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Lix Lorn
2010-03-30, 04:13 PM
Beastmaster
‘A Druid I can kill. Hell, I can defeat a powerful one, and their little pet too. But… five pets is a little excessive, right? Right!?’

Background-The Beastmaster may appear to be a simple Druid, but he is both more and less. She lacks the fundamental closeness with nature as a whole, but enjoys the position of a packmaster-an entire group of loyal creatures ready to aid him.
Races-Though a member of any race can be a Beastmaster, it is most common among those such as elves or humans, with a suitable respect for nature.
Other Classes-Beastmasters get on well with most, having an odd distaste for Druids and Rangers, claiming that they ‘Only look at nature from the outside.’
Role-A Beastmaster fulfils the strange task of granting an entire team of warriors with a single character. She can fight off an attack party, or pick off a strong warrior, but when alone becomes merely an above average combat druid, without the spells or any noncombative abilities.
Beastmaster’s in the World-Beastmasters are excellent warriors, equally at home on the battlefield, or out slaying a threat. They are regularly fielded in large numbers by richer nations-the famous Fang Legion was a group of Beastmasters outfitted by a rich king with armour capable of changing with them.
Inspiration-I like Wolves.

Alignment-Any. The lures of discipline and wild, selfishness and altruism are equally common among Beastmasters.
Hit Die-d8
Starting Gold-As Ranger
Starting Age-As Fighter
Class Skills-The Beastmaster’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level-(4 + Int Modifier) x4
Skill Points per Level-4 + Int Modifier

Beastmaster


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th


1st

+1

+0

+2

+2
Animal Companion, Alpha's Call, Wild Empathy
-
-
-
-


2nd

+2

+0

+3

+3
Wild Shape (1/day), Multiattack
-
-
-
-


3rd

+3

+1

+3

+3
Terra Claw (1/Encounter)
-
-
-
-


4th

+4

+1

+4

+4
Improved Multiattack
0
-
-
-


5th

+5

+1

+4

+4
Wild Shape (2/Day), Additional Companion
0
-
-
-


6th

+6/+1

+2

+5

+5
Terra Claw (2/Encounter)
1
-
-
-


7th

+7/+2

+2

+5

+5
-
1
-
-
-


8th

+8/+3

+2

+6

+6
Wild Paragon (+1), Wild Shape (3/Day)
1
0
-
-


9th

+9/+4

+3

+6

+6
Terra Claw (3/Encounter)
1
0
-
-


10th

+10/+5

+3

+7

+7
Additional Companion
1
1
-
-


11th

+11/+6/+1

+3

+7

+7
Wild Paragon (+2), Wild Shape (4/Day)
1
1
0
-


12th

+12/+7/+2

+4

+8

+8
Terra Claw (4/Encounter)
1
1
1
-


13th

+13/+8/+3

+4

+8

+8
-
1
1
1
-


14th

+14/+9/+4

+4

+9

+9
Wild Paragon (+3), Wild Shape (5/Day)
2
1
1
0


15th

+15/+10/+5

+5

+9

+9
Terra Claw (5/Encounter), Additional Companion
2
1
1
1


16th

+16/+11/+6/+1

+5

+10

+10
-
2
2
1
1


17th

+17/+12/+8/+2

+5

+10

+10
Wild Paragon (+4), Wild Shape (6/Day)
2
2
2
1


18th

+18/+13/+8/+3

+6

+11

+11
Terra Claw (6/Encounter)
3
2
2
1


19th

+19/+14/+9/+4

+6

+11

+11
-
3
3
3
2


20th

+20/+15/+10/+5

+6

+12

+12
Wild Paragon (+5), Wild Shape (∞/Day), Additional Companion
3
3
3
3



Weapon and Armour Proficiency-Beastmasters are proficient with simple weapons and all natural weapons they acquire through Wild Shape. They are also proficient with shields (except tower shields) and light or medium armour. However, they may only wear armour if it can retain its functionality while using Wild Shape. (This normally requires magic, though limited armour could be improvised.)

Animal Companion-At first level, A Beastmaster chooses a single animal from any animal companion list usable in the campaign. This cannot be changed. If the creature chosen has no level adjustment, (IE comes from the standard Druid list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf) then the Beastmaster may begin play with this animal companion. If not, then they must wait until their effective level is high enough to allow them this animal. At this point, a ceremony of 24 hours uninterrupted prayer is required to summon the chosen creature. This ceremony is also used to replace a deceased animal companion. Note that a Beastmaster may never dismiss their companions.

