Malar - Beastheart (Character Kit)

Class Information 	Class Information
Racial Requirements 	Half-elf, human
Ability Requirements 	Strength 12,Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Animal lore, hunting, tracking
Recommended Proficiencies	Animal handling
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==Overview==
Malar the Beastlord is the chaotic evil god of marauding beasts, savagery, bloodlust, and the hunt. Beasthearts seek to emulate their god, immersing themselves in the blood and frenzy of the hunt and very often losing their humanity in the process.
==Description==
Beasthearts wear rough-spun clothing or animal skins and a headpiece of a bear, wolf, or great cat that the beastheart killed with his bare hands. They all wear flat stone disks on leather thongs around their necks with Malar's holy symbol scratched into the disks.
Most beasthearts use spears, battleaxes, or two-handed swords. They favor hide or leather armor. Beasthearts carry a scent that seems to be a mixture of human sweat, animal musk, and spilled blood.
==Role-Playing==
Beasthearts seek to release the animals within themselves and submerge their human natures. They love living out in the wilderness, running through forests and grasslands, howling at the moon, and killing prey with their bare hands.
Most beasthearts waver between savagery and the challenge of a difficult hunt. In the latter case, they are more lucid and reasonable, as appreciation for a fine chase and the strategies of the hunt are more human qualities than animal attributes.
==Special Abilities==
When a beastheart begins his First Hunt (first level), he must select a species (not a monster) to empathize. This empathy to a beast's species is known as the blood bond. The list of beasts for the blood bond includes, but is not limited to, the following: bear, wolf, fox, great cat, wild dog, or wolverine. Almost any mammalian predator will do. From this point on, the beastheart will never raise a hand or weapon to any animal of his blood bond, nor will those animals attack him. This does not mean the animal is like a friend or familiar—both animal and beastheart respect the other, as if they were members of the same pack.
When a beastheart reaches 7th level, he can talk to any representative of his blood-bonded species once a day. He can use this ability for one round per level of the priest.
When in battle, a beastheart can go into a special berserker rage. The beastheart attacks twice per round with a +2 bonus to attack and damage rolls. The berserk priest can fight into negative hit points, one point per level, to a maximum of -9 hit points. Thus, a 3rd-level beastheart can fight until he reaches -3 hit points and then he falls unconscious. The rage lasts for one round per level.
==Special Disadvantages==
Cities and towns make beasthearts feel uncomfortable. Beasthearts suffer a -2 penalty to attack and damage rolls in these settings. They cannot go into a berserk rage within an urban setting either.
Beasthearts risk a regression into savagery. Each time a beastheart goes berserk, there is a 20% chance that he will think he is actually an animal. This savage effect lasts for 2d4+2 hours. During this time, the priest loses all additional abilities and powers and is compelled to savagely attack opponents with his bare hands and teeth.
Beasthearts cannot turn undead.