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Admiral Squish
2011-08-25, 08:58 PM
BEASTMASTER
http://fc09.deviantart.net/fs71/i/2011/022/d/5/the_beastmaster_by_venishi-d37tu3y.jpg
"It was just some guy who walked into camp... then than THING showed up and everything went to hell..." -Smee, goblin survivor

Class Skills:
The ranger’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), and Swim (Str)

Skill Points:
6+ Int modifier (x4 at First Level).

Hit Die:
d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Wild Aspect
1|+0|+0|+2|+2|Feral Empathy, Beast Companion, Monster Handler|1/+1
2|+1|+0|+3|+3|Monstrous Lore, Wild Step|1/+1
3|+2|+1|+3|+3|Focused Assault|2/+1
4|+3|+1|+4|+4||2/+2
5|+3|+1|+4|+4||3/+2
6|+4|+2|+5|+5|Synchronized Pack|3/+3
7|+5|+2|+5|+5||4/+3
8|+6|+2|+6|+6||4/+4
9|+6|+3|+6|+6|Deadly Flank|5/+4
10|+7|+3|+7|+7|Twin Bond|5/+5
11|+8|+3|+7|+7||6/+5
12|+9|+4|+8|+8|Pack Tactics|6/+6
13|+9|+4|+8|+8||7/+6
14|+10|+4|+9|+9||7/+7
15|+11|+5|+9|+9|Devastating Flank|8/+7
16|+12|+5|+10|+10||8/+8
17|+12|+5|+10|+10||9/+8
18|+13|+6|+11|+11|Perfect Synch|9/+9
19|+14|+6|+11|+11||10/+9
20|+15|+6|+12|+12|Triple Bond|10/+10
[/Table]

Weapon and Armor Proficiencies: A beastmaster is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Feral Empathy (Ex): A beastmaster can improve the attitude of a magical beast. This ability can also be used to affect the attitude of an animal or abberation with an intelligence score of 1 or 2. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds his beastmaster level and his Charisma modifier to determine the feral empathy check result. The typical domestic creature has a starting attitude of indifferent, while wild creatures are usually unfriendly.
To use wild empathy, the beastmaster and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.

Beast Companion (Ex): A beastmaster may begin with a beast companion chosen from the following list: Abrian, Ash Rat, Badger, Blood hawk, Brixashulty*, Camel, Caribou, Chordevoc*, Climbdog, Corrolax, Dire Rat, Dog, Riding Dog, Eagle, Elven Hound**, Crested Felldrake, Minor Flame Snake, Hawk, Light Horse, Heavy Horse, Jackal, Krenshar, Owl, Pony, Serval, Small Viper, Medium Viper, Swindlespitter, Vulture, or Wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: Barracuda, Eel, Ixitxachitl, Porpoise, Sea Snake (Small or Medium), Sea Lion, Seal, Shark (Medium), Snapping Turtle, Squid, or Stingray. This animal is a loyal companion that accompanies the beastmaster on her adventures as appropriate for its kind.
*Halfling only
**Elf only

A 1st-level beastmaster’s companion is completely typical for its kind except as noted below. As a beastmaster advances in level, the animal’s power increases as shown on the table below. If a beastmaster releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A beastmaster of 4th level or higher may select from alternative lists of creatures. Should he select a beast companion from one of these alternative lists, the creature gains abilities as if the character’s beastmaster level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s beastmaster level and compare the result with the beastmaster level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.) The beastmaster may gain additional beast companions as he grows in power, but each beast companion is weaker. For each additional companion he possesses, he treats his beastmaster level as 3 lower for the purpose of determining the type of beast companion he may select and the special abilities of those companions.

