Beastlord: At 1st level, the beastlord gains the Mind sphere as a bonus talent and treats her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources. The beastlord is treated as an animal for the purposes of being affected by the charms and other mind-affecting effects of other magic users, and may affect animals, vermin, and magical beasts with her own mind-affecting effects.

This replaces quick transformation.

Hunter’s Call (Su): At 4th level, the beastlord may spend 2 spell points to target any number of animals, magical beasts, and vermin at medium range. The targets must make a Will save or else it will treat her words and actions favorably (targets who can’t understand her language can only obey simple instructions). The beastlord can give the targets orders, but she must win an opposed Charisma check to convince the creature to do something it wouldn’t ordinarily do. Non-mindless targets never follow suicidal or obviously harmful orders, though intelligent targets may be convinced that something dangerous is worth doing.

Only 2 HD of creatures per caster level may be affected with this ability, and the creatures only remain under the beastlord’s control for 1 hour per caster level. A magical beast’s HD count as 1.5 HD for determining this. The beastlord may establish a preferred order for influencing creatures in this manner, but by default creatures with the least HD are affected first. Creatures with greater than animal intelligence will remember that they were influenced in this way, and they may seek revenge after the effect ends.

This ability replaces lingering transformation.

Spheres of Power by Drop Dead Studios
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Blood Fallen Fey
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Rituals Spellcrafting
Traits Wild Magic Sphere Bestiary Sphere Templates
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Dark Apocrypha Destruction Apocrypha Light Apocrypha Nature (Air) Package
Nature (Earth) Apocrypha Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha
Other Spheres Products
Archetypes of Power The Blood Sphere The Fallen Fey Sphere Items of Power
The Wraith Class Woodfaring Adventures Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.