Summer 2019 PFRPG EP Contest

Moderator: Augur

Whose submission is the best?

Poll ended at Wed Aug 28, 2019 2:49 pm

Captain Cardea
6
35%
Fox
3
18%
Tyral
8
47%
 
Total votes : 17

Summer 2019 PFRPG EP Contest

Postby Augur » Sun Jun 23, 2019 8:33 am

This Summer 2019 PFRPG EP Contest will be to update to 2E standards the Beast Master character class from PFWB7.

Guidelines
  • Only one submission is allowed per player.
    Grammar and spelling are important to create a quality submission, so you need to seriously proofread your work!
  • Submitted format should follow that of contemporary O.C.C.s.
  • Make sure that any image used is no more than 300 pixels in height.
  • Minimum of 3 submissions required for the contest to be considered valid

Explanatory Notes:
The contest ends August 15th. Augur will validate/invalidate each submission at this time based exclusively on the quality of the writing, the author's following of the format, and if he considers the submission to be broken and/or munchkinized. Augur will add a poll to the contest, and the EU community will vote for their favorite submission. (Time to bribe your fellow players!)

The contest judgment begins on August 23rd, and will be concluded by no later than August 30th (IRL permitting!).

Prizes
Winner: +3 EP (from Dimensional EP) & The submission will be added to EU canon as the official replacement of the original O.C.C.

Re-voting is enabled.
The poll will run for 7 days.
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Re: Summer 2019 PFRPG EP Contest

Postby Captain Cardea » Wed Jun 26, 2019 11:56 am

Beastmaster O.C.C.

Guardians of nature and animal welfare, Beastmasters are psychics with a special connection to animals. Much like a psi-druid, these men and women are linked to nature rather than a deity, and believe that both men and animals possess souls. As a result, they serve the beasts in the same capacity that priests, shamans and healers serve mankind. At heart these men and women are often kindly souls who strive towards the usual ideals. Their mission is to develop and preserve a lasting harmony between animals and men.

Beastmasters see themselves as much needed champions for defenseless animals and nature. They travel the world healing and caring for animals. They also free animals subjected to cruelty from abusive masters or captors. Some are quite militant and extreme. They not only rescue abused animals but also chastise, lecture, beat or kill (at times) the perpetrator. In many cases these men and women run afoul of the law in their eagerness to administer their peculiar brand of justice.

The habits of Beastmasters differ between individuals. Some are loners who prefer a secluded wilderness existence. Many live in the wild as hermits who heal animals and cure their ailments (hermits also disdain civilization and the people it spawns). Others live in rural areas where they help teach people how to better care for their livestock and pets, help deliver babies and heal animals. A surprising number are found in urban settings providing veterinary services, humane animal training, humane extermination of vermin, and animal caretaking services. Regardless of the character's personal lifestyle, each Beastmaster will try to promote harmony between men and beasts and come to the defense of helpless animals.

The Beastmaster understands the ways of nature and the predator. Although they do not eat the flesh or wear the hides of animals, they don't look down upon those who do. Thus, they accept the use of animals for labor, the humane raising and butchering of livestock, and hunting for food and clothing. They welcome the domestication of animals, especially as pets, because they see animals as excellent companions and mutual friends. Their only concern in these areas is that the animals receive the best care, treatment, (when applicable, love), and don't suffer needlessly. They hate slavers, merchants, ranchers, farmers, butchers, trainers and owners who treat their animals badly or cruelly, and especially those who hunt for sport or who abuse/mistreat/kill animals for fun or amusement; this includes the operators and animal handlers of gladiatorial arenas. The Beastmaster will free animals imprisoned by slavers, beat a man who beats his animal, and savagely assault or kill a character who deliberately tortures or kills an animal for sheer pleasure or is wantonly destructive of nature.

Special Abilities of the Beastmaster

In their defense of animals and the natural world, Beastmasters have developed special psionic abilities. Like the psi-druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the Beastmaster to perform wondrous feats of healing on the beasts of the forest. The Beastmaster is not a practitioner of magic, their power is entirely psionic in nature. There is a special kinship which allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from Beastmasters as they often would with normal humanoids.

