Character Options
Classes
Beast Lord
Classes
Beast Lord
The Beast Lord is much like the common Ranger and shares many abilities and traits but where the Ranger learns martal prowess the Beast Lord forms a deep bond with one or more animal companions.
Role: Beast Lords like Rangers are deft skirmishers but often rely on their animal friends to bring down their prey.
Alignment: Any
Hit Die: d8
Class Skills
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).Skill Ranks Per Level: 6 + Int modifier.
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +2 | +0 | Beast Master, 1st Fav enemy, Track, Wild Demeanor, Wild Empathy |
| 2nd | +2 | +3 | +3 | +0 | |
| 3rd | +3 | +3 | +3 | +1 | 2nd Companion |
| 4th | +4 | +4 | +4 | +1 | Strong Bond 1 |
| 5th | +5 | +4 | +4 | +1 | |
| 6th | +6/+1 | +5 | +5 | +2 | Improved Empathic Link |
| 7th | +7/+2 | +5 | +5 | +2 | Woodland Stride,3rd Companion |
| 8th | +8/+3 | +6 | +6 | +2 | Strong Bond 2, Swift Tracker |
| 9th | +9/+4 | +6 | +6 | +3 | Evasion |
| 10th | +10/+5 | +7 | +7 | +3 | |
| 11th | +11/+6/+1 | +7 | +7 | +3 | Quarry, 4th Companion |
| 12th | +12/+7/+2 | +8 | +8 | +4 | Strong Bond 3 |
| 13th | +13/+8/+3 | +8 | +8 | +4 | |
| 14th | +14/+9/+4 | +9 | +9 | +4 | |
| 15th | +15/+10/+5 | +9 | +9 | +5 | 5th companion |
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Improved Evasion, Strong Bond 4 |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in Plain Sight |
| 18th | +18/+13/+8/+3 | +11 | +11 | +5 | |
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Improved Quarry |
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Master Hunter, Strong Bond 5 |
Class Features
Weapon and Armor Proficiency: A beast lord is proficient with all simple and martial weapons, light and medium armors as well as shields (except tower shields).Beast Master (Ex): The Beast Lord at first lvl gains an animal companion. The animal shairs the Beast Lord's favored enemy bonuses. (This ability otherwise functions like the Druid animal companion ability with Beast Lord levels replacing Druid levels)
Additional Animal Companions (Ex): At levels 3,7,11, and 15 the Beast Lord may gain an additional animal companion. He must split his Beast Lord levels between them(minimum 1 level). This ability is optional if the Beast Lord wishes not to split his levels between multiple companions. Levels split this way cannot be redistributed unless the companion is killed or dismissed.
Wild Demeanor: Due to his strong bond with nature and his animal companions in particular, the Beast Lord has a difficult time socialising with other people giving him a -2 penalty on all social rolls with anyone that does not deeply appreciate nature(GM's discretion).
Strong Bond (Ex): All of the Beast Lord's animal companions gain one bonus level to a maximum of the Beast Lord's current level. At levels 8,12,16 and 20 this bonus increases by one to a maximum of 5 at level 20. This means that a level 8 Beast Lord can have 3 companions of minimum level 2 and has 8 levels to distribute between them. (example one level 8, one level 4, one level 2 or 2 level 5 and one level 4)
Improved Empathic Link (Su): The Beast Lord gains an empathic link with all his animal companions. This functions like an empathic link with a fimiliar, except the Beast Lord can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes(as long as the companion is within 1 mile) and ending as a free action. The Beast Lord can only see through the eyes of one companion at a time, and is blinded while maintaining this connection.
Track (Ex): A beast master adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): A beast master can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The beast master rolls 1d20 and adds his beast master level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the beast master and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The beast master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Favored Enemy (Ex): At 1st level, a beast master selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A beast master may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the beast master may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the beast master chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the beast master's bonuses do not stack; he simply uses whichever bonus is higher.
Spells: Beginning at 4th level, a beast master gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A beast master must choose and prepare his spells in advance.
To prepare or cast a spell, a beast master must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a beast master's spell is 10 + the spell level + the beast master's Wisdom modifier.
Like other spellcasters, a beast master can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When the table indicates that the beast master gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A beast master must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A beast master may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a beast master has no caster level. At 4th level and higher, his caster level is equal to his beast master level – 3.
| Spells Per Day | ||||
|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th |
| 1st | - |
- | - | - |
| 2nd | - |
- | - | - |
| 3rd | - | - | - | - |
| 4th | 0 | - | - | - |
| 5th | 1 | - | - | - |
| 6th | 1 | - | - | - |
| 7th | 1 | 0 |
- | - |
| 8th | 1 | 1 | - | - |
| 9th | 2 | 1 | - | - |
| 10th | 2 | 1 | 0 |
- |
| 11th | 2 | 1 | 1 | - |
| 12th | 2 | 2 | 1 | - |
| 13th | 3 | 2 | 1 | 0 |
| 14th | 3 | 2 | 1 | 1 |
| 15th | 3 | 2 | 2 | 1 |
| 16th | 3 | 3 | 2 | 1 |
| 17th | 4 | 3 | 2 | 1 |
| 18th | 4 | 3 | 2 | 2 |
| 19th | 4 | 3 | 3 | 2 |
| 20th | 4 | 4 | 3 | 3 |
Woodland Stride (Ex): Starting at 7th level, a beast master may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): Beginning at 8th level, a beast master can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When he reaches 9th level, a beast master can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the beast master is wearing light armor, medium armor, or no armor. A helpless beast master does not gain the benefit of evasion.
Quarry (Ex): At 11th level, a beast master can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a beast master can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A beast master can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the beast master sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Improved Evasion (Ex): At 16th level, a beast master's evasion improves. This ability works like evasion, except that while the beast master still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless beast master does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex): While in any of his favored terrains, a beast master of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex): At 19th level, the beast master's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex): A beast master of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the beast master's level + the beast master's Wisdom modifier. A beast master can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A beast master can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
| Additional Ratings |
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| Balance: |
( 7 Votes ) |
| Utility: |
( 6 Votes ) |
| Clarity: |
( 6 Votes ) |
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