Wild Aspect (Su): You share a deep connection with the wild creatures and forces of the world, and by calling upon this bond you and your beast companions can gain nature‘s power.
By taking a swift action, you may take on an aspect. You may only have a single aspect active at a time. An aspect remains in effect until you activate a new aspect as a swift action, or choose to end the effects as a free action. You may have an aspect active continually, and thus, you may have an aspect active before your first action in an encounter.
Your active aspects affect you automatically. If your beast companion is within 30 feet and has a line of effect to you, they benefit from the effects of an active aspect as well. If you are knocked unconscious or killed, the aspect’s effects are automatically ended. However, the aspect will remain in effect if you are immobilized, dazed, stunned, or otherwise prevented from taking actions.
As you grow in power, so do the effects of your aspects. At first level, all aspects have a +1 bonus. However, their effects grow stronger with you, as shown on the table above. The number on the left is the number of aspects you know, while the number on the right indicates the aspect bonus.


Aspect of the Turtle: This aspect usually manifests itself as a simple thickening of the skin at lower levels. Higher levels may show you and your companions growing thick, bony armor. You gain a bonus to your natural armor equal to your aspect bonus.

Aspect of the Wild: By channeling the power of the fey, you become supernaturally resilient. Traditional weapons simply find your flesh more difficult to damage. You gain Damage Reduction equal to your aspect bonus that is overcome by Cold Iron.

Aspect of the Bat: This aspect is mostly imperceptible to others. Your senses are honed to perfection, allowing you to perceive even what would normally be invisible to you. You gain sound and scent based blindsense out to 10 ft.x your aspect bonus.

Aspect of the Wolverine: You channel the fury of nature into your body, making you a deadly foe. Your muscles seethe with unused power. Your nails and teeth grow longer and sharper, and any natural weapons you possess improve drastically. All natural weapons you possess gain an enhancement bonus to attack and damage rolls equal to your aspect bonus. If you choose to instead attack with a manufactured weapon, you gain a bonus to damage rolls equal to your aspect bonus.

Aspect of Growth: You take on the aspect of nature’s most definitive trait: Life itself. You become a wellspring of vital energy. You gain fast healing equal to your aspect bonus. However, this fast healing only applies if you are below ½ your maximum health.

Aspect of the Cheetah: You take on the aspect of the swiftest creature, rushing to and fro. You gain a bonus to your base land speed equal to 5 feet x your aspect bonus.

Aspect of Fire: By channeling the power of fire, the most destructive of the elements, you become more like the flame itself. This aspect manifests as a reddening of the skin and a marked increase in body temperature. At higher levels, you may show other traits, such as a glow from within your mouth or your hair transforming into flames. You gain fire resistance equal to 5 x your aspect bonus. In addition, all melee attacks you make deal additional fire damage equal to 2 x your aspect bonus.

Aspect of Frost: You can take on the traits of ice and snow, your bitter touch leaving devastation in your wake. This aspect generally manifests as a paling of the skin and a marked decrease in body temperature. At higher levels, you may show other traits, such as a paling of hair or fur, and an aura of cold surrounding your body. You gain cold resistance equal to 5 x your aspect bonus. In addition, all melee attacks you make deal additional cold damage equal to 2 x your aspect bonus.

Aspect of Earth: You take on the most offensive aspect of earth, the sizzling, corrosive touch of acid. This aspect is marked by a thickening of the skin and a ‘sweat’ of corrosive liquids that drip from your fingertips. You gain acid resistance equal to 5 x your aspect bonus. In addition all melee attacks you make with natural weapons deal additional acid damage equal to 2 x your aspect bonus. You may also make a melee touch attack as an attack action to deliver this acid damage. If you successfully deal acid damage to a opponent, they automatically take acid damage equal to your aspect bonus on the following round on your turn as the corrosive continues to eat away at them.

Aspect of Storm: You take on the aspects of electricity, becoming a creature of storms. Physically, you look much the same, though your hair may stand on end and arcs of electricity may dance over your flesh. At higher levels, the sound of thunder may lurk in your voice, and the arcs of electricity may be more plentiful, dancing between your teeth and fingertips. You gain electricity resistance equal to 5 x your aspect bonus. In addition, all melee attacks you make deal additional electricity damage equal to 2 x your aspect bonus.

