Beast Master (3.5e Prestige Class)
From D&D Wiki
Though others call them "Beast Masters", they do not consider themselves such. They attain a bond to an animal as close as any person to a friend. By learning to trust one another more so than any Ranger to their pet, they can become almost as one with each other.
A general melee class that focuses on unity with a pet.
Making a Beast Master
Beast masters are a class designed to do Damage and have abilities that vary so greatly from one to another that two can not be compared fairly, unless they happen to have exactly the same Pet and Gear. The Beast master should be made in mind of being a Pet reliant Ranger who decided upon using dual swords rather than the bow
Abilities: Key abilities would be Dexterity and Strength, depending on whether you wish to be offensive, defensive, or a balance of the two.
Base Bonus Attack: +7.
Skills: Handle Animal Skill (6 ranks), Survival (5 ranks), Listen (3 ranks), Knowledge(geography) (2 ranks), Knowledge(nature) (2 ranks).
|1st||+1||+2||+2||+0||Animal Companion, Friend's Request, Attack of One 1/day|
|2nd||+2||+3||+3||+0||Rage of One 1/day|
|3rd||+3||+3||+3||+1||Mind of One|
|4th||+4||+4||+4||+1||Stamina of One|
|5th||+5||+4||+4||+1||Reflexes of One, Attack of One 2/day|
|6th||+6/+1||+5||+5||+2||Will of One, Rage of One 2/day|
|7th||+7/+2||+5||+5||+2||Fortitude of One|
|8th||+8/+3||+6||+6||+2||Attack of One 3/day|
|9th||+9/+4||+6||+6||+3||Rage of One 3/day|
|10th||+10/+5||+7||+7||+3||Weapons of One, Speed of One|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Man + Animal = Scary when angry. All of the following are class features of the Beast Master.
Weapon and Armor Proficiency: The Beast Master is proficient in Light And Medium Armor, and can use any simple and martial weapons, barring any ranged weaponry.
Animal Companion: At 1st level, beast masters must choose an (SRD:Animal companion). If the beast master already has an animal companion, the Beast Master cannot choose another.
Friend's Request: A Beast Master's companion is treated as having learned all Tricks available to regular pets (Ex:Fetch, stay, come, etc).
Attack of One: Once a day, a Beast Master or his pet may make an Attack of One. As a full round action, the Master or Companion may add their partner's weapon damage and Base attack Bonus to it's own. This damage stacks with Rage of One.
Rage of One: For 3 rounds, master and companion share their Dexterity and Strength modifiers, their base attack bonus, and each get +3 to attack and damage rolls when within 15 feet of one another. After 3 rounds, master and companion each get -5 to attack rolls for the next turn.
Mind of One: For 2 minutes + Beast Master level, the Master may meditate and see and hear through the perspective of the Companion. The meditation takes 5 rounds, the Companion must stay within 5 feet of the Master, and the Master must maintain Concentration for the duration of the process. Under the effects of Mind of One, the master may will his companion to make any action capable to it. If interrupted, the master must make a DC 20 concentration check or lose connection.
Stamina of One: Three times a day, the Beast Master can split the damage of an oncoming attack equally between themselves and their Companion. Ex: A wolf companion gets hit by a critical attack doing 16 damage, which would have hit it's HP below 0. By using this feat, the Master and Companion will both take -8 HP, leaving the wolf at 8 HP instead.
Reflexes of One: Master and companion both receive +5 to any Reflex Save when within 5 feet of one another.
Will of One: Master and companion both receive +5 to any Will Save when within 5 feet of one another.
Fortitude of One: Master and companion both receive +5 to any Fortitude Save when within 5 feet of one another.
Weapons of One: When within 10 feet of each other, Master and Companion may alter their damage roll to be cast as one die higher. (Ex: 1d4 becomes 1d6, 1d10 becomes 1d12, etc.)
Speed of One: Master and companion add together their Dexterity modifier when within 5 feet of each other.
Strength of One: Master and companion add together their Strength modifier when within 5 feet of each other.
An ex-Beast Master is one who has forsaken their animal companion and their naturalistic roots, or takes on a magic class. These two qualifiers will make the Beast Master lose their link to said companion, and all levels in this class, as well as feats.
Playing a Beast Master
Religion: Beast masters rarely have a religion, but if one does, it is certainly to some nature deity.
Other Classes: Beast Masters respect the strength of Fighter based classes, but feel more akin to the nomadic ways of Barbarians. They enjoy the company of Rangers and Bards. They typically distrust the magic of Wizards and Sorcerers.
Combat: The Beast Master is meant primarily for Combat Support, as they usually lack the numbers to be a sole DPS, or the HP and AC to be a main tank.
Advancement: Beast Masters rarely stray from their ways, but sometimes will become Monks or Druids.
Beast Masters in the World
|“||Remind me; which is the master and which is the beast?||”|
Beast Masters live in nature, and rarely enjoy prolonged stays within cities or towns.
Beast Master Lore
Characters with ranks in Knowledge (Nature) or Knowledge (History) can research Beast Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Beast Masters keep and fight with animal companions.|
|10||Beast Masters and their compoanions can take on the aspects of one another, and tend to fight close to strengthen this link.|
|15||Beast Masters can see from the perspective of their companion, so far as to seemingly take control and act for them.|
|20||If a Beast Master were to die, their companion would generally go off on its own with no remaining will to live. If you can get past the companion and to the Master, and keep the two from close proximity, they become much more limited in their combat prowess|