- Category: Class Options
- Published on Thursday, 28 June 2012 12:58
- Written by D C Wilson
Reared on the edges of civilization, the beast master bonds with a wild animal and trains it to fight with him.
Class Features Modifications
Animal Companion: At first level, the beast master gains the services of an animal companion. This is similar to a druid’s animal companion, but it gains special abilities according to the table below.
This replaces fast movement, uncanny dodge, and improved uncanny dodge.
Barbarian Animal Companions
As they are removed from civilization, barbarians prefer animal companions that are primal in nature. Predators, primitive animals, or aggressive mounts are their favorite companions. A barbarian may choose any of the following animals as his companion:
• Axe Beak
• Dinosaur (any)
|• Elephant/Mastodon/ Mammoth
• Megafauna (any)
|• Saber-Tooth Cat
• Snake, Constrictor
• Snake, Viper
|Class Level||HD||Base Attack||Fort||Ref||Will||Skills||Feats||Natural Armor||Str/Dex||Special Abilities|
|1st||2||+1||+3||+3||+0||2||1||+0||+0||Link, Share Rage|
|3rd||3||+2||+3||+3||+1||3||2||+2||+1||Evasion, Rage Power|
|4th||4||+3||+4||+4||+1||4||2||+2||+1||Ability Score Increase|
|9th||8||+6/+1||+6||+6||+2||8||4||+6||+3||Ability Score Increase, Rage Power|
|14th||12||+9/+4||+8||+8||+4||12||6||+8||+4||Ability Score Increase|
|20th||16||+12/+7/+2||+10||+10||+5||16||8||+12||+6||Ability Score Increase|
An animal companion's abilities are determined by the barbarian's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.
Class Level: This is the character's barbarian level.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
Base Attack: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a barbarian of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.
Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.
Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.
Link (Ex): A barbarian can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The barbarian gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Rage (Ex): The barbarian infuses some of his wild nature into his companion. As long as he still has rounds of rage left, his animal companion can also enter into a rage. While in a rage, the animal companion gains the same penalties and benefits that the barbarian does. Each round the animal companion is in rage costs the barbarian one of his rounds of rage. If both the barbarian and the animal are in a rage at the same time, it counts as two rounds of rage. Once the rage ends, the animal companion is fatigued for a number of rounds equal to twice the number of rounds it was in rage. An animal companion cannot enter rage if it is fatigued of exhausted.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Rage Power (Ex): Choose one of the barbarian’s rage powers. While in a rage, the animal companion can make use of that power. Once the rage power is chosen, it cannot be changed. At every third level, the animal companion adds another rage power it can use. An animal companion must be able to physically use the power. For example, if the rage power requires the animal to wield a weapon or ride a mount, it cannot choose that power.
Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Animal companions can have ranks in any of the following skills: Acrobatics*, Climb*, Escape Artist, Fly*, Intimidate, Perception*, Stealth*, Survival, and Swim*. All of the skills marked with an (*) are class skills for animal companions.
Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
|Balance:||1 1 1 1 1 1 1 1 1 1 Rating 2.67 (3 Votes)|
|Utility:||1 1 1 1 1 1 1 1 1 1 Rating 4.67 (3 Votes)|
|Clarity:||1 1 1 1 1 1 1 1 1 1 Rating 5.00 (3 Votes)|