BEASTMASTER
WYRD
The
fastest path into this advanced class is from a combination of Strong and Tough
hero basic classes, though other paths are possible. This class is from the
Urban Arcana SRD (under the name Wildlord).
Requirements
To qualify
to become a Beastmaster Wyrd, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Handle Animal 6
ranks, Survival 6 ranks.
CLASS
INFORMATION
The
following information pertains to the Beastmaster Wyrd advanced class.
Hit Die
Beastmaster
Wyrds gain 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
Beastmaster
Wyrds gain a number of action points equal to 6 plus one-half their character
level, rounded down, every time they advance a level in this class.
Class Skills
The
Beastmaster Wyrd’s class skills are as follows: Climb (Str), Concentration (Con),
Drive (Dex), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge
(psychology, earth and life sciences, physical sciences), Move Silently (Dex),
Navigate (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival
(Wis), Swim (Str), Treat Injury (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
Table: The Beastmaster Wyrd |
|||||||
Class
Level |
Base
Attack |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Defense
|
Leadership |
1st |
+0 |
+2 |
+0 |
+2 |
Animal
empathy |
+1 |
+1 |
2nd |
+1 |
+3 |
+0 |
+3 |
Track,
animal companion |
+1 |
+1 |
3rd |
+2 |
+3 |
+1 |
+3 |
Bonus
feat, fast climb |
+2 |
+1 |
4th |
+3 |
+4 |
+1 |
+4 |
Resist
venom, call companion |
+2 |
+2 |
5th |
+3 |
+4 |
+1 |
+4 |
Skill
mastery |
+3 |
+2 |
6th |
+4 |
+5 |
+2 |
+5 |
Bonus
feat |
+3 |
+2 |
7th |
+5 |
+5 |
+2 |
+5 |
Expert
in your field |
+4 |
+3 |
8th |
+6 |
+6 |
+2 |
+6 |
Command
animals |
+4 |
+3 |
9th |
+6 |
+6 |
+3 |
+6 |
Bonus
feat, transform companion |
+5 |
+3 |
10th |
+7 |
+7 |
+3 |
+7 |
Command/rebuke
alien beasts |
+5 |
+4 |
CLASS
FEATURES
The
following features pertain to the Beastmaster Wyrd advanced class.
Animal Empathy
At 1st level,
the Beastmaster Wyrd gains the ability to use her Handle Animal skill to
improve the attitude of an animal or alien beast. The interaction is treated as
a Diplomacy skill check, with Handle Animal used instead of Diplomacy. The
Beastmaster Wyrd needs to be within 30 feet of the creature to use this
ability.
Most
domestic animals have a starting attitude of indifferent, while most wild
animals are unfriendly. (Exceptions exist: trained guard dogs may have an
initial reaction of hostile to strangers.)
The
Beastmaster Wyrd may also seek to influence alien beasts (including those she
has never encountered before) at a –4 penalty. Animal empathy does not function
on vermin.
Track
At 2nd
level, the Beastmaster Wyrd gains Track as a bonus feat, if she does not
already have it.
Animal Companion
At 2nd
level, the Beastmaster Wyrd may spend an action point to transform an
encountered animal into an animal companion. This requires a full-round action.
The animal must already be friendly in attitude toward the Beastmaster Wyrd.
This animal accompanies the Beastmaster Wyrd on her adventures as is
appropriate to its species. The Beastmaster Wyrd may have a single animal
companion at a time.
Choose an
animal from the following list: Ape, bear, big cat, boar, bounceer crocodile,
crawler, cthellean cudbear, deinonychus, dog (medium), donkey, eagle, elephant,
face eater, grox, herd animal (such as cow, camel, or bison), horse, lizard,
monkey, octopus, porpoise, giant rat, ptera-squirrel, razorwing, snake
(constrictor, viper), squid, tiger, or wolf. The animal cannot have more Hit
Dice than the Beastmaster Wyrd has character levels.