Aspect of Resistance: While you claim no specific creature’s features with this aspect, you instead gain a portion of the survival instinct present in all creatures. While this aspect is active, you show no physical signs, though you may be a tad jumpier than usual. You gain a bonus to all saves equal to ½ your aspect bonus (minimum 1)

Aspect of Power: Instead of taking the traits of a specific creature, you take on the ustoppable power of nature itself. The endless expansion of the desert, the unstoppable flow of a mighty glacier, the terrible destructive power of a hurricane. You gain a bonus to the save DCs of all Ex, Su, and Sp abilities equal to ½ your aspect bonus.

Aspect of the Monkey: You take on the aspect of a tree-dwelling monkey, gaining it’s agility and ability to climb effortlessly through the canopy. You gain a climb speed equal to 10 feet x your aspect bonus. This grants you a +8 racial bonus to climb checks, and the ability to take 10 on climb checks, even if rushed or threatened. In addition, you gain a dodge bonus to AC equal to ½ your aspect bonus.

Aspect of the Hawk: You take on the aspect of a soaring hawk, gaining it’s ability to fly through the sky. You sprout a pair of wings which let you fly. These wings can be feathery, as they are in most cases, leathery, scaly, or even gossamer and insect-like. You gain a fly speed equal to 10 feet x your aspect bonus, with average maneuverability. At 6th level and above, the maneuverability improves to good.

Aspect of the Barracuda: You take on the traits of a swift-moving fish, gaining the ability to swim through the seas. Your fingers and toes become webbed, and you sprout gills along your neck or sides. You gain a swim speed equal to 10 feet x your aspect bonus. In addition, you gain the ability to breathe water as well as air while under the effects of this aura

Aspect of the Dragon: You take on what is possibly the most iconic aspect of the dragon, it’s devastating breath. You gain the ability to belch forth devastating elemental energy to destroy your foes. When you learn this aspect, you must choose the energy type and shape of this breath weapon. You may choose Acid, Cold, Electricity, or fire as the energy type. You may choose line or cone as the shape. Once you make these choices, they may never be changed. As a standard action, you may produce a breath weapon, which deals 1d6 points of damage per class level. If you chose cone for the shape, the cone has a length of 5 feet per point of aspect bonus. If you chose line, the has a length equal to 10 feet per point of aspect bonus. After using this breath weapon, you must wait 1d4 rounds until you can use it again.

Aspect of the Bear: You take on the resilience of a bear. You gain an enhancement bonus to your constitution score equal to your aura bonus. This bonus is rounded down to nearest even number. Hit points gained from this bonus are not lost first in the way temporary hit points are.

Aspect of the Bull: You take on the unstoppable strength of the bull. You gain an enhancement bonus to your strength score equal to your aura bonus. This bonus is rounded down to nearest even number.

Aspect of the Cat: You take on the grace and poise of the cat. You gain an enhancement bonus to your dexterity score equal to your aura bonus. This bonus is rounded down to nearest even number.

Aspect of the Eagle: You take on the splendor of the eagle. You gain an enhancement bonus to your charisma score equal to your aura bonus. This bonus is rounded down to nearest even number.

Aspect of the Fox: You take on the wily cunning of the fox. You gain an enhancement bonus to your intelligence score equal to your aura bonus. This bonus is rounded down to nearest even number.

Aspect of the Owl: You take on the ancient wisdom of the owl. You gain an enhancement bonus to your wisdom score equal to your aura bonus. This bonus is rounded down to nearest even number.


Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check, except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beastmaster level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature.
If you have levels in the bard class or the lore master prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.

