Tuesday, January 2, 2024

Profession: Beastmaster

BEASTMASTER

Beastmasters are an unusual class of characters who possess the ability to communicate with, influence and control many types of animals. It is said that some beastmasters acquire their abilities by chance; lost or abandoned in the wilds, a child will occasionally be raised by animals, and thus learn their ways. Most, however, learn their skills from another beastmaster, for it is the way of these individuals never to reveal their secret lore except by passing it down from father to son, and mother to daughter.

Like most wild animals, beastmasters are usually neutral in alignment. Though often on good terms with hunters, shamans, druids and occasionally witches, beastmasters generally have little liking for men and women of civilized aspect. Individuals who hunt animals purely for sport are particularly despised by beastmasters, who will usually retaliate if animals who live in their own domains are killed for such purposes. While beastmasters have no qualms about traveling to civilized areas, most prefer to make their home in the wilds.

All beastmasters possess the following special abilities:

  • Animal Languages: As per the druidic ability of the same name.
  • Sign Language: Although beastmasters are (at least initially) 90% illiterate, they can communicate in Sign, the language of gestures understood by most uncivilized peoples, tribes and clans.
  • Influence Animals: This is the ability to influence and/or control animals, described as follows:
  • Call: This is similar to the Elemental Magic spell Call Animals, but is not as magical in nature. A beastmaster may call any single animal, not long as the creature is native to the area in question. One creature of the desired type (+1 additional creature per every 2 levels of ability gained) will respond to the call and arrive within 1-4 minutes. When the animal(s) arrives, the caller may attempt to converse with, Befriend, or Master the creature(s).
  • Turn: This ability is similar to the priest's ability to turnundead, however only animals are affected by it. Animals that have been successfully turned will leave the beastmaster's presence at once and will not return for at least one hour. There is no practical limit to the number of animals that may be turned in this way, though range is limited to 20 ft.
  • Befriend: This ability may be employed vs any animal that has been encountered or called by the beastmaster, as long as the character is capable of communicating with the creature in question. Any creature successfully befriended will offer its aid to the beastmaster for up to 24 hours.
  • Master: This is the ability to gain permanently control over any one creature. Any animal that has been successfully mastered will willingly become the beastmaster's friend and ally, and will stay master until slain or released. Creatures released from "mastery" will always return to their home in the wild, but will thereafter react in a friendly manner if they ever again meet their former masters. A beastmaster may retain only one animal companion per every 3 levels of ability gained, and may only master animals that they can communicate with.

Note: If a beastmaster attempts to influence an animal and fails, the animal will react as though it were challenged or threatened with imprisonment; i.e. docile or timid animals will flee from the beastmaster, and aggressive animals will prepare to attack. Also note that a beastmaster may never attempt to influence the same animal more than once per day.

Chance of success for any attempted influence is determined by rolling a d20 on the BEASTMASTER'S INFLUENCE table located in the appendix at the end of this book.

  • Minimum Attributes: STR: 12 WILL: 12 CHA: 15
  • Alignment: Any Neutral Alignment
  • Combat Capabilities: Highly Trained (as per animals and monsters)
  • Special Abilities: Influence Animals, Animal Languages
  • Single-Classed

SKILLS

Level 1

  • Any 2 Weapons
  • Wood Craft
  • Set/Disarm/Detect Snares
  • Read Tracks
  • Stalking
  • Evade Pursuit

Level 2

  • 1 to Hit
  • One Additional Weapon

Level 4

  • 1 to Hit
  • Herb Lore

Level 6

  • 1 to Hit
  • 2 Attacks per Round

Level 8

  • 1 to Hit
  • Herbal Remedies

Level 10

  • 1 to Hit
  • One Additional Weapon

Level 12

  • 1 to Hit
  • 3 Attacks per Round

Level 14, 16, 18, 20, etc.

  • 1 to Hit