1. Animal Diagnosis: The Beastmaster can determine the cause of an animal sickness or injury by examining the creature.

Base Skill: 60%+3% per level of experience.
Range: Touch or within 3 feet
Duration: Immediate knowledge
I.S.P. Cost: 4

2. Healing Touch (animals only): This functions exactly like the healing ability of priests, except it is psionic in nature and can only be used on mammals, birds, reptiles and most non-magical monster animals. Humanoids, monsters with human intelligence, and Creatures of Magic are not considered animals and cannot be healed by this ability. The Healing Touch restores 1d8 hit points or 2D6 S.D.C per use, and can be used as often as twice per melee round.

Range: Touch
Duration: Instant, with permanent effects
I.S.P. Cost: 6

3. Cure Disease (animals only): This is a powerful ability which cures disease and aliments through the Beastmaster's special psionic link with nature. If a cure is not successful, the animal remains sick, but the pain and discomfort of the animal is automatically eased. When the attempt is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace. A cure can only be attempted once per 24-hour period and has the same restrictions as Healing Touch. 2D6 minutes of preparatory meditation is required.

Base Skill: 30%+6% per level of experience
Range: Touch
Duration: Instant
I.S.P. Cost: 14

4. Impervious to Poison/Venom: The character is impervious to all types of animal venom and poisonous plants. This means the Beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character. However, this ability only applies to natural poisons and venoms - a synthetic poison made in a modern laboratory from another world has full effect.

Range: Self
Duration: Constant
I.S.P. Cost: None, an innate and automatic ability

5. Impervious to Disease and Allergies: The Beastmaster is also impervious to all natural pollens, fungus, molds, bacteria and viruses.

Range: Self
Duration: Constant
I.S.P. Cost: None, an innate and automatic ability

6. Animal Telepathy: The character can communicate with any animal through a combination of empathy and telepathy. This ability allows only communication, not enslavement of the animal. With this ability the Beastmaster can discover the feelings, fears, needs or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the Beastmaster's appeals. This power can be used to summon, direct/guide/command, repel, and calm/reason with animals. Communication can be made with as many as two animals per level of experience at the same time. Attempts to communicate with animals, beasts or monsters from other dimensions or worlds can be attempted with a -30% reduction in the ability. Communication with the animals does not allow the Beastmaster to see or hear through the animal.

Base Skill: 70%/50%+3% per level of experience (Communicate only/Additional abilities.)
Range: 140 ft + 10 per level of experience
Duration: 2 minutes per level of experience
I.S.P. Cost: 4

7. Animal Kinship: Animals do not regard the Beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they attack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.

Range: 100 ft
Duration: Constant
I.S.P. Cost: None, an innate and automatic ability

8. Beastmaster Companion Link: This ability is different than the familiar link wizard spell. Most notably, the Beastmaster does not see and hear everything his companion experiences. However, they are linked spiritually and psionically. This is not a master/slave bond. The Beastmaster must consciously select the companion he wishes to link with. The action takes one melee round. Once connected, the Beastmaster can see and hear everything his animal companion does but becomes completely oblivious to his own body. Each animal companion will regard the other companions as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
  • The Beastmaster can have more than one companion linked/allied to him. One animal companion can be summoned and selected at levels one, with additional ones available at levels three, six, nine, and twelve. If a companion is killed, there is no replacement creature. Therefore, a Beastmaster may have no more than 5 companions in their lifetime.
  • This link provides the beastmaster with 1d6+2 hit points and 1d6 points added to his speed attribute per each companion. In addition, the animal also gets an additional 1d6+2 hit points from the link and exhibits high animal intelligence regardless of its natural intelligence level.
  • Any sized animal is available as a companion. The type of animal summoned to the Beastmaster is determined by the player, but available animals will be limited to the geographic location and G.M. discretion (be fair and reasonable). *Rifts conversion note - Mega-Damage creatures with more than 50 M.D.C cannot be summoned.
  • The Beastmaster can only see and hear through one animal companion at a time. The mortal mind is incapable of processing the senses of many creatures at the same time, even with psionic aid.
  • The range of the link is limited to 1 mile.
  • When a link occurs, the Beastmaster and animal companion are linked for life, and the bond cannot be broken unless one or the other is killed.