Wild Step (Ex): Starting at 2nd level, a beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Focused Assault (Ex): Starting at 3rd level, you and your beast companions are able to work together to shred your enemy’s defenses. When you make a successful attack against an enemy, your beast companion gains a +2 bonus to attack rolls against that opponent until the start of that enemy’s turn. Similarly, when you beast companion makes a successful attack against an opponent, you gain a +2 bonus to attack rolls against that opponent until the start of their next turn. These bonuses do not stack if you have more than one beast companion.

Synchronized Pack (Ex): Starting at 6th level, you and you beast companion learn to divide the attentions of your foes, seemingly striking from all directions at once. whenever you and your beast ally are adjacent to the same opponent, you are considered to be flanking that foe. Similarly, when two or more of your beast allies are adjacent to the same enemy, they are considered to be flanking that foe.

Deadly Flank (Ex): At 9th level, you learn to better coordinate your attacks with your beast companion. When you form a flank with a companion, both you and the companion gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.

Twin Aspect (Su): Starting at 10th level, you can have two wild aspects active at the same time. Changing your wild aspects requires a swift action for each aspect you wish to change.

Pack Tactics (Ex): Starting at 12th level, you and your beast companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your beast companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.

Devastating Flank (Ex): Starting at 15th level, when you flank an opponent with your beast companion, your incredible teamwork allows you to deliver more deadly blows. When you or your beast companion gain a flanking bonus to attack rolls, you gain an equal bonus to melee damage rolls.

Perfect Synch (Ex): When you reach 18th level, all the members of your adventuring party now gain the benefits of your synchronized pack, deadly flank, pack tactics, and devastating flank abilities. Any references to “you” in those abilities now include your allies.

Triple Bond (Su): At 20th level, you can have three wild bonds active at the same time.

Admiral Squish
2011-08-25, 09:00 PM
The Beastmaster’s Beast Companion

A beastmaster’s beast companion is different from a normal creature of its kind in many ways. A beastmaster’s beast companion is superior to a normal animal of its kind and has special powers, as described below.
{table=head]Class Level|Bonus HD| Natural Armor Adj.|Str/Dex/Con Adj.|Bonus Tricks|Special
1st-2nd|+0|+0|+0|1|Link, share spells
3rd-5th|+2|+2|+1|2|Evasion
6th-8th|+4|+4|+2|3|Devotion
9th-11th|+6|+6|+4|4|Multiattack
12th-14th|+8|+8|+6|5| Improved Multiattack
15th-17th|+10|+10|+8|6|Improved evasion
18th-20th|+12|+12|+10|7|[/table]

Beast Companion Basics

Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level
The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD
Extra Hit Dice, as appropriate for the companion’s creature type, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the beast companion’s base attack and base save bonuses. A beast companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the beast companion’s existing natural armor bonus.

Str/Dex/Con Adj.
Add this value to the beast companion’s Strength, Dexterity and Constitution scores.

Bonus Tricks
The value in this column is the number of bonus tricks known by the beast companion, in addition to any other tricks the beastmaster might teach it. These bonus tricks do not require training time or Handle Animal checks, and they do not count against the normal limit of tricks known by the beast companion. The beastmaster selects these bonus tricks, and once selected, they cannot be changed. Only beast companions that have an Intelligence score of 1 or 2 must be taught to perform a trick; smarter companions can be directed verbally

Link (Ex)
A beastmaster can handle her beast companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The beastmaster gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a beast companion.

Evasion (Ex)
If a beast 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)
A beast companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack
A beast companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the beast companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a beast companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved Multiattack;
A beast companion gains Improved Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the beast companion instead gains a third attack with its primary natural weapon, albeit at a -5 penalty.