The animal
chosen remains an animal, but may gain additional abilities according to the
level of the Beastmaster Wyrd (see Animal Companions, below). The player
running a Beastmaster Wyrd should consider the fact that certain animals may
create problems in urban areas.
The
Beastmaster Wyrd may release the animal back to the wild, regaining the action
point initially spent in the process. The Beastmaster Wyrd does not regain the
action point if the creatures dies. In either case, the Beastmaster Wyrd must
wait at least 24 hours before attempting to gain another animal companion.
Bonus Feats
At 3rd,
6th, and 9th level, the Beastmaster Wyrd gets a bonus feat. The bonus feat must
be selected from the following list, and the Beastmaster Wyrd must meet all of
the prerequisites for the feat to select it.
Animal
Affinity, Athletic, Dodge, Endurance, Focused, Personal Firearms Proficiency,
Renown, Stealthy.
Fast Climb
At 3rd
level, the Beastmaster Wyrd becomes an expert at climbing. A successful Climb
check allows her to move her full speed rather than at half speed when
climbing.
Resist Venom
At 4th
level, the Beastmaster Wyrd gains +4 resistance bonus on saving throws against
natural poisons.
Call Companion
At 4th
level, the Beastmaster Wyrd gains the supernatural ability to call her animal
companion to her. The animal companion must be in the area (within a mile of
the Beastmaster Wyrd’s location), and will arrive within 10d6 minutes.
Situations which the Beastmaster Wyrd and animal companion are clearly
separated the animal will express consternation and distress but will not be
able to respond.
Skill Mastery
At 5th
level, the Beastmaster Wyrd designates one skill from her Beastmaster Wyrd
class skill list. When making a check with this skill, the Beastmaster Wyrd may
take 10 even if stress and distractions would normally prevent her from doing
so. She becomes so certain in the use of this skill that she can use it
reliably even under adverse conditions.
Expert in Your Field
At 7th
level, the Beastmaster Wyrd is considered to be a master of nature lore,
animals, and plants. The Beastmaster Wyrd gains a circumstance bonus equal to her
Leadership bonus when making skill checks that are directly involved with her
knowledge of the natural world. Such skills would include applicable Knowledge
skills, as well as such social skills as Intimidate and Bluff when animals are
involved.
Command Animals
At 8th
level, the Beastmaster Wyrd may spend an action point to command animals.
How Commanding Works: A
Beastmaster Wyrd can command animals as an attack action. Doing so does not
provoke an attack of opportunity. A Beastmaster Wyrd must be able to see and
talk to the animal in question. The animal must be able to hear her.
Range: The Beastmaster
Wyrd commands the closest animal first. She can’t command animals that are more
than 60 feet away or that have total cover.
Command Check: First,
roll a command check to determine how many hitdice of animal you can turn. This
is a Charisma check (1d20 + Charisma modifier). The table below shows the Hit
Dice of the most powerful animal you can affect, relative to your Beastmaster
Wyrd level. With a given command attempt, you can’t command any animal whose
Hit Dice exceeds the result of your command check.
Turning Check Result |
Maximum Hit Dice |
0 or
lower |
Beastmaster
Wyrd level –4 |
1–3 |
Beastmaster
Wyrd level –3 |
4–6 |
Beastmaster
Wyrd level –2 |
7–9 |
Beastmaster
Wyrd level –1 |
10–12 |
Beastmaster
Wyrd level |
13–15 |
Beastmaster
Wyrd level +1 |
16–18 |
Beastmaster
Wyrd level +2 |
19–21 |
Beastmaster
Wyrd level +3 |
22 or
higher |
Beastmaster
Wyrd level +4 |
Effect: If your command
check result is high enough to let you command at least some of the animals
within 60 feet, roll 2d6 and add your Beastmaster Wyrd level and your Charisma
modifier to the result to determine commanding power. That’s how many total Hit
Dice of animals you can commnad to flee on this attempt.
You may
skip over already commanded creatures that are still within range so that you
don’t waste your turning capacity on them.