Range: 20ft for the initial link, 1 mile to remote view through a animal companion
Duration: Indefinite for the link, untill broken or changed for remote connection
I.S.P. Cost: 50 ISP for the initial link, 10 ISP to connect remotely

The Beastmaster does not possess any spell casting abilities nor can they learn magic.

9. P.P.E.: 1d6, most P.P.E. was expended by Beastmasters in developing their psionic abilities.

10. I.S.P.: 1D6x10+15 plus the M.E. attribute. Add an additional 2D4+2 I.S.P per level of experience.

11. Other Psionic Abilities: A total of two additional abilities can be selected at levels, 3, 5, 7, 9, 11 and 13. Selections can only be made from the categories of Healing and Sensitive. One Super-Psionic power can be selected at levels 6, 9, and 12.

12. Special O.C.C. Abilities and Bonuses: : The Beastmaster draws on the natural abilities of the animals around him, their senses, strength and prowess. +3 to initiative, +20% on Perception rolls in nature or natural settings, +3 to save vs synthetic poison, +1d6 to P.S., P.P. and P.E., +2d6 to H.P. and +30 to S.D.C.

Beastmaster O.C.C. Stats

Alignment: Restricted to good and selfish alignment. The Beastmaster’s nature makes evil alignments extremely rare.

Attribute Requirements: M.A. 12, P.S. 10 and P.E. 10

Racial Requirements: Humanoid only, Non D-bee - *Rifts only

O.C.C. Skills:
    Language: Native Tongue
    Language: Dragonese/Elven (+10%)
    Language: Faerie Speak (+10%)
    Holistic Medicine (+20%)
    Animal Husbandry (+30%)
    Identify Plants/Fruits (+20%)
    Identify Tracks (+25%)
    Wilderness Survival (+20%)
    Horsemanship: General (+25%)
    Lore: Cattle & Indians (+25%)
    Land Navigation (+10%)
    Preserve Foods (+10%)
    Hand to Hand: Expert (A different selection may be taken at the cost of two O.C.C related)

O.C.C. Related Skills:
    Select eight other skills. Plus select three additional skills at level three, eight, and twelve. All new skills start at level one proficiency.
    Communications: Any
    Cowboy: Any (+20%) - *Rifts Only
    Domestic: Any (+5%)
    Electrical: None - * Rifts Only
    Espionage: Detect Ambush, Detect Concealment and Track Humanoids only (+5%)
    Horsemanship: Any (+20%)
    Mechanical: None
    Medical: Any (+5%), First Aid (+10%), Vetrinary Science(*Rifts Only) (+25%)
    Nautical: None
    Military: Camouflage, Falconry, and Trap Detection(*Rifts Only) (+15%)
    Physical: Any
    Pilot: Any, except Military type combat vehicles - *Rifts Only
    Pilot Related: Any - *Rifts Only
    Rogue/Thief: Any (+10%)
    Science: Anthropology, Biology, Botany, and zoology(*Rifts Only) only (+10%)
    Scholar, Noble & Technical: Any (+5%)
    W.P.: Any
    Wilderness: Any (+15%)

Secondary Skills:
The character also gets to select eight secondary skills from the Unified Skill List, plus two additional Secondary Skills at levels 4, 8, and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: Clothing, moccasins, boots or sandals usually made from wool or other animal fibers taken from animals without killing them (rarely wear animal skins) or clothes made from plant fibers (cotton) or silk, three small sacks, one large sack, 30-foot (9m) length of rope, knife or hand axe.

