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BEASTMASTER

Beastmasters are individuals with a special affinity for the natural world and beasts in particular,
and all have the power to communicate, influence, and even control many types of animal. Some
beastmasters acquire these abilities by chance, being lost or abandoned in the wilds and
learning the ways of the natural world. Many, however, are trained by another beastmaster, for
it is the way o f t h e s e i n d i v i d u a l s t o pass their lore to their offspring, father to son and
mother to daughter.

Ability Requirements: Strength 14, Dexterity 12, Constitution 12, Intelligence 12, Wisdom 12,
and a Charisma of 15 (gaining hp constitution bonuses as fighters)
Prime Requisite: Charisma Beastmasters with a Charisma of 16+ gain a +10%
bonus.
Hit Dice: D8
Alignment: Lawful Neutral, Chaotic Neutral, True Neutral, or Neutral Good
Weapons Allowed: Any
Armor Allowed: leather or hide armor and may not employ shields
Weapon Proficiency : 1/5 start with 2
Non-weapon Proficiency: 1/3 start with 4
Wealth Options: only one-half the normal gold for a beginning character..
Races:

Beastmasters use the same saving throw table as clerics; they may use any magic item not restricted to
a specific class, and can employ all weapons. They can use only normal leather or hide armor and may
not employ shields, as a beastmaster does not like to be constricted or encumbered by clothing and
equipment. A Beastmaster cannot own more than 6 magical items.

SPECIAL ABILITIES:

Beastmasters have exceptional senses. T h e i r sense of smell extends to a 6’ range upwind.


Likewise, the beastmaster .s acute hearing allows him to hear noises at a rate far better than that of
normal ability. An additional bonus to the beastmaster.s sense of hearing is that deafness suffered due
to explosions or other sharp, unusually loud sounds, lasts l-6 rounds less for the beastmaster than for
other classes. Lastly, beastmasters have exceptional vision in night or dark conditions, seeing clearly
within a radius of 15.; this range increases rapidly with increases in available light (e.g., in moonlit fields,
near a campfire, etc.) and decreases to a maximum of 3. of discernment (allowing a perception of
outlines and movement, but not facial expressions or details) in almost absolute darkness, such as that
caused by fog or a darkness 15’ radius spell. In daylight, beastmasters can see clearly for miles across
wilderness terrain and can easily pick out most moving creatures despite silence, natural camouflage, or
thick undergrowth. As a result, a beastmaster is surprised only on a 1 on a d12.

Due to acute senses, strong willpower, and their necessarily fine physical condition, beastmasters are
naturally resistant to diseases, they receive a save vs.poison any disease except for magical ones.
Beastmasters are not, however, immune to the effects of poison, nor to magical charm, domination, or
suggestion.

Beastmasters can manufacture armor from the skins and hides of slain animals; the armor class of
these pelts is the same as the original animal -1 (for example, hide armor from a grizzly bear
would be AC 7, one point worse than a grizzly's natural AC of 6). All hide armors are considered to
be the same bulk as leather armor (movement rate of 90'). When foraging, beastmasters can
BEASTMASTER
always locate food in the wilderness (no roll needed) and beastmasters can automatically
identify and interpret any animal tracks they find.

Stalk: This ability represents the activity of tracking and approaching a distant monster (including
intelligent foes, such as humans) without alerting them by scent or sound. It ensures surprise when
attacking (only targets with exceptional sense, including all PCs, are allowed a defensive roll against
surprise; with all others, surprise is automatic).

Beastmasters possess the very rare ability of animal telepathy. It is this ability that is the cornerstone of
a beastmaster’s power. The beastmaster's is able to communicate with the animals in their own
lnaguage. There are 12 different animal languages a beastmaster can learn (the player and DM
may invent others as necessary); they are:

• Avian (the language of birds, bats, and flying creatures)


• Canine (the language of dogs, wolves, coyotes, etc.)
• Elephantine (the language of elephants and their kin)
• Feline (the language of cats, lions, tigers, etc.)
• Mustelid (the language of weasels, badgers, wolverines, ferrets, etc.)
• Piscean (the language of fish, whales, and creatures of the sea)
• Rodent (the language of rats, squirrels, mice, etc. as well as rabbits)
• Saurian (the language of reptiles and amphibians)
• Simian (the language of the apes, monkeys, and ape-like creatures)
• Ungulate (the language of hooved herbivores including camel, deer, cattle, giraffe,
horses, pigs, rhinos, goats, hippos, etc.)
• Ursine (the language of bears and their prehistoric kin)
• Optional: Ancient Beast (the language of dragons and mythical beasts)

Beastmasters begin with knowledge of two animal languages at 1st level. For every two levels of
experience gained, they may learn an additional language (so +1 language at levels 3rd, 5th, 7th,
etc.). If the Ancient Beast language is allowed, it is suggested that it be restricted to characters of
at least Name (9th) level and higher.

The ability to speak an animal's language also gives the beastmaster the ability to use three
different abilities: Call, Befriend, and Master.

Calling - By crying out in the animal's language, the beastmaster can summon any desired
(and present) animal within a radius of 1 mile. The hit dice of the animal summoned cannot
exceed twice the level of the beastmaster; multiple animals of the same type may be
summoned as long as they do not exceed this hit dice limit. The animal(s) arrive in 10D10
rounds.

