The Beast Master
It
is whispered that out in the wilderness there are men who can speak with the
animals. Seemingly as feral as that which
they associate with, they tend to shun human cities and towns, preferring to
live in the wilds. They are known as the
Beast Masters.
The beast master is a class of warrior that has
become one with his animal nature and is able to communicate with
animals. They trade away their logic and reason for instinct and action. They
are the staunchest defenders of the wilds and
the bane of unnatural creatures.
Beast Masters come to be not through training,
but rather they begin to feel the pull of the wilds. They begin to feel
cramped and trapped in normal society to point where they can hardly breathe
while in a town, let alone a city. Soon they
find they can communicate with animals.
The most common classes that a Beast Master will
arise from are Rangers, Fighters and especially, Barbarians.
Paladins, Clerics and Monks that worship or dedicate themselves to a nature god/dess
sometimes feel the pull as well.
It is uncommon among Druids as they have already heard the call of the wild,
but they are more common than Wizards,
Sorcerers, Rogues, or Bards, all classes that thrive on civilized society.
Wizards are the least common of all, after all it's hard to research spells in
the woods.
NPC Beat Masters are usually encountered
patroling the wilderness seeking poachers and other transgressors. Particularly
zealous Beast Masters try to disrupt civilized life in towns and cities in an
attempt to reclaim the land for nature. Evil Beast Masters use nature to
further their own ends, but still dislike the raping of nature that they see on
a regular basis.
Prerequisites:
Base Attack:
+3
Align:
Any neutral
Ability:
Charisma 12+
Skills:
Ride 4 ranks, Handle Animal 4 Ranks, Wilderness Lore 4 Ranks
Feats:
Track
Special:
PC must be dedicated to nature in some way (worship of a nature god or a
defender of the wilds, etc.) and
cannot reside within a city or town.
|
Level |
Attack+ |
Fort+ |
Ref+ |
Will+ |
Special |
|
1 |
+1 |
+0 |
+2 |
+0 |
Speak with Animals |
|
2 |
+2 |
+1 |
+2 |
+0 |
Cornered Rage |
|
3 |
+3 |
+1 |
+3 |
+1 |
Detect Animals |
|
4 |
+4 |
+2 |
+3 |
+1 |
Feral Senses |
|
5 |
+5 |
+2 |
+4 |
+2 |
Wilderness Advantage |
|
6 |
+6 |
+3 |
+4 |
+2 |
Call Mount |
|
7 |
+7 |
+3 |
+5 |
+3 |
Magic Fang |
|
8 |
+8 |
+4 |
+5 |
+3 |
Stare Down |
|
9 |
+9 |
+4 |
+6 |
+4 |
Dominate Animal |
|
10 |
+10 |
+5 |
+6 |
+4 |
No Fatigue for Cornered Rage |
Class Skills:
Skill
points at each level: 4+Int modifier
The
Beast Masters class skills and their key abilities are: Animal Empathy (Cha,
exclusive), Handle Animal (Cha),
Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen
(Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str),
Wilderness Lore (Wis).
Class Features:
HD: d10
Weapon
and Armor Proficiencies: The Beast master is proficient with all simple and
martial weapons and light
armor. Note that armor check penalties for armor
heavier than leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Also, Swim checks suffer a -1 penalty for every 5 pounds of
armor and equipment carried.
Speak
with Animals: The Beast Master at will may speak with animals, as the
spell of the same name, as many
times each day equal to the characters Charisma
modifier. This is a supernatural ability.
Cornered
Rage: The Beast Master, when faced with being cornered by a more powerful
foe, can go into a rage
much like a Barbarian. If the PC is cornered by a foe
who has 2 or more HD than the PC OR the party is cornered
by a group of enemies whose HD total 1.25x the party's
total HD (rounded up), the Beast Master may choose to enter
a rage. The Beast Master temporarily gains +4 Str, +4
Con, and a +2 to Fort and Will saves. The Beast Master suffers
a -2 AC penalty while in a Cornered Rage. The rage may
last for a number of rounds equal to 3 + the characters raised Con
modifier. The character may end a rage voluntarily.
