What? Comments? Sorry, I was too busy staring at the obligatory sexy picture. Such levels of pure honest kitsch command respect!


Quote Originally Posted by Dar, the Beastmaster
Dar, The Beastmaster!

Spoiler: Obligatory Sexy Picture
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alamy stock photo


Spoiler: Introduction
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In an age, where Nature and Magic ruled the world,
There is an extraordinary legend.
The story of a warrior, who communicates with animals,
To fight Sorcery and the unnatural.
His name is Dar, last of his tribe,
but everyone calls him, Beastmaster!!!


On the mysterious island of Nimbral was a small nation ruled by a harsh, but fair king, soon expecting his first child. The High Priest of this nation was in secret, a servant of an Evil God, and sought to overthrow his king and become Lord of the land. There was a prophecy told to the High Priest that stated he would eventually be destroyed by his King’s unborn son.

In desperation, the High Priest led his followers to the King’s bedchamber, kidnapped the Queen, and performed an Unholy ritual to transfer the growing child in the Queen’s womb into the womb of a cow. A follower of the High Priest led the cow away to give birth so the child could be sacrificed to the dark god. Before the ritual was complete, a wandering warrior found the unholy scene, slayed the servant, and took the newborn child as his own to raise.

Such an unnatural birth had a side effect, however. The child, named Dar by the warrior, was mystically linked to the beasts of the wild. He could command them and borrow their strength as needed. Like most of the people of this land, he learned basic magical abilities, but Dar always preferred the natural magic of the land to the arcane arts. His adopted father trained him well and taught him of the evil priests that nearly murdered him as a babe. He grew to be a powerful warrior in his own right, relying on his animal friends to accompany him and fight with him in his travels to make the land safer from the destructive forces of evil men.


Spoiler: Race, Classes, Stats
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Azurin - Druid 3 (Huntsman), Totemist 2, Beastmaster 1
Huntsman Druid trades in Armor/Shield Proficiency and Wild Shape, for a Monk’s Armor Bonus and Fast movement, as well as a Ranger’s Favored Enemy, Track bonus feat, and Swift Tracker (unused).
Spoiler: Azurin
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Medium size, 30 ft. speed, Humanoid (Human)(Incarnum), 1 extra feat at first level, Bonus Essentia: 1.
Basically a Human that gets an 1 total extra Essentia Point instead of an extra skill point every level


Neutral Good
Str: 14 (+1 @ lvl 4)
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 12


Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Druid 1 +0 +2 +0 +2 Handle Animal 4,
Knowledge (Nature) 4,
Ride 4,
Spellcraft 4,
Survival 4
Magical Training (Sorcerer) (H)
(gain 2 cantrips),
Skill Focus
(Handle Animal +3),
Track (B)
Animal Companion,
Nature Sense,
Wild Empathy,
AC Bonus: Wisdom to AC,
1st Favored Enemy (Arcanists)
2nd Druid 2 +1 +3 +0 +3 Handle Animal 5,
Knowledge (Nature) 5,
Ride 5,
Spellcraft 5,
Survival 5
- Woodland Stride
3rd Druid 3 +2 +3 +1 +3 Handle Animal 6,
Knowledge (Nature) 6,
Listen 2,
Survival 6
Natural Bound
(+3 to effective Druid level)
Trackless Step,
Fast Movement +10 ft.
4th Totemist 1 +2 +5 +3 +3 Handle Animal 7,
Knowledge (Nature) 7,
Listen 4,
Survival 7
- Wild Empathy,
Illiteracy
5th Totemist 2 +3 +6 +4 +3 Handle Animal 8,
Knowledge (Nature) 8,
Listen 6,
Survival 8
- Totem Chakra Bind (+1 capacity)
6th Beastmaster 1 +4 +8 +6 +3 Handle Animal 9,
Knowledge (Nature) 9,
Listen 8,
Survival 9
Power Attack Animal Companion,
Wild Empathy

