From Compendium of Worldly Lore
The ability to bond with animals opens up a new way of life for some druids and rangers. By exploring and strengthening their bonds with their animal companions, they can improve not only the creatures’ lives, but their own as well.
Though a character who follows this path is called a tamer of beasts, this is perhaps a misnomer, since he does not truly master, tame, or domesticate his companions. Rather, through his magic and his overwhelming concern for his charges, he can make them tougher and more intelligent. Ultimately, he can even converse with them as equals.
This class appeals primarily to rangers and druids. A member of another class may feel some longing for the path of the tamer, but without first developing a deep relationship with an animal, it is impossible to embrace this prestige class. Tamers of beasts have been known among all races. Elves, half-elves, and gnomes are the most likely to take up this path because of their affinity for nature, and dwarves are the least likely. The philosophy of a tamer of beasts is compatible with any alignment.
Unlike most druids, tamers of beasts usually reside close to civilization. Some Tamers of Beasts conceal their special relationships with animals and beasts by finding employment in a common circus or zoo. More typically, however, tamers of beasts adopt creatures that are threatened by growing populations of humanoids, protecting and shielding them from harm. If these creatures have suffered greatly at the hands of humanoids, tamers of beasts may also try to exact retribution.
Role: Spell Utility
Characteristics: Animal loving casters that gain greater understanding and command of them
Source: Masters of the Wild
Game Rule Information
The Tamer of Beasts has the following game statistics.
Abilities: Whatever your casting stat is, casting your animal related spells is pretty important. Dexterity, Constitution, and Wisdom are all good stats to have as you need those for sharing spells and saving throws with your beast companion
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Tamer of Beasts's class skills are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature) (Int), Jump (Str), Listen (Wis), Ride (Dex), Scry (Int), Search (Int) Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Tamer of Beasts.
Weapon and Armor Proficiency: A Tamer of Beasts is proficient with whatever they were already proficient with prior to taking levels in this class.
Spells per Day/Spells Known: At 3rd, 6th, and 9th level, the tamer of beasts gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming a tamer of beasts, the player must decide to which class to add each tamer of beasts level for determining spells per day and spells known.
Animal Mastery: Beginning at 1st level, the tamer of beasts can have animal companions whose Hit Dice total no more than the sum of twice his tamer of beasts level plus twice his caster level for animal friendship. For example, a Drd7/tamer of beasts3 can have up to 20 Hit Dice of animal companions. No individual animal companion can have more Hit Dice than the tamer of beasts does.
Intelligence: Through constant exposure to the tamer of beasts, his animal companions become more intelligent than the average for their species. When the tamer of beasts is 1st level, the Intelligence score of each of his companions rises to 4, and the creature's type changes to magical beast. This minimum Intelligence score rises by 2 points for every two lamer of beasts levels the character gains thereafter. This improved Intelligence may allow the companion to follow more complex instructions than it could before. Also, the tamer of beasts can teach each companion three tricks per point of Intelligence it has.
Empathetic Link Su: At 2nd level, the tamer of beasts gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The tamer of beasts and the companion can understand one another as if a Speak with Animals effect were in force. Of course, intelligence is still a factor in the content of such conversations, and misunderstandings on that basis are still possible.
Blood Bond: At 3rd level, each of the tamer of beast's companions gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the tamer. This bonus lasts as long as the threat is immediate and apparent.
Natural Armor: Also when the tamer of beasts reaches 3rd level, each of his companions gains a +2 enhancement bonus to its natural armor. This bonus rises to +4 at 6th level and +6 at 9th level.
Animal Senses Su: At 4th level, the tamer of beasts can hear through any designated companion's ears or smell through its nose. At 7th level, he can see through a companion's eyes. The tamer can activate his animal senses as a standard action, and he does not lose the ability to sense events around him by doing so.
Speak with Master Ex: Also at 4th level, the tamer of beasts gains the ability to communicate verbally with his companions in a language of his own. Creatures other than his companions cannot understand this communication without magical aid.
Beast Mastery Sp: At 5th level, the tamer of beasts can use the animal friendship spell to affect beasts in addition to animals, regardless of the target's Intelligence score. Beast companions count against the tamer's total allowed Hit Dice of companions just as animals do.
Share Saving Throws: When the tamer of beasts reaches 6th level, his companions can use either his base saves or their own, mixing and matching to gain the highest value for each.
Share Spells: At 7th level, the tamer of beasts may have any spell he casts on himself also affect one companion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if that companion again comes within 5 feet of the character before the spell's duration expires. Additionally, the tamer may cast a spell with a target of "You" on a companion (as if the spell had a range of touch) instead of on himself. The tamer of beasts and the companion can share even spells that do not normally affect creatures of the companion's type.
Command Creatures of Kind Sp: When the tamer of beasts reaches 8th level, his companions can use command as a spell-like ability at will against other creatures of their kind. This ability affects only creatures with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the tamer, and the ability functions just like the spell [Dominate Animal]] (for purposes of this spell, the companion can make itself understood).
Magical Beast Mastery Sp: At 9th level, the tamer of beasts can use the Animal Friendship spell to affect magical beasts in addition to beasts and animals, regardless of the target's Intelligence. Magical beast companions count as double their own Hit Dice against the tamer's total allowed Hit Dice of companions. For example, a cockatrice with 5 Hit Dice accounts for 10 Hit Dice of companions.
Inspire Greatness Su: At 10th level, the tamer of beasts can grant extra lighting ability to all his companions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. Apply the companion's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The tamer of beasts can inspire his companions once per day, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.