Beast Master class


Homebrew and House Rules


Beast Master

Role
The Beast master is a master of beasts who is a unarmored warrior that has a powerful magical beast companion and posses some monstrous traits of her own.

Alignment
Any

Lv
1)Beast Companion, Wild Armor, Wild Empathy
2)Beast Trait, Beast Healing
3)Beast Skin, Beast Speech
4)Beast Trait
5)Bonus Feat
6)Beast Trait
7)Beast Magic
8)Beast Trait
9)Bonus Feat
10)Beast Trait
11)Beast Aura
12)Beast Trait
13)Bonus Feat
14)Beast Trait
15)Dominate Beast
16)Beast Trait
17)Bonus Feat
18)Beast Trait
19)Unbreakable Bond
20)King of Beasts

HD: d10
BA: Fighter
Good Saves: Fort Ref
Skill Points: 4+Int

Class Skills
Acrobatics(Dex), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(arcana), Knowledge(nature), Perception(Wis), Ride(Dex), Sense Motive(Wis), Stealth(Dex), Survival(Wis), Swim(Str)

Weapon Prof. simple, martial, and the whip
Armor Prof. no armor but shields(except tower shield)

Beast Companion- You gain a magical beast as a companion. use the eidolon stats of a summoner but with the following changes.
-Type changes to magical beast.
-gain low-light vision with darkvision.
-It gains only 1 skill point per HD.
-Fort and ref are good saves regardless what base form you use.
-Class skills are acrobatics, climb, fly, perception, stealth, and swim.
-It is no longer a summoned creature.

Wild Empathy- functions as the druid ability but can be used on magical beast with 1-2 int scores without penalty.

Wild Armor- like the monk AC bonus but uses charisma instead of wisdom.

Beast Traits- gain special abilities and traits like a monster(sse bellow)

Beast Healing- Functions like the paladins lay on hands but only works on creatures of the animal and magical beast types.

Beast Skin- Gain a +1 natural armor bonus plus an additional bonus of +1 every four levels after third to a max of +5 at level 19.

Beast Speech- Can speak with animals(as speak with animals) and magical beast(as tongues). This ability can be used 1 minute per level and in 1 minute increments.

Bonus Feat- You can pic from the flowing bonus feats: Animal Affinity, Aspect of the Beast, Combat Reflexes, Dodge, Eldritch Claws, Improved Unarmed Strike, Mounted Combat, Power Attack, and Toughness. You do not have to meet the requirements for Aspect of the Beast or Eldritch Claws.

Beast Magic(Su)-Once per do you can perform a ritual on your beast companion. This ritual takes 10 minutes and must be uninterrupted. You can do the following spell effects on your companion: lesser restoration, remove blindness/deafness, remove curse, remove disease. At level 11 you can use: break enchantment, heal, raise dead, or restoration. At level 15 you can use: greater restoration, regenerate, or resurrection. Your caster level is equal to your beast level and you still have to pay GP cost in components.

Beast Aura(Su)- You gain an aura ability that only effects allied/friendly creatures of the animal and magical beast types. You must choose wich aura is active at a time. The types auras are as follows.
Power- +2 competence bonus on attack and damage rolls. At level 17 the bonuses increases to +4.
Protection- +2 doge bonus to AC and +2 resistance bonus on saves. At level 17 the bonuses increase to +4.
Skilled- +2 competence bonus skill checks and ability checks. At level 15 the bonuses increase to +4 and +6 at level 19.
Healing- gain fast healing 1, this stacks with existing fast healing. At level 15 it becomes fast healing 3 and at level 19 it becomes fast healing 5.

Dominate Beast(Su)- You can control animals and magical beast(like a dominate monster spell). You must be within line of sight and line of effect of the creature and it must be within 60ft of you. The creature has to make a will save(DC10+1/2 beast master level + cha mod). You can only control amount of creatures whose HD is equal to your beast master level. Any extra HD in creatures is lost and any new creatures added will free the first creature controlled.

Unbreakable Bond(Ex)- The bond between you and your companion is so strong that you can not be magical compelled to harm each other. If magical controlled and commanded to attack the other, the one being controlled gets a new save. Even under the effects of a confusion spell or similar effect you or your companion will never choose the other as a target.

King of Beast(Su)- Your type changes to magical beast, you can use your beast healing on yourself as a swift action, you gain fast healing 5 wich stacks with existing fast healing from this class. You gain DR10/Cold Iron or Silver, this stacks with the DR/magic beast trait. Animals will not attack you unless magically compelled and you can use the true resurrection spell on your beast companion once per month as a spell like ability. Finally you can use beast shape IV on yourself once a day as a spell like.


Beast Traits

Claws- Gain two claw attacks for 1d4(1d3 small)

Bite/Gore- Gain a bite or gore attack for 1d6(1d4 small)

Tail- Gain the Prehensile Tail racial trait.

Low-light Vision- Gain low-light vision this stacks with existing low-light vision.

Darkvision- Gain darkvsion 60ft, if you already have darkvision then your range increases by 30ft.

Scent- Gain the scent monster ability, must be level 6.

Tremorsense- Gain tremorsense 30ft, must be level 10.

