
Beastmaster
Profession, single-classed
A wilderness figure who talks with, calls, turns, befriends and permanently bonds animals. A few are raised by beasts, but most learn the secret lore from a parent who is also a beastmaster.
From the book
Beastmasters can communicate with, influence and command many kinds of animals. Now and then a lost or abandoned child reared by animals picks up the gift by chance, but most are taught by another beastmaster, and the lore is guarded, passed only from a parent to a child of the same sex.
Like the wild creatures they live among they are usually neutral. They often get along with hunters, shamans, druids and some witches, but have little time for civilized folk, and they especially despise those who hunt for sport, often striking back when animals of their territory are killed that way.
They may travel into towns but prefer the wilds. They know animal speech as druids do, start mostly illiterate but communicate through the gesture language of tribal peoples, and can call, turn, befriend or master animals; a failed attempt provokes flight or attack.
Skills by level
- 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
At a glance
- Minimum attributes
- STR 12, WILL 12, CHA 15
- Alignment
- Any Neutral Alignment
- Combat training
- Highly Trained (as per animals and monsters)
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Animal Languages: works like the druidic ability of that name. Sign Language: although 90% illiterate (at least at first), the beastmaster can talk in Sign, which most uncivilized peoples, tribes and clans understand. Influence Animals has four uses. Call: a non-magical version of the Elemental Magic spell Call Animals, limited to animals native to the area; 1 creature of the chosen type, +1 for every 2 levels of ability gained, answers and arrives in 1-4 minutes. Turn: works like a priest's turn undead, but on animals only; turned animals depart at once and keep away for at least 1 hour, with a range of 20 ft. and no practical limit on how many are affected. Befriend: used on any animal met or called that the beastmaster can communicate with; the creature helps for up to 24 hours. Master: permanent control of one creature until it dies or is set free (a freed animal returns home but stays friendly); limited to 1 animal companion for every 3 levels of ability gained, and only animals the beastmaster can communicate with. To resolve any influence, roll d20 on the Beastmaster's Influence table (appendix); on a failure the animal behaves as if threatened (timid ones run, aggressive ones get ready to attack). The same animal can be tried no more than once per day.
- Restrictions
- Secret lore never revealed except parent to child; May influence the same animal no more than once per day; At least initially 90% illiterate