Alternative Beast Companions
A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

1st level or higher
Abrian (FF)
Ash Rat (M2)
Badger
Blood Hawk (FF)
Brixashulty* (RW)
Camel
Caribou (F)
Chordevoc* (RW)
Climb dog (AE)
Corrolax (M2)
Darkmantle
Dire Rat
Dog
Dog, Riding
Eagle
Elven Hound** (RW)
Felldrake, crested (M2)
Flame Snake, Minor (FF)
Hawk
Horse, Light
Horse, Heavy
Jackal (S)
Krenshar
Owl
Pony
Pseudodragon
Serval (S)
Shadow Asp (FF)
Snake, Small Viper
Snake, Medium Viper
Swindlespitter (M3)
Vulture (S)
Wolf

*Halfling Beastmasters Only
**Elf Beastmasters Only
Aquatic Campaigns
Barracuda (SW)
Eel (SW)
Ixitxachitl (M2)
Porpoise
Sea Snake, Small or Medium (SW)
Sea Lion (SW)
Seal (SW)
Shark, Medium
Snapping Turtle (SW)
Squid (SW)
Stingray (SW)


4th level or higher (Level -3)
Ape
Ashworm (S)
Axe beak (AE)
Badger, dire
Bat, dire
Bear, black
Bison
Blink dog
Boar
Branta (F)
Brixashulty* (RW)
Cheetah
Chordevoc* (RW)
Cloaked Ape (M2)
Death Dog (FF)
Displacer Serpent (MH)
Elven Hound** (RW)
Felldrake, Spitting (M2)
Freshwater (M3)
Grick
Griffon
Grimalkin (M2)
Hawk, dire*** (RW)
Hippogriff
Jackal, dire (S)
Ice toad (F)
Kuthrik, hatchling (MH)
Leopard
Lizard, Monitor
Lurking Strangler (M3)
Mad Slasher (MH)
Mimic
Nothic (MH)
Phase Wasp (M2)
Raven, giant (F)
Shocker Lizard
Snake, constrictor
Snake, Large viper
Spark Lasher (MH)
Terlen (FF)
Thrum Worm (RS)
Thudhunter (AE)
Toad, dire (M2)
Weasel, dire
Worg
Wolverine

*Non-Halfling Beastmasters Only
**Non-Elf Beastmasters Only
***Raptoran Beastmasters Only
Aquatic Campaigns
Dire Eel (SW)
Hippocampus (SW)
Sea Snake, Large (SW)


7th level or higher (Level -6)
Ankheg
Ankylosaurus, cave (MH)
Ape, dire
Asperi (M2)
Bear, brown
Blood ape (M2)
Boar, dire
Camelopardel (S)
Chekryan (S)
Crocodile, giant
Deep Hound (RS)
Deinonychus
Displacer Beast
Dragonell (DR)
Eagle, dire (RS)
Eagle, giant
Felldrake, Horned (M2)
Felldrake, Spiked (DR)
Harpoon Spider (M3)
Hawk, dire* (RW)
Kuthrik, adult (MH)
Lion
Megaloceros (F)
Otyugh
Owl, giant
Owlbear
Pegasus
Phargion (MH)
Protuberates (S)
Rhinoceros
Runehound (M3)
Saltor (LM)
Sand hunter (S)
Senmurv (FF)
Snake, Huge viper
Snowcloak (F)
Stone Drake (RS)
Terror bird (FF)
Tiger
Unicorn
Wolf, dire
Wolverine, dire

*Non-Raptoran Beastmasters Only
Aquatic Campaigns
Barracuda, Dire (SW)
Elasmosaurus (SW)
Hammerclaw (SW)
Ixitxachitl, vampiric (M2)
Sea Cat
Sea Snake, Huge (SW)


10th level or higher (Level -9)

Ahuizotl (FF)
Air Drake (DR)
Allosaurus (M2)
Ambush Drake (M3)
Avalancher (M3)
Bear, polar
Blood striker (M3)
Catoblepas
Cloaker
Digester
Feral Yowler (M3)
Gambol (M2)
Girralon
Glyptodon (F)
Hippopotamus (S)
Horse, dire (M2)
Kigrid (LM)
Kuthrik, Greater (MH)
Landwyrm, Plains (DR)
Lion, dire
Manticore
Megaraptor
Puma, dire (S)
Snake, dire (M2)
Snake, giant constrictor
Spider Eater
Tiger, saber-toothed (F)
Tortoise, dire (S)
Triceratops, cave (MH)
Tyrannosaurus, cave (MH)
Will o' Wisp
Winter wolf
Wyste (M2)
Wyvern
Vulture, dire (S)
Zezir (M3)
Aquatic Campaigns
Morkoth
Orca
Shark, Huge
Uchuulon (SW)