Spoiler: Relevant info
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Level Soulmelds Essentia Chakra
Binds
Druid
Caster
Level
Arcane
Caster
Level
Effective
Druid
Level
Druid
Spells/Day
0
Druid
Spells/Day
1st
Druid
Spells/Day
2nd
Sorcerer
Cantrips
Known
Sorcerer
Cantrip
Slots/Day
6th+ 4 5 3 3 5 9 4 3 2 2 3


Spoiler: Stat Block
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Dar, The Beastmaster
Medium Humanoid (Human) (Incarnum)
HD: 5d8+1d10+12 (44 hp average)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 Wis), touch: 14, FF:12
BAB/Grapple: +4/+6
Attack: Claw +6 (1d6+2) (+3d4 acid with full essential)
Full Attack: 2 Claws
Space/Reach: 5 ft./5 ft.
SA: Acid claws, Thunderstep Boots (+1d4 sonic damage, +3d6 with full essential, possible Stun with sonic damage
SQ: Track, Speak with Animals, continue to fight at 0 or less hp (dead at -16 with full essential), Share Soulmelds, 2 Cantrips (CL:5), Wild Empathy 1d20+13 (+15 with full essential)
Saves: Fort +10, Ref +10, Will +6
Abilities: Str 15, Dex 14, Con 14, Int 12, Wis 14, Cha 12
Skills: Handle Animal +15 (+19 with full essential),
Hide +6 (+12 with full essential),
K. (nature) +14,
Listen +10,
Move Silently +6 (+12 with full essential),
Ride +9,
Spellcraft +6,
Survival +13 (+15 in aboveground natural environments)


Spoiler: Epic Bonus Feats
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1: Practiced Spellcaster: +4 caster level (Sorcerer)
2: Exalted Companion: Animal Companion gains the Celestial Template in exchange for -1 effective druid level
3: Bind Vestige: Bind a 1st level Vestige and gain 1 power
4: Improved Bind Vestige: Bind up to 3rd level Vestiges
5: Obtain Familiar: Gain a familiar
6: Bonus Essentia: +2 Essentia
7: Open Least Chakra (Crown): Can bind a soulmeld to Crown chakra, +1 insight bonus on Will saves
8: Share Soulmeld: Can share the effects of soulmelds with Animal Companions and Familiars within 5 ft. If the distance becomes greater than 5 ft. the shared effects ends. It immediately resumes when distance is again within 5 ft.
9: Shape Soulmeld (Thunderstep Boots): Feet chakra
10: Open Least Chakra (Feet): Can bind a soulmeld to chakra, +1 insight bonus on Balance and Move Silently checks


Spoiler: Typical Soulmelds prepared
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Beast Tamer Circlet (Crown): +2 insight bonus Handle Animal and Wild Empathy checks.
Essentia: Every point invested increases bonus by 2.
Bound to Crown Chakra: Speak with Animals at-will any round that essential is invested. Can also communicate with Magical Beasts with an Intelligence score of 1 or 2.

Kruthik Claws (Shoulders)(Totem)(Essentia capacity: 3): +4 competence bonus on Hide and Move Silently checks.
Essentia: Every point invested increases bonus by 2.
Bound to Totem Chakra: Can use two claws as natural weapons (1d6+Str).
Every point of essential invested add 1d4 acid damage with each claw.

Rage Claws (Hands): Continue to fight while disabled or dying and act normally at 0 hp. -1 to -9 hp you stay conscious and do not lose 1 hp each round.
Essentia: Every point invested reduces the point you die beyond -10 by 3. (-13 hp, -16 hp, ect..)

Thunderstep Boots (Feet): Gained through feat. +1d4 sonic damage at the end of a charge.
Essentia: Every point invested sonic damage by 1d4.
Bound to Feet Chakra: Any creature taking damage from Thunderstep Boots is stunned for 1 round, Fort DC:10+Con+Essentia negates.