Weapons and Armor: Seldom wears armor, but can if not made from animal skin; considers it unnatural and too restrictive of movement. *Rifts conversion note - Many prefer shields and force fields. Any type of weapons can be used, but most seem to prefer melee style weapons.

Money: 100 gold, *Rifts conversion note - 1d4 x 2,000 in credits.

Cybernetics: *Rifts conversion note - None since cybernetics affect the Beastmaster’s natural abilities.

Insanity:
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Re: Summer 2019 PFRPG EP Contest

Postby Fox » Sat Jul 06, 2019 12:25 pm

Beastmaster O.C.C.
On Palladium, the strangest member of the clergy is, by far, the beastmaster. Much like the druid, these men and women serve the forces of nature rather than a deity. They are an animistic sect believing that both men and animals possess souls. As a result, they serve the beasts in the same capacity that priests, shamans, and healers serve mankind.

At heart, these men and women are kindly souls who strive towards the usual ideals. Their mission is to develop and preserve a lasting harmony between animals and men. Beastmasters see themselves as much needed champions for defenseless animals. They travel the world healing and caring for animals. They also free animals subjected to cruelty from humanoid masters or captors.

Many are quite militant and extreme. They not only rescue abused animals but also chastise, lecture, beat or kill the perpetrator. In many cases, these clerics run afoul of the law in their eagerness to administer their peculiar brand of justice.

The habits of beastmasters differ between individuals. Some are loners who prefer a secluded wilderness existence. Many live in the wild as hermits who heal animals and cure their ailments (hermits also disdain civilization and the people it spawns). Others live in rural areas where they help teach cattle rangers and farmers how to better care for their
livestock and pets, help deliver babies and heal animals. A surprising number are found in urban settings providing veterinary services, humane animal training, humane extermination of vermin, and animal caretaking services. Regardless of the character's personal lifestyle, each member of this religious sect will try to promote harmony between men and beasts and come to the defense of helpless animals.

The beastmaster understands the ways of nature and the predator. Although they do not eat the flesh or wear the hides of animals, they don't look down upon those who do. Thus, they accept the use of animals for labor, the repulsive raising and butchering of livestock, and hunting for food and clothing. They welcome the domestication of animals, especially as pets, because they see animals as excellent companions and mutual friends. Their only concern in these areas is that the animals receive the best care, treatment, (when applicable, love), and don't suffer needlessly.

They hate slavers, merchants, ranchers, farmers, butchers, trainers and owners who treat their animals badly or cruelly, and especially those who hunt for sport or who abuse/mistreat/kill animals for fun or amusement; this includes the operators and animal handlers of gladiatorial arenas. The beastmaster will free animals imprisoned by slavers, may beat a man who beats his animal, and could savagely assault or kill a character who deliberately tortures or kills an animal for sheer pleasure or is wantonly destructive of nature.

Beastmasters' Qualities
Beastmasters and Armor:
Beastmasters refuse to wear armor made from the death of animals and are adversely affected magically by wearing metal armor in the same manner as Priests. If they wear armor, they prefer it to be made of wood, silk, wool or stone. Most do not wear armor.

Allegiance to Animals:
As other priests are servants of gods, so the Beastmaster is a servant of the creatures of nature. As such, they may not torture or torment natural animals, though they may fight to defend themselves from them or may put one who is severely hurt, ill, or poisoned to death to relieve suffering. Beast Masters need not be any specific alignment, Good Beast Masters will focus on encouraging cooperation between humans and animals, while evil Beastmasters are more likely to focus on punishing those guilty of abuse.

In their service of nature, the beastmasters have developed special abilities. Like the druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the beastmaster to perform wondrous feats of healing on the beasts of the forest. There is a special kinship that allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from these clerics as they oftentimes would with normal humanoids.

Special Prayers:
Like other Priests, Beastmasters have certain prayers they often use effectively.