13th level or higher (Level -12)
Ankylosaurus (M2)
Bear, dire
Bearhound (M3)
Bulette
Chimera
Chuul
Cildabrin (LM)
Darktentacles (M2)
Diprotodon (S)
Dragonne
Elephant
Elk, dire (M2)
Embrac (LM)
Fhorge (FF)
Flame Snake, lesser (FF)
Frost Salamander (M2)
Hook Horror
Ice Drake (DR)
Landwyrm, Underdark (DR)
Lizard, giant banded (S)
Mudmaw (M2)
Remorhaz
Slasrath (FF)
Stone singer (M3)
Susurrus (M3)
Aquatic Campaigns
Octopus, Giant
Ichthyosaur (SW)
Ramfish (SW)
Seryulin (M3)
Water Drake (DR)


16th level or higher (Level -15)
Bear, dire polar (F)
Behir
Chwidencha (FF)
Destretchan
Delver
Dread Harpoon Spider (M3)
Dune winder (S)
Elephant, dire (M2)
Fire Drake (DR)
Gathra (FF)
Gray Render
Hippopotamus, dire (S)
Hound of the Gloom (LM)
Indricothere (FF)
Ironclad Mauler (M3)
Kuldurath (FF)
Landwyrm, Forest (DR)
Mammoth, Wooly (F)
Mastodon (M3)
Mastodon, grizzly (M2)
Megatherium (FF)
Mooncalf (M2)
Nethersight Mastiff (M2)
Otyugh, Life leech (M3)
Quetzalcoatl’s (M2)
Rage Drake (M3)
Rhinoceros, dire (FF)
Roc
Rukanyr (FF)
Shrieking Terror, Five-headed (M3)
Smoke Drake (DR)
Ssvaklor (M3)
Tiger, dire
Triceratops
Tyrannosaurus
Yrthak
Aquatic Campaigns
Archelon (SW)
Shark, Dire
Squid, Giant
Zegulodon (F)


19th level or higher (Level -18)

Earth Drake (DR)
Forest Sloth (M2)
Frost Worm
Julajimus
Landwyrm, Hill (DR)
Magma Drake (DR)
Ooze Drake (DR)
Purple Worm
Rampager (M2)
Roper
Seismosaurus (M2)
Shadow Spider (M2)
Shrieking Terror, Ten-headed (M3)
Skybleeder (FF)
Spellgaunt (M2)
Spinosaurus (M2)
Spirit of the Air (FF)
Zeugalak (LM)
Aquatic Campaigns
Dragon Eel (M3)
Kraken
Mosasaur (SW)
Plesiosaur (SW)


{table=head] Abbreviation|Name of Book
AE|Arms & Equipment Guide
DR|Draconomicon
F|Frostburn
FF|Fiend Folio
LM|Lords of Madness
M2|Monster Manual 2
M3|Monster Manual 3
MH|Miniatures Handbook
RS|Races of Stone
RW|Races of the Wild
S|Sandstorm
SW|Stormwrack[/table]

Admiral Squish
2011-08-26, 01:00 PM
Alright, I filled in the companion lists with some of the monsters and books that I had overlooked, added in a key for the book abbreviations, and even filled in the 19th level (-18) category.

So... Can I haz review nao?

jiriku
2011-08-26, 03:17 PM
You might want to do a find-and-replace for "animal" to "beast", as there are copy-paste errors throughout in which "animal" is still in the text.