Other than these changes, a Beastmaster’s Animal Companion functions the same way as the Druid’s class feature of the same name. (See Here (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion))

Alpha's Call- A Beastmaster and his companions have a single Initiative score. This is equal to the Beastmaster's own Initiative score, but gets a +1 bonus for each Companion with a higher initiative, to a maximum of the highest initiative in the group. The entire group act at this initiative.

(This should help with the time-consumption issues, especially in PBP.)

Wild Empathy- A Beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Beastmaster rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

As a note, Beastmasters are permitted to learn Druidic, but do not do so for free.

Wild Shape- At 2nd level, a Beastmaster gains the ability to turn herself into an animal and back again once per day. She may only transform into the form of a creature she has as an animal companion. If she has no companions, she may not use the Wild Shape ability until she does. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Beastmaster level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the Beastmaster melds into the new form and becomes nonfunctional. When the Beastmaster reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beastmaster's feet.

A Beastmaster loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A Beastmaster can use Wild Shape an additional time per day at 5th, 8th, 11th, 14th and 17th level. At 20th level, a Beastmaster has attained true equality with their bestial side, and may use Wild Shape as often as they like, and may remain in this form for as long as they desire. (They may only gain hit points as if resting by using Wild Shape 7 times per day, however.)

Multiattack-At 2nd level, a Beastmaster gains Multiattack as a bonus feat. At 4th level, they gain the Improved Multiattack feat.
In addition, at 6th level, he gains the ability to make iterative attacks with his primary natural weapon. (If he possesses more than one primary natural weapon, he must choose one.)

Terra Claw Once per encounter at 3rd level, a Beastmaster may make a single attack they make deal bonus damage equal to their class level plus their charisma modifier. This attack is treated as every material, alignment and descriptor for the purposes of damage reduction, except Epic, and it always deals lethal damage, regardless of regeneration.
This attack must be made with a Natural Weapon. At 6th, 9th, 12th, 15th, and 18th level, a Beastmaster gains the ability to use this special attack an additional time per encounter.

In an Epic level game, they gain an additional use of this ability at 21st level and every third level after. (24th, 27th, etc...)

Additional Companion-At 5th level, a Beastmaster gains another Animal Companion. This creature may be of any type. If her choice has a low enough level adjustment to be obtained at this level, it comes to her automatically, but otherwise she must wait until a level when she can obtain this companion. All Companions may be called in a single 24 hour session.

This Companion is always treated the same as the first. Before applying any effective Druid level adjustments, it has the same level and abilities. When Sharing Spells, any, all or no companions can be affected.

A Beastmaster gains a third companion at 10th level, and an additional companion at 15th and 20th level. These companions are all treated equally.

In an Epic level game, they gain an additional companion at 25th level and every fifth level after. (30th, 35th, etc...)

Spellcasting At 4th level, the Beastmaster gains some limited spellcasting ability. This is identical to the Ranger’s spellcasting, and uses the same class list. However, Spell DCs and bonus spells are determined using Charisma: A Beastmaster controls herself and her companions through willpower, rather than knowledge or lore.

Wild Paragon At 8th level, a Beastmaster grows closer to the animals she fights beside. She treats her level as being one higher for the purposes of working out the abilities of her animal companions, as well as for checking her eligibility for a companion with a level adjustment. In addition, she increases the damage of her natural attacks when using Wild Shape as if she had increased by one size.
At 11th level, this increases to two levels and two additional sizes. It increases by another one at 14th level, 17th level and 20th level. (At 20th level, they treat their level as five higher for the purposes of their animal companions and deal damage with their natural attacks as if they were fixe sizes larger)

In an epic level game, they gain an additional dice of damage and are treated as another level higher at 23rd level, and each third level after. (26th, 29th, etc...)

Feats
Studied Wild
Prerequisites: Beastmaster.
Benefit: Beastmaster class abilities and/or spellcasting normally based on Charisma are instead based on Intelligence.

Born to be Wild
Prerequisites: Beastmaster.
Benefit: Beastmaster class abilities and/or spellcasting normally based on Charisma are instead based on Wisdom.