Blind-sight- Gain Blind-sight 20ft, must be level 12.

Climb- Gain climb speed 20ft.

Swim- Gain swim speed 30ft.

Burrow- Gain a burrow speed of 20ft

Wings- Gain wings and a fly speed of 60(good), must be level 8.

Energy Resistance- Gain energy resistance of 5 from acid, cold, electricity, fire, or sonic. At level 5 it becomes 10, level 9 it becomes 20, and at level 13 it becomes 30. You can pic this one multiple times each time picking a different energy type.

Immunity- Gain immunity to one of the following effects: charm, confusion(4th), disease(6th), domination(8th), fear(4th), paralysis(6th), petrification(8th), poison(10th), or sleep. You can take this one multiple times each time picking a new immunity.

DR- Gain DR5/magic must be level 8, increases to DR10/magic at level 15.

SR- Gain SR10+ beast master level.

Fast Healing- Gain fast healing 1, must be level 6. can be taken 4 more times each time the amount of fast healing stacks(max 5).

Gills- Can breath water as well as air.

Hold Breath- As monster trait.

Breath Weapon- Choose an energy type(acid, cold, electricity, or fire), once chosen that is the energy type it does. You can use the breath weapon as a 60ft line or 30ft cone. You can do this once a day doing damage equal to your beast master level. The DC is equal to 10+ beast master level + cha mod. You can take this one more then once each time increasing the number of uses.

Spell power(Sp)-pick one arcane spell of a level lower then a wizard could cast if that wizard's level was equal to your own. The number of times per day you can use this ability is based on what level the spell is: 0-3rd is 3/day, 4th-6th is 2/day, and 7th+ is 1/day.

Gaze- Gain a gaze attack, range 30ft, you can only target one target, and regardless if that target saves you cannot target it again for 24 hours. You can choose from the following effects: charm (fascinate 1 minute), sleep(1 minute), paralysis(1 round), nauseated(2d6 rounds), stunned(1 round), deafened(2d6 rounds), blindness(1d6 rounds), confusion(1d6 rounds). must be level 6.

Aura- Gain a fear aura (60ft) ability can be used 1 round per level in 1 round increments, must be level 10.

Web- Gain monster ability.

Ferocity- Gain monster ability, must be level 12.

Change shape- Pick one small to medium animal(beast shape I), you can change into this animal at will, Must be level 6. At level 10 becomes beast shape II and beast shape III at level 14. You take this one multiple times each time picking a new animal form.

Summon(Sp)- Acts like the Summoner;s summon ability but uses summon nature's ally instead and only animal and magical beast.

Compression- As the monster ability.

Uncanny Dodge- Gain uncanny dodge.

Sound Mimicry- Can mimic the sound of any animal you have heard.


"Beast Master" makes it sound like you have a lot of beasts at your disposal or is focused around commanding beats, stuff like that, not being a really cool wo/man-beast.
And it seems pretty powerful at the moment. You might want to tone down stuff just a bit, such as maybe making the your beast companion not use the eidolon stuff but instead follow the animal companion rules but adding magical beast stuff, and maybe even adding some already magical beasts as possible animal companions.

Other than that, it's a really cool class but just needs to be refined a bit more.


I had tried to use the animal companion rules to make a magical beast companion or at least give the option of one. But decided against it for two reasons.

1)You have to make stats for every usable magical beast but with the Eidolon mechanic you can custom make them.

2)Using the animal companion mechanics for a magical beast gets wonky and causes a lot problems.

Sure there will be problems but at least this made it more manageable.

I like the beast trait mechanic but I think I will getting rid of some of the abilities like the gaze attack and fear aura.

I really like the beast healing, beast speech, beast magic, beast aura, dominate beast, and unbreakable bond abilities though I am not happy with the King of Beast ability but I will keep the name.


Well let me have a crack at the magic beast companion:

HD: d10's instead of d8's.
BAB: Full progression (BAB=HD instead of medium progression (3/4 HD).
Same skill points (2+int mod/HD)
Darkvision 60 ft, on top of the low-light vision.
And they'd gain some Su or Ex abilities or something.

Ehh, seems a bit powerful I suppose.

But maybe you could just use the already existing animal companions and just make then magical beasts and add more stuff, like "This works just like a Druid's animal companion except as follows:
X
Y
Z
..."
So just animal companion with some extras, like d10 HD and darkvision, and maybe they get to choose some eidolon evolutions or something like that.

But it's your class not mine, you can do whatever you want with it.


The animal companion has more HD then the Eidolon if you give it fighter HD/BA it would be to strong. What could be done is still use the eidolon chart minus the evolution points and of course other modifications I did and try to make premade stats for different magical beast. Well it could use the same list as the Beast master for special abilities.


I think what I will do is still use the eidolon's chart, except the changes I made of course, but get rid of the evolution points. Instead I will use the animal companion's base stats instead of the eidolon's base forms and give the same special ability chart as the beast master herself. I would make it so it gains a special ability at 1 HD and 2 HD plus an additional one every 2 HD it gains after 2 HD. Maybe less but with the option of the Best Master giving up a beast trait so her companion can get one. I will have to think more on this one.

I might also add an extra beast trait feat as well.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Beast Master class All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules