Moujuu Aishou
Moujuu Aishou Template
The spirit of the beast is in you. For as long as you can remember, your animal companion has been by your side, helping you through life's hardships.
There are some things that can not be explained, something that not even the greatest shinobi minds can crack. That is how certain ninjas are able to connect with animals so strongly that they are a bonded for life like a pair of soul mates. It is not simply master and pet, it is an equal partnership, one that both parties have to put effort in. The animal must be a paragon of its species. It can even learn a few techniques, grow stronger, faster and smarter as well they can almost communicate with the one they bonded with. Losing one that they have bonded with the human can eventually overcome his grief and bond with another animal. The animal however, if it loses it's human partner will never recover and slowly waste away.
Prerequisite: Can only be taken at first level, can only be taken at first level or after level 1 with DM permission if you meet the special requirement
Special: The GM may deny a player the access to this feat as he see fit.
* Current ruling - Every player can only have 1 Beastlord prestige class character as they slow combat down, also campaign runners have the right to restrict beastlords in the quest to one, Moujuu aishou must be possessed at level one to take the beastlord prestige class.
Animal Bond
Prerequisite: Moujuu Aishou, Handle Animal 6 ranks.
Benefit: Your effective level when determining the progression of your animal
companion increases by 2. The companion can never have more hit dice than you.
Ability Score Increase (Ex)
The animal companion adds +1 to any one of its ability scores, every 4 levels.
Benefit:
Selecting this feat grants the character access to the Moujuu Aishou template, and he must chose his animal companion between Ape, Boar, Cheetah, Dog, Hawk, Hyena, Owl, Tiger, Wolf
Special Qualities: Animal Companion
Animal Companion: The character begins play with an animal companion selected from the following list: Ape, Boar, Cheetah, Dog, Hawk, Hyena, Owl, Tiger, Wolf (stats available for some other creatures but these companions would be extremely rare)
The animal is a loyal companion that accompanies the character as he executes missions, offering aid in combat and non-combat situations as well as moral support when needed. As the character advances in level, the animal’s power increases as shown on the table below.
If the animal companion dies, a new one can be acquired, but will need to be trained continuously, 8 hours a day, for 2 days per total level or hit dice of the character (maximum 100 days).
An animal companion still benefits the ability score increase every 4 hit dice it gains, and their chakra pools is like summon creatures. Furthermore, some companion may grow slower than others, and some faster, because they are either weaker or stronger than what is considered an average.
Character Level: The character’s total level or hit dice.
Bonus HD: Extra hit dice, each of which gains a Constitution modifier, as normal.
Remember that extra hit dice improves the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of an Agent of a level equal to the animal’s HD.
An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD).
An animal companion gains 3 skill points per hit die, and an additional feat once every 3 hit die. It must meet the prerequisites normally.
An animal companion does not count towards the party's experience and does not gain experience as a cohort would—it simply gains in power as its master does. Natural Armor Adjustment: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Stat Boost: Animal Companions gain points every so often that can be assigned via training to increase physical Attributes.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that
the animal knows in addition to any that the character might choose to teach it (refer to
Handle Animal skill for details). These bonus tricks don’t require any training time or
Handle Animal checks, and they don’t count against the normal limit of tricks known by
the animal. A trick cannot be unlearned by the animal.
Link (Ex): The character may handle his animal companion as a free action, or push it as a
move action, even if he doesn’t have any ranks in the Handle Animal skill. In addition, he
gains a +4 circumstance bonus on all Handle Animal checks made regarding the animal
companion.
Beastlord (Ex): This enables the animal companion to learn a jutsu technique the user may teach it. The animal companion can learn one technique per 5
level of the master, and it takes double the time for an animal to learn a technique. The animal companion's bonus to jutsu are equal to the character's ranks in the skill - 2 + the animal companion's bonus in the relevant ability score. The animal's companion Learn bonus is equal to its total hit dice.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a
Reflex saving throw for half damage, it takes no damage if it makes a successful saving
throw.
Multiattack: The animal companion gains the Multiattack feat for free. Its penalty when
using its secondary natural weapon is reduced from -5 to -2. If it does not have three or
more natural attacks, the companion gains a second natural attack with its primary
weapon, albeit at a -5 penalty.
Growth (Ex): When an animal gained sufficient experience over time with its master, its
body also develops. Whenever the character attains a level where the animal companion
gains this ability, the animal companion's size category permanently increases by one
step. An animal companion cannot grow larger than Large size.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against
mind-affecting technique and effects.
Speech (Ex): The animal companion is now able to express itself freely in the human
tongue, using the language the user employs the most often only. As can be expected
from an animal mind, the companion will not be as smart as your typical human, much
less shinobi, but it can sell express itself freely and warn others from dangers.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving
throw for half damage, an animal companion takes no damage if it makes a successful
saving throw and only half damage if the saving throw fails.
Epic Growth (Ex): The animal companion gains an additional size category, and is
allowed growth to Huge size. The benefits of increasing from Large to Huge size are as
follow: +8 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to
Constitution, fighting space and reach increment, +4 size bonus to Grapple checks, and a
-4 size penalty to Hide checks.
Ape
Starting Statistics
Wound Die Type: 1d6
Control Die Type: 1d6
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent, Toughness
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.
Boar
Starting Statistics
Wound Die Type: 1d8
Control Die Type: 1d8
Size Small; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.
Cheetah
Starting Statistics
Wound Die Type: 1d6
Wound Die Type: 1d6
Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.
Sprint (Ex)
Once per hour, a Cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Dog
Starting Statistics
Wound Die Type: 1d8
Control Die Type: 1d4
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Hawks & Owls
Starting Statistics
Wound Die Type: 1d4
Control Die Type: 1d8
Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.
4th-Level Advancement
Ability Scores Str +2, Con +2.
Hyena
Starting Statistics
Wound Die Type: 1d8
Control Die Type: 1d4
Size Small; Speed 50 ft.; AC +2 natural armor; Attack bite (1d4 plus trip); Ability Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
Tiger
Starting Statistics
Wound Die Type: 1d8
Control Die Type: 1d4
Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).
Wolf
Starting Statistics
Wound Die Type: 1d8
Control Die Type: 1d4
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.