Befriending - The character can make a Reaction roll for any animal(s) present whose language
is known. Success (9+) indicates the animal will serve the beastmaster for 24 hours, to the best of
its ability (Morale determined by the character's Charisma score). The character can befriend a
BEASTMASTER
number of animals at one time that do not exceed twice the beastmaster's level of experience
in total hit dice. Animals with hit dice exceeding the beastmaster's level cannot be befriended.

Mastering - The c h a r a c t e r can make an animal a permanent retainer with a successful


Reaction roll (just like hiring an NPC). The animal cannot have more hit dice than the
beastmaster's level and characters cannot master more animals than their maximum retainer
limit (as determined by Charisma). Mastered animals released from service remain friendly, but
can never again be mastered by the same beastmaster. Once a Beastmaster has mastered an
animal their bond is so strong the Beastmaster may see through the eyes of the animal and they
may see through his.

Befriending details

Beastmasters may befriend any animal whenever that creature is of average or greater intelligence, and
is a solitary wilderness dweller. This ability may be attempted by the beastmaster with a greater or
lesser chance of success according to the situation and the creature in question. The exceptions to this
are the unicorn and the dragon - although a beastmaster may indeed befriend a unicorn or dragon, such
friendship is born of deeds and mutual respect, and not a beastmaster’s force of will and ability to
influence this creature. Although a beastmaster is never awed into inactivity by the mere sight or
presence of a unicorn or dragon, no beastmaster would ever ride a unicorn or dragon unless the
creature allowed it. Further, no beastmaster would ever agree to hunt, tame, or attack a unicorn, as
they are the creatures most sacred to a beastmaster.

A tale is told of Iraven the Tracker, a famous beastmaster. When orcs came into his woods hunting with
arrows, he harried them from the trees, dropping from ambush to slay one here and another there,
confusing them with animal calls and false orc-talk. In this way, he whittled a band of 40 down to 20 or
less. These remaining orcs were terrified and wanted only to escape the forest. Having lost their way,
they blundered on until they suddenly came upon a unicorn in a little dell. Leaping from concealment,
Iraven attacked them openly and so drew their poisoned arrows from slaying the unicorn. He was nearly
slain himself. Pierced by a dozen black shafts, he fled only a few paces before falling from the effects of
the poison.

When he awoke, the orcs were gone, his wounds were clean and nearly healed, and the arrows were
drawn forth. When he regained his strength, Iraven searched for elves until he found one who could
teach him the tongue of unicorns. From that day to this, it is a mark of pride among beastmasters to
learn the speech of unicorns, even if they never expect to see one. (It is 86% likely that any NPC
beastmaster of 9th or greater level knows the tongue of unicorns.)

It is said that Iraven sought the unicorn who had saved him for many years, and when he found it one
moonlit night as both came to drink at the same forest pool, he was able to properly thank the beast. Its
name was Aerbraen, the tale tells, and they met at the pool on many other nights before Iraven died.

The dragon and the unicorn represent the breadth of the abilities of a beastmaster: savage and graceful
power. Few can match them; few would want to.
BEASTMASTER
Beastmasters never have normal hirelings or retainers and never build strongholds. A beastmaster
that reaches Name (9th) level can claim a particular stretch of wilderness as a domain under
his or her guardianship. This can be a forest, a mountain, an island or any area that can be
traveled in a single day and night. All beasts within this protectorate know and respect the
beastmaster and the Wild Lord may automatically befriend any animal in the area without a
dice roll.
Exp.
Level Title Point Hit Dice Stalking
1 Wildling 0 1D8 15%
2 Beast Heart 3,000 2D8 20%
3 Gangrel 6,000 3D8 25%
4 Feral Hero 12,000 4D8 30%
5 Warden 30,000 5D8 35%
6 Wild Brother/Sister 60,000 6D8 40%
7 Wild Guardian 120,000 7D8 45%
8 Wild Champion 225,000 8D8 50%
9 Beastmaster 420,000 9D8 55%
10 Wild Lord 465,000 9D8+3* 60%
th
11 11 level Wild Lord 915,000 9D8+6* 65%
th
12 12 level Wild Lord 1,365,000 9D8+9* 70%
th
13 13 level Wild Lord 1,815,000 9D8+12* 75%
th
14 14 level Wild Lord 2,265,000 9D8+15* 80%
th
15 15 level Wild Lord 2,715,000 9D8+18* 85%
th
16 16 level Wild Lord 3,165,000 9D8+21* 90%
th
17 17 level Wild Lord 3,615,000 9D8+24* 95%
th
18 18 level Wild Lord 4,065,000 9D8+27* 99%
th
19 19 level Wild Lord 4,515,000 9D8+30* 99%
th
20 20 level Wild Lord 9,000,000 9D8+33* 99%
th
+450,000 xp after 20 level
*Constitution adjustments no longer apply.

THAC0

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
AC 20 20 19 19 17 17 15 15 13 13 11 11 9 9 7 7 5 5 3 3

Saving Throw

Paralyzation, Poison, Rod, Staff, Petrification Breath


Experience Level or Death Magic or Wand or Polymorph* Weapon** Spells***
1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7

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