 - - - - - - - 5th +2 +1 +1 +4 6 6 4 - - - - - - - 6th +3 +2 +2 +5 Inspire Competence 6 6 5 3 - - - - - - 7th +3 +2 +2 +5 6 6 6 4 - - - - - - 8th +4 +2 +2 +6 6 6 6 5 3 - - - - - 9th +4 +3 +3 +6 6 6 6 6 4 - - - - - 10th +5 +3 +3 +7 6 6 6 6 5 3 - - - - 11th +5 +3 +3 +7 6 6 6 6 6 4 - - - - 12th +6/+1 +4 +4 +8 Leadership Feat 6 6 6 6 6 5 3 - - - 13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - - 14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - - 15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 - - 16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 - 17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 - 18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3 19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4 20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6
Class Features
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge - local (Int), Knowledge - history (Int), Knowledge - history (Int), Ride (Dex), Sense Motive (Wis), Profession (Int)
(4 + Int modifier)x2 at 1st level / 4 + Int modifier at every other level
Weapons And Armour
Able to use daggers, spears, bows, scimitar, short swords, clubs, sling. No armour proficiencies.
Negotiator Feat
+2 on all diplomacy and sense motive skill checks
Inspire Courage
Through your speeches and gestures and words, able to give allies you can hear and see you within 30 feet +1 bonus to saving throws versus charm and fear effects and +1 bonus to melee and ranged attack rolls. Must spend number of rounds inspiring equal to the number of rounds the effect will last. Maximum number of rounds the effect lasts equals level plus charisma bonus.
Persuasive Feat
+2 on all bluff and intimidate skill checks
Inspire Competence
Through your encouraging words and presence able to give an ally or allies working on the same task at +2 bonus to a particular skill or ability check for as long as the effect lasts. Must spend number of rounds inspiring equal to the number of rounds the effect will last. Maximum number of rounds the effect lasts equals level plus charisma bonus.
Leadership Feat
Allows the character to attract a cohort of loyal followers
Spells For The Chosen
A Pack leader casts divine spells, which are drawn from the Pack leader spell list. He can cast any spell he from the Pack leader spell list without preparing it ahead of time. Every Pack leader spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Pack leader must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Pack leader's spell is 10 + the spell level + the Pack leader's Charisma modifier.
Like other spell casters, a Pack leader can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Pack leader. In addition, he receives bonus spells per day if he has a high Charisma score.
As noted above, a Pack leader need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
A Chosen's spell casting ability is tied to their animal companion. The Chosen must do their 8 hours of rest and meditation within empathic communication range of their Catalyst in order to regain their Spells per Day. A Chosen must be within one mile of the companion to be able to cast spells.
Table: The Chosen Spells Known Per Level
-------- Spells Known --------- Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 - - - - - - - - 2nd 5 2 - - - - - - - - 3rd 5 3 - - - - - - - - 4th 6 3 1 - - - - - - - 5th 6 4 2 - - - - - - - 6th 7 4 2 1 - - - - - - 7th 7 5 3 2 - - - - - - 8th 8 5 3 2 1 - - - - - 9th 8 5 4 3 2 - - - - - 10th 9 5 4 3 2 1 - - - - 11th 9 5 5 4 3 2 - - - - 12th 9 5 5 4 3 2 1 - - - 13th 9 5 5 4 4 3 2 - - - 14th 9 5 5 4 4 3 2 1 - - 15th 9 5 5 4 4 4 3 2 - - 16th 9 5 5 4 4 4 3 2 1 - 17th 9 5 5 4 4 4 3 3 2 - 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3
Spell List - Gifts Of The Chosen
0th level Spells - Cure Minor Wounds, Deftness, Detect Magic, Detect Poison, Footpad's Grace, Mage Hand, Open/Close, Resistance
1st level Spells - Cure Light Wounds, Expeditious Retreat, Mage Armour, Shield, Spider Climb
2nd level Spells - Alter Self, Bull's Strength, Cat's Grace
3rd level Spells - Cure Serious Wounds, Haste
4th level Spells - Stoneskin
5th level Spells
6th level Spells
7th level Spells
8th level Spells
9th level Spells
Familiar - Companion Of The Chosen
A "companion spirit dog" chooses the Pack leader. The spirit companion manifests itself as a dog (use the dog statistics of in the monster manual) as the bond between the Chosen and the Companion develops the Spirit Dog becomes more powerful as per the chart below.
Chosen level Chosen gains Companion Skill points CompanionFeatsAbilities CompanionAC CompanionInt HD BAB 1 Alertness Feat Empathic link Ability to cast Share Spells 6 2 +2 skill points +1 +1 3 Deliver touch spells 7 +1 4 +2 skill points +1 +1 5 Speak with Master 8 +1 6 Gains a Feat +1 +1 7 +2 skill points 9 +1 8 +1 Ability Increase +1 +1 9 +2 skill points 10 +1 10 +1 +1 11 Spell resistance 11 +1 12 Gains a Feat +1 +1 13 +2 skill points 12 +1 14 +1 +1 15 +2 skill points 13 +1 16 +1 Ability Increase +1 +1 17 +2 skill points 14 +1 18 Gains a Feat +1 +1 19 +2 skill points 15 +1 20 +1 +1