Overall, it's nice and simple. I'd suggest describing the wild bonds as stances, since they effectively function as such, and people will "get" the class more quickly if you relate the mechanics to existing mechanics that they already know.

It would not be at all overpowered to replace Wild Step with the scout's Flawless Stride, and to remove the limitation about not working in magically-enhanced impeding terrain. That might be a bit more interesting and useful.

For me, the class is a bit plain. Basically its feature set comes down to "I have a pet and stance, and I run around in the woods". If that's all you're shooting for, cool, but as a player I'd like to see some class features in which my character personally becomes a badass, perhaps by taking on some of the characteristics of his beast companion. For example, you could leech racial skill bonuses, racial ability bonuses, racial bonus feats, natural armor bonuses, natural weapons, extraordinary attacks, movement modes, forms of vision, etc, etc, etc.. You could grant those things as invocation-like abilities (see my summoner for an example of this), or additional wild bonds, or something else.

Admiral Squish
2011-08-28, 12:58 AM
You might want to do a find-and-replace for "animal" to "beast", as there are copy-paste errors throughout in which "animal" is still in the text.

Overall, it's nice and simple. I'd suggest describing the wild bonds as stances, since they effectively function as such, and people will "get" the class more quickly if you relate the mechanics to existing mechanics that they already know.

It would not be at all overpowered to replace Wild Step with the scout's Flawless Stride, and to remove the limitation about not working in magically-enhanced impeding terrain. That might be a bit more interesting and useful.

For me, the class is a bit plain. Basically its feature set comes down to "I have a pet and stance, and I run around in the woods". If that's all you're shooting for, cool, but as a player I'd like to see some class features in which my character personally becomes a badass, perhaps by taking on some of the characteristics of his beast companion. For example, you could leech racial skill bonuses, racial ability bonuses, racial bonus feats, natural armor bonuses, natural weapons, extraordinary attacks, movement modes, forms of vision, etc, etc, etc.. You could grant those things as invocation-like abilities (see my summoner for an example of this), or additional wild bonds, or something else.

Coulda swore I got all of those...

The bonds are actually based off the dragon shaman's auras, albeit with an extra degree of separation. I figured I could afford to really power them up if I restricted it to just affecting you and your beast companion.

I might just do that.

Honestly, that was the reason I posted this. I'm having some trouble. I really want to keep the focus on the beast companion and using that/them as your primary form of attack. However, when I do that, the class feels empty, incomplete. I have a framework here, but I need the playground's help to flesh it out.

I had considered the idea of taking on some of the properties of your companion, but if you take a brief glance at the list, you'll see why that's a little more than I can handle. I'd have to come up with a specific suite of benefits for each and every monster on the list. The wild bonds were intended to partially fulfill that idea.

jiriku
2011-08-28, 06:55 AM
Maybe you could flip it, and make the class a magical beast monster class with a build-in humanoid cohort?

Urhh, that's probably not workable.

Perhaps a small suite of druid spells, selecting only those that enhance animal companions or express a primal nature?

Admiral Squish
2011-08-28, 08:59 AM
I might take a look at druid and ranger spells to get ideas, but I don't want to make this a spellcaster.

Sexyshoeless
2011-08-28, 07:11 PM
IMO, I think the class needs more benefits to the companions. Part of the appeal of the beastmaster type is seeing a wolf, or a caribou, which can be defeated by any level adventurer, tear out the throat of a demon lord in middle of the abyss! The question becomes, of course, how do you give them that power?

I think one help would be some way of giving the animal companions some kind of enhancement bonus on their natural attacks, like a greater magic fang or something, that scales as the beastmaster grows in power.

Other suggestions would be perhaps to give the beast master scent or blindsense, adding to that wilderness survivor feel, or perhaps a feral rage type of ability, for more flavor/oomph.

Also, and this is just me, I think any animal handler class should get proficiency with the whip. The lion tamer type character is just too awesome to exclude!