Spoiler: Pets
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Spoiler: Rhu
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Celestial Tiger (Animal Companion)
Large Animal
HD: 8d8+32 (72 hp avg)
Speed: 40 ft.
AC: 17 (-1 size, +3 Dex, +5 Nat), touch: 12, FF:14
BAB/Grapple: +6/+17
Attack: Claw +12 (1d8+7)
Full Attack: 2 Claws and Bite +7 (2d6+3)
Space/Reach: 10 ft./5 ft.
SA: Imp. Grab, Pounce, Smite Evil
SQ: Low-light vision, Scent, Darkvision 60 ft., Damage Reduction 5/magic, Resistance to Acid, Cold, and Electricity 10, Spell Resistance 13
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 24, Dex 16, Con 18, Int 3, Wis 12, Cha 6
Skills: Bal +7, Hide +4, Lis +3, MS +12, Spot +3, Swim +12
Feats: Alertness, Imp. Nat. Attack (Bite)(Claw)

Imp. Grab: When Rhu hits with a claw or bite attack, he can attempt a grapple as a free action without provoking an AoO. If he wins, he can establish a hold and can Rake.
Pounce: Full attack after a charge.
Rake: +12 (1d8+3)
Smite Evil: 1/day, Rhu adds 8 damage when attacking an Evil creature.
+4 racial bonus on Bal, Hide, & MS checks. +8 Hide in tall grass.



Spoiler: Podo
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Ferret (Familiar)
Tiny Animal
HD: 6, (? hp)
Speed: 20 ft., climb 20 ft.
AC: 17 (+2 size, +2 Dex, +3 Nat), touch: 14, FF:15
BAB/Grapple: +4/-8
Full Attack: Bite +8 (1d3-4)
SA: Attach
SQ: Low-light vision, Scent, Imp. Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, grants Dar the Alertness feat and a +2 to Ref saves
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Skills: Bal +12, Climb +10, Esc Art +4, Hide +11, MS +8, Spot +3
Feats: Agile, Weapon Finesse

Attach: If Podo hits with a bite attack, she latches onto the opponent’s body and automatically deals bite damage each round. Podo loses Dex to AC and has an AC of 15



Spoiler: Sharak
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Raven(Vestige:MALPHAS)
A standard Raven. Roughly 2 feet long with a wingspan of about 4 feet.
Dar can summon a raven at will using Malphas’s Bird’s Eye Viewing ability. He has complete control of its actions and can see and hear anything that it does. Dar can perform skill checks based on Sharak’s observations. Only one raven can be summoned at a time, but it stays until dismissed or another is summoned.


Spoiler: Tactics
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Dar is able to fulfill a few roles in the party thanks to his friends, the animals. Sharak is a wonderful scout, flying high in the sky as just another common bird. Dar is able to see through Sharak’s eyes and observe everything he does. If he dies or is too far away to return quickly, Dar can just summon another raven without penalty.

Podo is the thief. She steals everything she can get her greedy hands on and with her Intelligence, can determine the valve of something before she steals it. Her small size helps her to hide and sneak around. She tends to avoid fights but if forced to, she has great defenses and decent hp to survive. When fighting, she latches onto her opponent and if adjacent to Dar, goes to town biting and clawing her way to victory, sharing Kruthik Claws for that of so sweet extra claw and acid damage.

Rhu is the powerhouse of the beasts. Gifted by the Gods to assist Dar in his many adventures. Large size, great hp, DR, resistances, spell resistance, Imp. Grab, Pounce and Smite Evil, everything you could want in your faithful kitty. Rhu can help track with Scent, Darkvision, and has a Climb speed, giving utility to him outside of combat. He charges/pounces into combat after Dar in order to utilize the soulmelds shared by Dar when he comes within range.

Dar has great Survival skills to assist the party in Tracking and making their way through the wilderness. He’s a decent melee combatant that distrusts magic users and tends to target them first in battle to shut them down quickly. His animal friends mostly cover the party roles he is not suited for himself. He’s a basic melee combatant that relies on his Soulmelds and animals to distinguish himself.