Dual-Life-Unity
Prerequisites: Wild Paragon ability.
Benefit: When the user uses their Wild Shape ability to assume animal form, they may apply any templates that they possess to their assumed form, as long as they are legal for that creature to possess.
Special: This feat allows an undead beastmaster to become an undead beast.

In Their Paws
Prerequisites: Ability to Wild Shape, Animal Companion, Knowledge (Nature) 4 ranks
Benefit: Choose a form matching that of your Animal Companion. When you assume that form using Wild Shape, you may apply any attribute enhancements from levels or inherent bonuses to that form’s physical attributes. However, from this point on, while using Wild Shape, spells such as Animal Growth or Charm Animal function as if you were your new type. In addition, effects that would divine your type consider you to be of this new type.
Special: You can qualify for this feat with the prerequisites: 'Wild Shape granted by Lord of the Wild class, Animal Companion to character with In Their Paws'. Its effects are identical. You may not take Understanding the Food Chain-you choose a single humanoid form as your own. Hand and Claw has no meaning for you, so you may skip to Second Skin with identical effects. Forsaking the Human Form and Civilised Nature Duality function identically for you.

Understanding the Food Chain
Prerequisites: In Their Paws
Benefit: You may apply this feat’s prerequisite, and feats requiring them, to forms very closely related. For example, if your chosen form was ‘wolf’, you could also apply the feat’s benefits to a Dire Wolf.

Hand and Claw
Prerequisites: In Their Paws
Benefit: Your familiarity with an animal form and shapeshifting allows you to maintain your abilities in your chosen form. You may produce somatic components in the chosen form, and may speak any languages you know.

Second Skin
Prerequisites: Hand and Claw, Wild Shape 2/day
Benefit: You are nearly as home in your animal form as your natural one. Rather than replacing your natural physical attributes, you may apply the chosen form’s racial attributes as a replacement of your own.

Forsaking the Human Form
Prerequisites: Ability to Wild Shape, Second Skin
Benefit: You treat your chosen form as your native form, and must use Wild Shape to assume your ‘original’ form. (Which you may do so, even if Wild Shape could not normally adopt that form)

Civilised Nature Duality
Prerequisites: Forsaking the Human Form, Character level 15.
Benefit: You may treat any of your chosen forms as your natural form at will, and may use wild shape to shift between them at will without using your daily uses of the ability. Doing so does not cause you to regain hitpoints.

Nekomimi's Birth
Prerequisites: Civilised Nature Duality OR None
Benefit: You gain the ability to take on a new form at will, which appears as a blending of your standard form and your animal, form. You are treated as both your original and animal type, and are clearly recognisable as something different to your original race.
The full benefits of this feat depend on the prerequisites. A character who does not possess the prerequisite feat gains no benefits from changing into this form, apart from being considered an Animal.If they do possess the prerequisite feat, the hybrid form can be a powerful tool. The exact benefits should be worked out with your DM, but should generally provide most (but not all) of the animal's raw power, while retaining the abilities (such as opposable thumbs) of a humanoid form.

A character may have multiple hybrid forms with different sizes and appearances, but they are treated the same mechanically. This form does not usually qualify as a disguise.

ACF

Packmaster
Prerequisites: About to take your first level of Beastmaster.
Lost: Terra Claw ability, full BAB.
Gained: Average BAB, the following new ability gained at level 1.
Call the Hordes (Sp): As a standard action, a Beastmaster may cast Summon Nature's Ally, with his caster level equalling his class level. He always casts the highest level version a Druid of his level could cast, and may do so a number of time per day equal to his Charisma modifier.

Vermin Queen
Prerequisites: About to take your first level of Beastmaster.
Lost: Animal Companion, Wild Empathy, Wild Shape
Gained: Vermin Companion, Vermin Empathy, Vermin Shape, Vermin Queen
Vermin Companion, Vermin Empathy, Vermin Shape: Function exactly how they sound.
Vermin Queen (1st level): Beastmaster spells cast by a Vermin Queen replace mentions of 'animal' with mentions of 'vermin', where this makes sense.

