Animal Sib (Cleric-based)
An Animal Sib is a brother or sister of the wilderness. Not as powerful as a Druid, he/she cannot call upon the forces of nature to aid her. Instead, he/she must survive by wit and wisdom and the assistance of an Animal companion, a familiar, and other animals that are summoned. Spellcasting is largely defensive and used primarily to heal, protect, and buff-up animal associates. Does not receive the tactical training of a Ranger.
8HP, 4SP*, Med BAB, High Fortitude** & Will Saves
Light Armor, Shield, Simple Weapons, Elf Weapons
Req: Deity, Able Learner as first bonus feat during creation process, Remove
the “Turn Undead” feat
- Was supposed to be High Reflex but do not know how to fix this.
** Missing skill points are provided in Feats.
L1 | Ro1 | Able Learner, Nature Sense, Elf Weapons |
---|---|---|
L2 | Cl1 | Domains: Animal & Magic, Epic Prowess |
L3 | Wz1 | Summon Familiar, Scribe Scroll |
L4 | Ra1 | Track, WF:&GrWF:Deity’s Favored Wpn |
L5 | Cl2 | Dinosaur Comp, Natural Bond, Pract Splcstr Clr |
L6 | Cl3 | SF: Conjuration, Augment Summoning |
L7 | Cl4 | Self Sufficient, Alertness |
L8 | Cl5 | Lightning Reflexes, SF: Tumble |
L9 | Cl6 | Evasion, Swift Tracker |
L10 | Cl7 | Luck of Heroes |
L11 | Cl8 | Iron Will |
L12 | Cl9 | Woodland Stride |
L13 | Cl10 | Aura of Courage |
L14 | Cl11 | Stealthy |
L15 | Cl12 | |
L16 | Cl13 | |
L17 | Cl14 | |
L18 | Cl15 | |
L19 | Cl16 | |
L20 | Cl17 |
Class Skills
Bluff, Concentration, Heal, Hide, Listen, Lore, Move Silently, Search, Spellcraft,
Spot, Survival, Tumble
Uses the first 17 levels of Cleric spellcasting chart for spells per day.
Uses standard Wisdom ability bonuses.
Animal Sib standard spells provided by Domains:
Magic Domain | |
---|---|
1 | Mage Armor |
2 | Cat’s Grace |
3 | Barkskin |
4 | Heroism |
5 | Improved Mage Armor |
6 | Stoneskin |
7 | Spiderskin |
8 | Greater Stoneskin |
9 | Shield |
|||
Animal Domain | |
---|---|
1 | Greater Magic Fang |
2 | Jagged Tooth |
3 | Awaken |
4 | Heal Animal Companion |
5 | Greater Heroism |
6 | Rejuvenation Cocoon |
7 | Tortoise Shell |
8 | Magic Fang |
9 | Haste |
Cleric Domains for Animal Sib modified in Domains.2da
Magic (Mage Armor 102, Cat’s Grace 13, Barkskin 3, Heroism 857, Improved Mage Armor 858, Stoneskin 172, Spiderskin 860, Greater Stoneskin 74, Shield 417, SummonFamiliar 303)
Animal (Greater Magic Fang 453, Jagged Tooth 1002, Awaken 363, Heal Animal Companion 1030, Greater Heroism 876, Rejuvenation Cocoon 1004, Tortoise Shell 1005, Magic Fang 452, Haste 78, Animal Companion 199)
Replace
1 ANIMAL 5611 6278 ID_ANIMAL **** 13 **** 186 **** **** **** **** **** 199 1 1835
with
1 ANIMAL 5611 6278 ID_ANIMAL 453 1002 363 1030 876 1004 1005 452 78 199 1 1835
Replace
13 MAGIC 5623 6286 ID_MAGIC 102 115 862 **** 67 169 **** 541 **** **** 0 1844
with
13 MAGIC 5623 6286 ID_MAGIC 102 13 3 857 858 172 860 74 417 303 0 1844
This is not intended to increase the clerical spell library as the cleric offensive
spells are NEVER to be used.
Also Modified the HasFamiliar column of Classes.2da from 0 to 1 for Cleric. Have not tried it without yet.
Implementation Notes
Do not consider this to be a multiclassed character. Consider each level to be a level of Animal Sib. To this end certain feats were necessary to maintain the correct balance of skills and BAB. Animal Sib has a Medium BAB.
To correct for the multiclassing BAB penalty, Epic Prowess and Greater Weapon Focus are assigned as mandatory feats.
To correct for the multiclass spellcaster level penalty, Practiced Spellcaster
Cleric is assigned.
A combination of classes - Rogue, Ranger, and Cleric - a used to acquire the
necessary class skills. Able Learner is required to be taken at character creation as the first bonus feat so class skills will be properly available.
To correct for the animal companion leveling up properly, Natural Bond is assigned. Modifying the Clerical Magic Domain to include the Summon Familiar (303) feat and taking a level of Wizard seems to have dealt with the issue of proper leveling of the familiar.
Discounting the Intelligence bonus, the Animal Sib class is supposed to have a total of 92 skill points. Cleric alone would only have 46. By comparison, a rogue would have 184 skill points. The multiclassed Cleric (17) with Rogue (1), Wizard (1), and Ranger (1) only has 74 skill points. So four feats were assigned with Class skills to make up for the missing 18 skill points - Nature Sense, Self Sufficient, Alertness, and Stealthy.
The Animal and Magic Domains were modified to include most of the spells needed by the Animal Sib class. The purpose of these spells is primarily to buff up, protect, and heal the animal companion. To this end, the Cleric offensive spells should not be memorized. This class of Animal Sib Is not a Combat Spellcaster like Wizard.
The one level of Wizard with it’s Level One offensive spells may be used. To make them useful, you would need to take Practiced Spellcaster Wizard as one of the six remaining standard bonus feats (Able Learner is of necessity the first bonus feat).
Animal Sib Class Feats (not counting those in the Domains) are manually assigned (and Turn Undead removed) using the Character Editor after character level up. Bear in mind that this is not actually a Cleric, this is an Animal Sib using clerical mechanisms for spellcasting and Animal Companion. With that in mind, unlike for a Cleric, Charisma will be of limited value.
While taking the level of Wizard, you are given an opportunity to name the Familiar but not to identify it’s type. In order for the Familiar to summon properly, you will need to modify the character outside of the game to assign the type of familiar. Character Editor is great for this but GFF Editor can also be used if you know the creature code (FamiliarID=). Afterwards, the familiar will both appear and level up as you progress as Cleric.
Animal Sib is not a specialized melee, ranged, or spellcaster combat class. Instead it specializes in creature combat. The Deinonychus, while awkward to work with indoors, is a superlative warrior beast. Take good care of it, and it will take good care of you. Send him/her into combat with Awaken, Mage Armor, Barkskin, and Stoneskin with an Augmented Summoned Bear to support him/her, and provide healing when injuries occur. Perhaps giving additional support with a ranged weapon.
Proficiencies for Animal Sib are in Light Armor, Shield, Simple Weapons, and Elf Weapons. Despite the proficiencies provided by the Cleric and Ranger levels, other equipment should not be used.
The Elf Weapons feat is compliments of the ASA (Animal Sib Academy) maintained and run by the Wood Elves of Neverwinter Wood.
- Domain Spell list corrected to remove duplicated spells. 4/10/2019