GFawkes
2011-08-28, 07:42 PM
First off, I noticed that for the skills, you still have it listed as ranger spells, not beastmaster skills.

Thirdly, if you don't want to add spells, consider adding some version Summon Nature's Ally as a spell like ability.

Secondly, I'll playtest this for you as soon as I can. This seems like a great idea.

Lastly, do Half-Elves get access to the Elf-only beasts?

Sixthly, I believe my counting is off.

Admiral Squish
2011-08-28, 09:24 PM
IMO, I think the class needs more benefits to the companions. Part of the appeal of the beastmaster type is seeing a wolf, or a caribou, which can be defeated by any level adventurer, tear out the throat of a demon lord in middle of the abyss! The question becomes, of course, how do you give them that power?

I think one help would be some way of giving the animal companions some kind of enhancement bonus on their natural attacks, like a greater magic fang or something, that scales as the beastmaster grows in power.

Other suggestions would be perhaps to give the beast master scent or blindsense, adding to that wilderness survivor feel, or perhaps a feral rage type of ability, for more flavor/oomph.

Also, and this is just me, I think any animal handler class should get proficiency with the whip. The lion tamer type character is just too awesome to exclude!

Well, partially, that's the intent of the wild bonds. That and the traditional level-based progression.

The 'Wild Fury' bond grants a bonus to melee damage rolls and attack rolls with natural weapons.

I might include scent in there, but it seems easy enough to pick up the 'perfect senses' bond and gain blindsense.

I could include whip proficiency, I suppose.


First off, I noticed that for the skills, you still have it listed as ranger spells, not beastmaster skills.

Thirdly, if you don't want to add spells, consider adding some version Summon Nature's Ally as a spell like ability.

Secondly, I'll playtest this for you as soon as I can. This seems like a great idea.

Lastly, do Half-Elves get access to the Elf-only beasts?

Sixthly, I believe my counting is off.

... Dammit.

Well, that's basically the same thing, now isn't it? I might be able to see something along those lines, but I'm not entirely sure.

Thanks a lot! That would be very helpful! come back and tell us how it went!

I'd say that this would be one of the very few occasions that the half-elf's 'elven blood' ability is of use. Yes.

You may wish to see a doctor. Have you been clobbered in the head recently?

mamothpriest
2011-08-28, 09:33 PM
Lastly, do Half-Elves get access to the Elf-only beasts?

Seeing as I can't think of any elf option (aside from sub levels) that is anti-halfbreed, I'd personally rule it that half-elves could get the elf specific companions

Admiral Squish
2011-08-29, 09:52 PM
I'm going to broaden my view to see if I can come up with other sources I can look at to come up with more/better abilities.

Admiral Squish
2011-09-06, 06:50 PM
I changed Wild Bond for Wild Aspect, and added a lot more flavor text and added a lot of new options! I've also got a few more ideas I may or may not include.

Dryad
2011-09-06, 11:02 PM
You should change 'Twin Bond' to 'Twin Aspect,' and the accompanying text accordingly. It reads as if you can get a new 'bond,' which reminds me of the companion; not of the aspect.

All in all: It looks pretty awesome, but I'm afraid that in practice, it won't be.

Focussed assault: Basically, you make your beast attack, then you make an attack, then your beast makes an attack, and then you make an attack? Since the Beast should act on your initiative (so not its own initiative) this could be more confusing than it might seem at first glance.

Aspects: Looking interesting. There's a few copy-errors again, though. 'Aura bonus' instead of 'Aspect bonus.'

So yeah; interesting class. Seems balanced enough, and I can imagine it'd be oodles of fun to play. :)

ThiefInTheNight
2011-09-07, 09:34 AM
Hmm... I like this, but I think they should get Whip proficiency. Seems fitting for taming beasts, no?

Also:

A beastmaster of 4th level or higher may [...] (If this adjustment would reduce the druid’s effective level to 0 or lower, [...]