Good Fortitude and Reflex, Poor Will, 3/4 BAB, d8 HD
2 HD Small, 3-6 HD Medium, 7-12 HD Large (Not allowed In Equestria Triumphant due to concerns about ability to raid indoor locations), 13-24 HD Huge (Ditto), 25-48 HD Gargantuan (Ditto), 49+ HD Colossal (Ditto)
Bite 1d6(1d4 if small, more if Large or larger) +1.5xStr. Mod.
Magic at 4 HD.
Get iterative attacks?
Dexterity poison on bite. (Allow Pack-Lord's Cha. Modifier to the DC? Or maybe half of that?) No secondary. Primary damage as follows (based on Monsterous Centipede)
HD (incl. Virtual) | Dex. Damage |
2 | 1d3 |
3-5 | 1d4 |
6-11 | 1d6 |
12-23 | 1d8 |
24-48 | 2d6 |
49+ | 2d8 |
Can not advance beyond 6 HD for purposes of Hitpoints (including from constitution) and a few other effects I am probably forgetting. Saves and BAB DO continue to advance. Instead give more as per Encounter Level calculations...
[table="class: head, grid, align: center"]
Power* | Hit Points | Virtual HD each | Natural Armor Adj. | Str. | Dex. | Int. | Cha. | Skill Points | Rank Max. | Nat. Armor | Dex. Dam. |
1 | 2d8-2 | +0 | 13 | 15 | 6 | 6 | 8 | 5 | +1 | 1d3 |
2 | 3d8-3 | +0 | 13 | 15 | 6 | 6 | 12 | 5 | +1 | 1d4 |
3-4 | 4d8-4 | +0 | 14 | 16 | 7 | 6 | 17.5 | 7 | +2 | 1d4 |
5 | 5d8-5 | +0 | 14 | 16 | 8 | 6 | 24 | 8 | +3 | 1d4 |
6 | 6d8-6 | +0 | 15 | 17 | 8 | 6 | 27 | 9 | +3 | 1d6 |
7 | 6d8-6 / 2d8-2 | +0 | 15 | 17 | 9 | 6 | 31.5 / 17.5 | 9 / 5 | +4 | 1d6 |
8 | 6d8-3 / 4d8-2 | +1 | 15 | 17 | 9 | 6 | 35 / 28 | 10 / 8 | +4 | 1d6 |
9 | 2x(6d8+0) | +2 | 16 | 18 | 10 | 7 | 44 | 11 | +5 | 1d6 |
10 | 2x(6d8+0) / 1x(4d8+0) | +2 | 16 | 18 | 10 | 7 | 44 / 36 | 11 / 9 | +5 | 1d6 |
11 | 3x(6d8+3) | +3 | 16 | 18 | 11 | 8 | 54 | 12 | +6 | 1d6 |
12 | 4x(6d8+6) | +4 | 17 | 19 | 11 | 8 | 58 | 13 | +6 | 1d6 |
13 | 4x(6d8+6) / 1x4 4x(4d8+4) | +4 | 17 | 19 | 12 | 9 | 65 / 55 | 13 / 11 | +7 | 1d6 |
14 | 5x(6d8+9) | +5 | 17 | 19 | 12 | 9 | 70 | 14 | +7 | 1d6 |
15 | 7x(6d8+12) | +6 | 18 | 20 | 13 | 9 | 82.5 | 15 | +8 | 1d8 |
16 | 8x(6d8+12) | +7 | 18 | 20 | 13 | 9 | 88 | 16 | +8 | 1d8 |
17 | 10x(6d8+12) | +8 | 18 | 20 | 14 | 10 | 102 | 17 | +9 | 1d8 |
18 | 12x(6d8+12) | +9 | 19 | 21 | 14 | 10 | 108 | 18 | +9 | 1d8 |
19 | 12x(6d8+12) | +11 | 19 | 21 | 15 | 11 | 130 | 20 | +10 | 1d8 |
20 | 12x(6d8+12) | +13 | 19 | 21 | 15 | 11 | 143 | 22 | +10 | 1d8 |
*In equivalent HD in a single Timber-wolf in theory... maybe? This matches Druid curve, but smoothed out. This should be the right curve up until 6d8+12 becomes absolutely useless for hitpoints or the lack of reach becomes an issue, or the amount of targets for buff becomes a problem or... anyway, up until them it SHOULD just be a matter of setting the slope and intercept to relate it to the level of the master.
Trip, Low-Light Vision, Scent, NO DARKVISION!
Speed: 50'
Str 13+Druid Bonus, Dex 15+Druid Bonus, CON. 15 (so HP adjustments above are off for "fractional everyting"), Int as per familiar, Wis 12, Cha MAX(6, 3/4 Int)
Treat Constitution as being -6 for hitpoints than they do for all other purposes. (Penalty might decrease with virtual HD beyond the 6 real ones)
Bonus feat(s): Track, if Medium also gain Endurance
1/4 damage from piecing
Immune to cold
1/2 damage from electricity
Regeneration 3 overcome by {(Slashing OR Piercing*) AND(Magic OR Manufactured)}, acid, electricity, fire, OR Negative Energy. Become entangled if they were wearing armor, saddlebags, or other larger items when regenerating from <=0 HP. Other items not including in re-formation. (Escape Artist DCs pending...)
+50% damage from AoOs while at <=0 HP
*But remember, Piercing damage is 1/4.
Healing spells work as per RAW, at least if augmented with Craft(Basket-Weaving) and/or Craft(Woodworking)?
The ease with which they come appart means they have no racial bonus to natural armor. (But I listed one... which actually seems like a wiser idea.)
Does not get "Share Spells" per se, but the Packlord can probably use their earthpony powers to manifest certain effects on them (
Align Natural Weapon if nothing else), and in such cases a Target of "You" would prove no barrier.
Get Evasion at master's Packlord Class level 3. Improved Evasion at Class level 15.
At master's Packlord Class level 6 they can apply the master's charisma bonus to all will saves, and also gain it as turn resistance (just in case anything in this setting ends up being able to turn plants...).