Mistress of Hives
Prerequisites: About to take your first level of Beastmaster.
Lost: Animal/Vermin Companion, Wild/Vermin Shape, Multiattack, Improved Multiattack, Terra Claw, Wild Paragon
Gained: Swarm Companion, Swarm Shape, Terra Swarm, Swarm Paragon, Hidden Swarm, Lifesaver
Swarm Companion: Instead of a normal animal (or vermin), the Mistress chooses an animal (or vermin) swarm as each of her companions. Their druid level modifier is equal to 1.5xtheir CR, rounding up.
As normal, she usually chooses multiple of the same swarm, which coalesce into one large swarm.
Whenever a swarm companion's Strength modifier would increase by one, add 1d6 to their swarm damage. They do not gain multiattack.

Swarm Shape: Instead of Wild Shape, the Mistress can turn into a swarm, identical to that of her companion. Her swarm damage is based on her own HD, and benefits from effects that increase or modify the damage of her unarmed attacks, such as dragonfire inspiration, or possessing chaotic aligned natural weapons.

Terra Swarm: A Mistress may use her Terra Swarm ability identically to Terra Claw, while in normal forms, or to enhance a Swarm attack while in swarm form, dealing bonus damage and penetrating resistances as normal.

Swarm Paragon: Instead of increasing her natural weapons damage by one size, Swarm Paragon increases her swarm damage by 1d6. Otherwise, this ability is identical to Wild Paragon.

Hidden Swarm (6th level): A 6th level mistress can hide their swarms within their own form, whether through a biological trick, or an extradimensional space. Regardless, this hides the swarms until the mistress calls upon them. A spot check with DC 15+1/2 class level+cha mod reveals the swarms' presence within her.

Lifesaver (12th level): A 12th level Mistress can remove much of the force of a blow by instantly shattering into their swarm form. This is an immediate action, used as a response to an attack or ability that would deal damage to the Mistress. It may only be used while not in swarm form, and immediately activates that form as normal. It halves the damage of the oncoming attack, and leaves the Mistress on a minimum of 1hp. It counts as a use of Wild Shape, and may only be triggered once per encounter.
Special: This ACF is usually combined with Vermin Queen.
Well. Comments please?

Temotei
2010-03-30, 04:15 PM
Get rid of the spoilers. :smallcool:

Lix Lorn
2010-03-30, 04:32 PM
Done. Is that all? DXD

Zexion
2010-03-31, 12:25 PM
For a first look, Terra Claw doesn't really get the feel of the style of attack you're going for. Perhaps Final Strike?

arguskos
2010-03-31, 12:32 PM
You get seven animal companions, each with the strength of the Druid's. I'm pretty sure it's not possible for this class TO be bad. The rest of it is less notable, but all fine looking. I liked the Wild Shape nerf, though, Wild Shape is still really good, so, yeah.

Lix Lorn
2010-03-31, 04:54 PM
Alright; First, what does Final Strike do? DXD
I was trying to compensate for how they can't use magic weapons.

So, Arguskos, do you think it's too powerful? If so, how would I fix it? Maybe remove the spellcasting... it's not that fitting. Or the will save. Or maybe both and give them just Magic Fang, as that's the only spell really fitting for them, as a spell like ability. :smallconfused:

Forever Curious
2010-04-01, 12:38 PM
Alright; First, what does Final Strike do? DXD
I was trying to compensate for how they can't use magic weapons.

So, Arguskos, do you think it's too powerful? If so, how would I fix it? Maybe remove the spellcasting... it's not that fitting. Or the will save. Or maybe both and give them just Magic Fang, as that's the only spell really fitting for them, as a spell like ability. :smallconfused:

Pretty sure he's just suggesting a better name. Personally I like the name. Fits the flavor.

I think it's fine the way it is, honestly. The spellcasting is slow (which i dislike) but is matched by the sheer number of animal companions. In short, this class is book keeping hell, but decent enough.

Lix Lorn
2010-04-01, 12:47 PM
:smallredface:
Thanks.

arguskos
2010-04-01, 01:26 PM
Personally, I'd alter the Animal Companions so that you have to take an "improved" companion each time you get the later abilities. For example, you know how the Druid can take super companions, like dinosaurs, dire animals, etc? The Beastmaster should HAVE to at later levels, to show that they are the undisputed king of critters. In exchange, lose the casting. It's not really all that appropriate. Just give them a scaling usage of Magic Fang and call it done.

Lix Lorn
2010-04-01, 01:45 PM
They can take improved Companions, but they then have to wait for them. I just wanted them to have all the same type of creature-cause it's not so much beast mastery, but kinship with ONE type of creature.