Access up to 2nd level Druid spells gives Dar some decent options to choose from when he knows what he’s up against ahead of time. He mainly uses utility spells in his downtime, but often prepares spells that will enhance himself, Rhu, and Podo. Aspect of the Wolf to turn into wolves to escape from or confuse foes. Winged Watcher to turn into birds to quickly travel long/difficult distances. Crabwalk for bonuses on changing for him and Rhu. Basic ability enhancement and healing spells for that extra oomph sometimes needed.

The Soulmelds listed are what Dar typically has prepared, but he’s perfectly willing to change them up to better prepare for different situations. Thunderstep boots were obtained by a feat so that one will always be shaped unless the Feet Chakra is otherwise needed. Beast Tamer Circlet is Dar’s signature ability and only shapes something different when absolutely necessary. Regular Soulmelds have an Essentia Capacity of 2 and whichever Soulmeld is bound to the Totem Chakra has an Essentia Capacity of 3. Essentia can by reallocated every round as a swift action so it’s easy to move them around as needed. Beast Tamer Circlet keeps 1 Essentia invested out of combat to continually be able to use Speak with Animals. Kruthik Claws will typically have 3 Essentia invested in it during battle to gain maximum use of the extra acid damage. Thunderstep Boots will take any spare Essentia for the extra sonic damage, but its main use is the Stun effect when the sonic damage is applied. When Dar’s friends are next to him charging enemies, they apply the stun effect as well. If Dar or one of his animals loses too much hp, he’ll reallocate Essentia to Rageclaws to keep fighting longer and having a better chance of surviving the damage taken.

Bind Vestige and Imp. Bind Vestige will typically be used to gain access to Sharak through Malphas. If Dar knows he’ll spend a lot of time where birds are not too welcome (i.e. underground), he has more than a dozen other Vestiges to choose abilities from. This with the versatility from Soulmelds gives Dar options for nearly any situation.

Huntsman Druid was chosen because I had no interest in Dar using Wild Shape and wanted him wearing as little as possible like in the typical Sword and Sorcery 80’s movies/cartoons. Instead of a normal Favored Enemy I chose the option of Arcanist due to Dar’s less than positive experience with magic users. He gets to add a little damage boost and a small bonus to skills against them. Druid, Totemist, and Beastmaster are used for the nature and animalistic abilities. Handle Animal and Wild Empathy are maxed out making it easy to make new friends with any animal or low Intelligence magical beast they come across. Beast Tamer Circlet makes it childsplay.

The 2 Cantrips Dar knows are thanks to Magical Training are Silent Portal (makes opening doors, windows, chests… completely soundless) and Ghost Sound (creates a variable sound at a distance, as much as 20 humans or a single Dire Tiger )

Dar comes with a lot of flavor and the feat choices reflect that. 9 out of the available 14 feats were used in acquiring his ‘pets’ and improving them beyond their base abilities. 2 feats for Sharak, 3 feats for Podo, 3 feats and a prestige class for Rhu, and 1 more feat to share his Soulmelds.


Spoiler: Sources
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Player’s Handbook: Druid, Monk/Ranger Abilities, Power Attack, Skill Focus (Handle Animal), spells
Monster Manual: Tiger, Ferret (Weasel), Raven, Celestial Template
Book of Exalted Deeds: Exalted Companion
Complete Adventurer: Beastmaster, Natural Bound
Complete Arcane: Obtain Familiar
Complete Divine: Practiced Spellcaster
Complete Mage: Arcane Hunter (Favored Enemy – Arcanists)
Complete Scoundrel: Winged Watcher spell
Magic of Incarnum: Azurin, Totemist, Soulmelds, Shape Soulmeld, Share Soulmelds, Open
Player’s Guide to Faerun: Magical Training
Spell Compendium: spells Least Chakra, Bonus Essentia
Tome of Magic: Vestiges (Sharak), Bind Vestige, Imp. Bind Vestige
Unearthed Arcana: Huntsman Druid