Beast Master (3.5e Class)
From D&D Wiki
Making a Beast Master
Beast Masters aren't made, they're born. Whether they were raised by beasts, or in a "savage" community, a Beast Master owns his skills in the wild. The true talents of the Beast Master, however, are innate, and manifest themselves as the Beast Master grows.
Beast Masters are strong warriors and can deal damage in a fight. They work best in tandem with their Warder, and become capable of delivering devastating attacks
Alignment: Must contain a neutral alignment on any one axis
Starting Gold: 4d4x10gp(100gp)
Starting Age: Simple.
|1st||+1||+2||+0||+0||Animal Warder, Nature Sense, Wild Empathy|
|2nd||+2||+2||+0||+0||At One With the Beast 1/day|
|4th||+4||+4||+1||+1||Tame the Wild Beast|
|5th||+5||+4||+1||+1||At One With the Beast 2/day|
|6th||+6/+1||+5||+2||+2||Bestial Rage 1/day|
|10th||+10/+5||+7||+3||+3||At One With the Beast 3/day, Tame the Wild Beast|
|12th||+12/+7/+2||+8||+4||+4||Bestial Rage 2/day|
|15th||+15/+10/+5||+9||+5||+5||At One With the Beast 4/day|
|18th||+18/+13/+8/+3||+11||+6||+6||Bestial Rage 3/day|
|20th||+20/+15/+10/+5||+12||+6||+6||At One With the Beast 5/day, Blood of the Beast 1/day|
Class Skills (4+ Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Beast Master is proficient with all simple and 1 chosen martial weapons, light and medium armor and no shields.
Animal Warder (Ex): The Beast Master obtains an animal companion as a druid of the same level. However, unlike a druid, a Beast Master forms a strong bond with his Animal Warder. If the Warder dies, the Beast Master must attempt a DC 15 Will saving throw. Failure means he loses 200 experience points per Beast Master level; success reduces the loss to one-half that amount. However, a Beast Master’s experience point total can never go below 0 as the result of a Warder’s demise. Furthermore, a Beast Master cannot replace his Warder for one year and one day. Gaining a new Warder requires that the Beast Master defeat his new Warder in combat, then dominate it and bind it to his will through ceremony. This process takes 24 hours and uses up materials worth 100gp. A slain Warder can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. If a Warder is raised, the Beast Master regains any lost experience.
Nature Sense (Ex): A Beast Master gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): As the druid ability. Treat this as if used by a druid of the same level as the Beast Master
At One With the Beast (Su): At 2nd level, the Beast Master becomes attuned enough with his Warder to begin coordinating their efforts in ways no other can. Once per day, the Beast Master can activate this ability, which lasts for 1 round per class level plus his Charisma bonus (if any). While using this ability, they become capable of delivering devastating tandem attacks. Each attack a Beast Master or his Warder makes while flanking a monster together, gains an additional +2 to hit, and adds 2x Strength to the damage. At 5th level, and every 5 levels thereafter, the Beast Master may use this ability one additional time per day.
Woodland Stride (Ex): As the druid ability.
Tame the Wild Beast (Su): At 4th level, the Beast Master has become attuned with the spirit of the beast. As a full round action, a Beast Master may make a Handle Animal check against any animal. The creature then makes an opposed Will save, with the DC being the result of the Beast Master's Handle Animal check. If the Beast Master succeeds in his check, the creature targeted immediately ceases any hostile actions, and becomes amenable to the Beast Master. Treat this ability as if the Beast Master had cast Charm Animal on the creature. If this ability fails, the targeted creature becomes immune to all further attempts to use this ability. At 10th level, the Beast Master may use this ability against any Magical Beast. Creatures with an intelligent score of 3 or greater add any intelligence bonus they may have to their will save to overcome.
Bestial Rage (Su): At 6th level, and every 6 levels thereafter, a Beast Master may fly into a Bestial Rage. Treat this as a Barbarian rage, with the following differences. First, the Beast Master and his Warder shift into a Hybrid form, as if they were a Lycanthropes. This hybrid form is the same as his Animal Warder. For example, a Beast Master with a badger Warder, would shift into a Hybrid form of a badger. Any change to a Beast Master's stats are made to his Warder as well. Second, The Beast Master gains any special attacks and/or feats his animal Warder possesses for the duration of his Bestial Rage. Finally, any creature hit by a Beast Master in a rage must make a Will save (DC 10+1/2 Beast Master's HD+Charisma bonus) or become shaken for 1d4+Charisma bonus (If any) rounds. A Bestial Rages lasts for a number of rounds equal to 3+ the characters newly modified Constitution modifier. When the Bestial Rage ends, the Beast Master and his Warder become Exhausted. This ability may be treated as the Barbarian's Rage ability as a prerequisite for feats and prestige classes
Uncanny Dodge (Ex): At 9th level, a Beast Master gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Beast Master already has uncanny dodge from a different class (a Beast Master with at least four levels of rogue, for example), he automatically gains improved uncanny dodge instead.
Improved Warder (Ex): At 11th level, a Beast Master has developed his bond with nature to a level where he is capable of creating a bond with more powerful creatures. He may treat his level as 3 levels higher for the purposes of determining his Warder's power. For example, an 11th level Beast Master with a Wolf Warder, is treated as a level 14 druid for determining Animal Warder HD, Natural Armor bonus, Strength bonus, and feats.
Blood of the Beast (Su): At 20th level, a Beast Master has perfected the bond with his Warder. Once per day, the Beast Master may activate this ability as a move equivalent action. Once activated, the Beast Master becomes an unmatched force of raw power. The Beast Master doubles the base strength, dexterity, and constitution of himself and his warder. His attacks become untyped and overcome all damage reduction types except epic. Further, any damage dealt while this ability is active can not be healed through natural regeneration or fast healing. This ability last for a number of rounds equal to 1d6 + charisma bonus (if any). When this ability ends, the Beast Master becomes exhausted. If the Beast Master is already fatigued, or exhausted from another ability, then he falls unconscious, and must rest for 8 hours before he can awaken. If a Beast Master becomes fatigued or exhausted from another force while exhausted from this ability, then he falls unconscious, and must rest for 8 hours before he can awaken.
Epic Beast Master
4 + Int modifier skill points per level.
Bonus Feats: The epic Beast Master gains a bonus feat (selected from the list of epic Beast Master bonus feats) every 4 levels after 20th.
Epic Beast Master Bonus Feat List: .
Beast Master Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Beast Master
Other Classes: .
Beast Masters in the World
|“||Why do the fluffys follow stinky hobgoblin? I kobalt god want fluffys. Igneel get me fluffys!-->||”|
|—Stoobly, Goblin ranger|
Daily Life: .
NPC Reactions: .
Beast Master Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Beast Masters in the Game
Sample Encounter: .
EL whatever: .