The Magic Fang is tempting. I don't know if the rest of the spells really fit.

Drothmal
2010-04-01, 03:42 PM
I like the class a lot, I think it has a lot of style.

The only thing I would worry about are the logistics for actual combat at high levels... For example, at level 13 you have 5 animal companions with at least 2 or 3 full-round attacks each (I know it depends what you get as animal companion, but I am just thinking on average). This would get you to 10-15 attacks to roll per turn. If you also add your FA, you are talking 13-18 (the latter more likely, IMHO).

If you are playing with a party, it is likely that they will get bored of watching your turn take 4-5 times more than theirs... And that's level 13, it gets really bad if you go all the way to 20...

I would recommend to cap the animal companions at 3 (that's 4 creatures under your control if you also Wildshape). I think that is still not too nerfed and that the class will be very powerful nonetheless. But if you want, maybe the possibility of adding a +1 template to each of the creatures as you level up (with the possibility of making it +2 as a cap? I don't know, just throwing out an idea)

Anyways, my 2c. But I do love the flavor of the class

Lix Lorn
2010-04-01, 03:54 PM
Thanks.

I see your point. :/ Maybe there's some way I could fix that... I'd rather not cap the number of companions. That's kind of the whole point. :/

What exactly is a +1 template?

arguskos
2010-04-01, 03:57 PM
Thanks.

I see your point. :/ Maybe there's some way I could fix that... I'd rather not cap the number of companions. That's kind of the whole point. :/

What exactly is a +1 template?
A template that adds +1 LA.

As for the number of companions, you can get that feel sans having SEVEN companions. 3-4 is a good number.

Lix Lorn
2010-04-01, 04:07 PM
...like the ability they have with Wild Paragon?

Okay, what if I slow it to give them an extra companion every fifth level? So total of five at 20? (Counting them?)

arguskos
2010-04-01, 04:15 PM
...like the ability they have with Wild Paragon?

Okay, what if I slow it to give them an extra companion every fifth level? So total of five at 20? (Counting them?)
No. Do you know what monster templates are? Things like Fiendish or Half-Fiend?

As for the companion count, 5 is more reasonable, but combat slowdown is still going to be an issue I feel. Still, 5 is better than 7.

Lix Lorn
2010-04-01, 04:26 PM
(Nods) Yeah, are you suggesting I add the celestial or fiendish or something template?

At a push, I could make it every sixth level, but then it feels pretty weak. I miscounted. O_o
Every fifth level would be five companions. Starting, plus 5, 10, 15 and 20. To push it down any lower, it'd have to be every seventh level, meaning only three companions. What could I do to balance that?

arguskos
2010-04-01, 04:34 PM
(Nods) Yeah, are you suggesting I add the celestial or fiendish or something template?

At a push, I could make it every sixth level, but then it feels pretty weak. I miscounted. O_o
Every fifth level would be five companions. Starting, plus 5, 10, 15 and 20. To push it down any lower, it'd have to be every seventh level, meaning only three companions. What could I do to balance that?
The template suggestion was not mine. It was suggested that you should perhaps give less companions but give them LA +1 templates to increase their power. It's a route I took with my Summoner with their capstone, and it was well received.

As for the companions, if you don't go the template route, leave it at 5. If you do, drop it to 3. That's my thought, anyways.

Lix Lorn
2010-04-01, 04:36 PM
Five, okay. (Goes to change)

Lord Loss
2010-04-02, 05:28 AM
I'd make it four. Make them get the creatures quickly (small level gap), then, at higher levels, get the ability to add templates. For example:

(leaving other abilities as they are)

Lvl 1: Animal Companion

Lvl 4: Animal Companion

Lvl 7: Animal Companion

Lvl 10: Animal Companion

Lvl 12: Pack leader (one of the companions gains some form of advancement)

15: Hellish / Heaveanly Ascension (apply Celestial or Fiendish Template)

herbe
2010-04-02, 07:51 AM
rangers dont get 0th level spells (orisons) but gain 4th level spells. because there is a blank column under 4th level spells

Lix Lorn
2010-04-02, 04:08 PM
Thanks, Herbe.

I dunno, Lord Loss... I quite like the spacing I have now. And I don't particularly want to make one stronger than the others. The templates, on the other hand...