Effect and Duration of Turning: Commanded creatures are generally forced to flee from the
Beastmaster Wyrd by the best and fastest means available to them. A commanded
animal flees for 10 rounds (1 minute). If it can’t flee, it cowers (can take no
actions, –2 penalty to Defense).
If the
Acolyte moves to within 10 feet of a cowering commanded creature, it overcomes
the fear and can act normally. (The Acolyte can be standing within 10 feet of
the creature without breaking the turning effect; she just can’t approach any
closer to the creature.) The Acolyte can attack a cowering creature with ranged
attacks from more than 10 feet away, and others can attack in any fashion,
without breaking the command effect.
Full Command: If the
Beastmaster Wyrd has twice as many Beastmaster Wyrd levels (or more) as the
animal has Hit Dice, she can issue commands other than just ordering them to
flee. A fully commanded creature falls under the mental control of the Acolyte.
The Acolyte can give mental orders to a commanded creature as an attack action.
The Acolyte can command any number of creatures whose total Hit Dice don’t
exceed her Acolyte level. She may voluntarily relinquish command in order to
establish command on different creatures.
Transform Companion
At 9th
level, the Beastmaster Wyrd gains the psychic ability to transform her animal
companion into a small, inert object, such as a charm, a totem, or a stuffed
animal, that may be carried around. While in object form, the transformed
companion has the properties of the item.
The
Beastmaster Wyrd may, as a move action or part of a move action, cast the
object to the ground and cause it to immediately take its original form. The
transformed creature is considered a alien beast as long as it remains the
Beastmaster Wyrd’s companion.
Command Alien Beasts
At 10th level,
the Beastmaster Wyrd may spend an action point to turn, command, or rebuke
alien beasts (like Tyranids!). This functions in the same manner as the ability
to command animals.
Animal Companions
As the
Beastmaster Wyrd grows in power and ability, so too does the power of her
animal companion.
Class Level |
Bonus HD |
Psychic Armour |
Str/Dex Adj. |
Special |
2-3 |
+0 |
0 |
+0 |
Link,
share spells |
4–5 |
+2 |
2 |
+1 |
Evasion |
6 |
+4 |
4 |
+2 |
Devotion |
7 |
+6 |
6 |
+3 |
Multiattack |
8 |
+8 |
8 |
+4 |
|
9 |
+10 |
10 |
+5 |
Improved
evasion |
10 |
+12 |
12 |
+6 |
|
Class Level: The level
of the Beastmaster Wyrd.
Bonus HD: These are
extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier,
as normal. Remember that extra Hit Dice improve the animal companion’s base
attack and base save bonuses. An animal companion’s base attack bonus is equal
to a Beastmaster Wyrd whose level equals 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). The animal companion doesn’t gain any extra skill points or
feats for bonus HD.
Psychic Armour: The
number listed here is a psychic deflection bonus conferred by the beastmaster
onto his companion. The animal gets the listed bonus to defense as long as the
beastmaster is within 60 feet of the animal.
Str/Dex Adj.: Add this
figure to the animal companion’s Strength and Dexterity scores.
Link (Ex): The
Beastmaster Wyrd gains a +4 circumstance bonus on Animal Empathy and Handle
Animal checks made regarding the animal companion.
Evasion (Ex): If the
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.
Devotion (Ex): The
animal companion’s devotion to its master is so complete, it gains a +4 morale
bonus on all Will saves against Enchantment spells and effects.
Multiattack (Ex): The animal
companion gains the Multiattack feat, if it has 3 or more natural attacks. If
it does not have the requisite 3 or more natural attacks, the animal companion
instead gains a second attack with its primary natural attack, albeit at a –5
to the base attack bonus.
Improved Evasion (Ex):
If the 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 and only half damage if the saving throw fails.
SAMPLE
BEASTMASTER WYRDS
A Necromundan Beastmaster, a gretchin squig-herder, an alien
big-game hunter / collector.