When the character comes out of it s/he is winded and is at -2 Dex
for the duration of the battle (Cannot charge or run).
All other Rage rules are as the rules for a Barbarian class character.
This may be used 1/day for every 3 levels obtained (1
at 2nd level, 2 at 5th level, 3 at 8th level). The DM may allow that any
situation that is deemed dangerous and threatening to
the characters well being (surrounded by thugs in a dark, dead-end
alley) may provoke a Cornered Rage irregardless of the
HD of those involved, but the BM must be cornered. The DM
may inform the player that s/he will allow a Cornered
Rage.
It is imperative to know that this rage only occurs
when the character or the party is cornered.
At 10th level, the Beast Master no longer suffers the
penalties for coming down from a Cornered Rage.
Detect
Animals: At will, the Beast Master may Detect Animals as the spell. It
is usable a number of times equal
to the characters Wis modifier per day. Unlike the
spell though, the Beast Master does not detect plants with this
ability. This is a supernatural ability.
Feral
Senses: The Beast Master's senses have become as sharp as an animal's. The
BM gains a +2 bonus to any
roll that involves using their senses (Listen, Spot,
Search, etc.) and gains the feat monster feat Scent. Also, the character
may not be caught flat-footed or sneak attacked. The PC
may be sneak attacked by a rogue or other class with the
sneak attack ability who is 4 levels higher than the
Beast Master.
Wilderness
Advantage: The Beast Master has become so attuned to the wilds that s/he
gains a +2 combat
bonus to hit rolls and a +1 AC bonus while in the
wilds. This is to reflect their skill at using the wild terrain to their
advantage.
Call
Mount: At 6th level, a Beast Master may call a mount much like a Paladin.
This mount may be a horse, but it may
be one of several different animals as well. The animal
that answers the call is up to the DM but may include: War
Horse, Tiger, Dire Wolf, Brown Bear, Dire Badger, etc.
Any large animal will do. Dire animals should be used with care.
Check the Animals description in the Monster Manual.
The Dire animal should be no more than 6-10 feet in length. If
the Beast Master is a small sized character, make the
choice of mounts from the medium size animals. The progression
of the mount is as follows:
|
Beast Master Level |
Bonus HD |
Natural Armor |
Str. Adjustment |
Intelligence |
Special |
|
6 |
+2 |
4 |
+1 |
6 |
Improved Evasion, Share Spells,
empathic link, share saving throws |
|
7 |
+3 |
6 |
+2 |
7 |
|
|
8-9 |
+4 |
8 |
+3 |
8 |
Command creatures of it's kind |
|
10 |
+5 |
10 |
+4 |
9 |
Spell Resistance |
* See the PHB section on Paladins for the description of these
abilities.
Magic
Fang: The Beast Master may use Magic Fang on their mount or any other
creature as per the spell. S/he may
use a number of times equal to 1 x Cha modifier per
day. This is a spell like ability.
Stare
Down: The Beast Master may Stare Down animals or beasts to get them to back
off and avoid a fight. S/he
may stare down a number of animals whose HD are equal
to or lower than the Beast Master's level. This is an
Extraordinary ability.
Dominate
Animal: 1/day, the Beast Master may use this ability. It duplicates the
effect of the spell Dominate Animal.
This is a spell-like ability.
Special
Restriction: A Beast Master cannot reside within a town or city. If a Beast
Master stays within a town or city
for too long, s/he begins to "lose the
beast". For every 2 weeks spent out of contact with nature, the Beast
Master takes
a negative level to his/her BM level only. The BM loses
all bonuses and abilities for that level, but they retain their hit dice.
It would be difficult to keep a BM out of contact with
nature for that significant amount of time. A leisurely stroll through
the woods is sufficient to keep in touch, although a
park in the center of the city is not sufficient. Such places are man-made
and not wild. If a level is lost to underexposure, it
may be regained by spending 1 week in the wilds uninterrupted, per
level lost.