1. Prayer for Cure Disease: This is a more powerful healing touch that miraculously cures disease and ailments through a simple prayer by the beastmaster. If a cure is not successful the animal remains sick, but the pain and discomfort of the animal will be automatically eased. When the prayer is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace. Success Ratio: 18%+6% per level of experience. A cure can only be attempted once per 24 hour period.

2. Prayer for Animal Resurrection: The beastmaster can breathe life back into any animal that has been dead for less than eight hours and is not decapitated. Fundamentally, the same as the magic spell. This powerful magic can only be done once per 24 hours. The success ratio is 40%+5% per level of experience.

3. Prayer for Totem Form: A Beastmaster may completely transform themselves into an animal of their totem type. The process is difficult and dangerous, with a chance of losing their mind completely in that of the animal and a chance of being unable to resume human form on the first attempt. Those trapped in the mind or body of an animal may try to return to normal after 1 week. However, failure on this second attempt has a chance of being permanent.
  • Assume Animal Form: 20% +5% per Level
  • Revert to Animal IQ: 70% -5% per level, chance is 10% higher if the animal is a carnivore.
  • Trapped as Animal: 40% -2% per level, chance is 10% higher if the animal is a carnivore.
  • Permanency: 25% -1% per level , chance is 5% higher if the animal is a carnivore.

Knowledge And Abilities of the Beastmaster
1. Animal Diagnosis: The beastmaster can determine the cause of an animals sickness or injury by examining the creature. The success ratio is 60%+3% per level of experience.

2. Healing Touch (animals only): This functions exactly like the healing ability of priests, except it can only be used on mammals, birds, reptiles and most non-magical monster animals. Humanoids and monsters with human intelligence are not considered animals and cannot be healed by the beastmaster. Nor can creatures of magic. Restores 1D6 hit points per healing touch. As many as two healing touches can be performed per melee round. Intelligent beings who request this service for their animals are likely to be charged if there is any sign the injury resulted from the actions of the owner. Fees will vary, as they will be intended more to be a suitable punishment than anything else.

3. Impervious to Poison/Venom: The character is impervious to all types of animal venom and poisonous plants. This means the beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character. However, a synthetic poison made in a modern laboratory from another world has full effect.

4. Impervious to Disease and Allergies: The beastmaster is also impervious to all forms of natural pollens, fungus, molds, bacteria and viruses.

5. Animal Telepathy: The character can communicate with any animal through mental telepathy. This ability allows only communication, not enslavement of the animal. With this ability, the beastmaster can discover the feelings, fears, needs, or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the beastmaster's appeals. This power can be used to summon, direct/guide/command, repel, and calm/reason with animals. The success ratio is 50%+3% per level of experience. Communication can be made with as many as two animals per level of experience at the same time.

6. Animal Kinship: Animals do not regard the beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they attack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.

7. Beastmaster Familiar Link: This ability is different than the wizard spell. Most notably, the beastmaster does not see and hear everything his familiar experiences. However, they are linked spiritually. Each animal familiar will regard the other as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
  • This link provides the beastmaster with 1D6+2 hit points and 1D6 points added to per each familiar. In addition, the animal also gets an additional 1D6+2 hit points from the link and exhibits high animal intelligence regardless of what it may be. The lifespan of a familiar is increased so that it will not die of aging while bound to the Beastmaster.
  • Any sized animal is available as a familiar. The type of animal summoned to the beastmaster is determined by the player, but available animals will be limited to the geographic location and the G.M.'s discretion (be fair and reasonable).
  • The beastmaster can have more than one familiar linked/allied to him. An animal familiar can be selected at levels one, three, six, nine, and twelve. If a familiar is killed there is no replacement creature.
  • The beastmaster can only use the senses of one animal familiar at a time. The mortal mind is incapable of processing the senses of many creatures at the same time, even with the aid of magic.
  • The Beastmaster may treat any single familiar of choice as a Totem Animal, gaining all abilities granted by an animal totem of the type so long as the familiar lives (See Spirit West for abilities granted by totem animals). The Beastmaster may not easily nor lightly change the choice of totems. In general, the totem choice will remain until the familiar in question dies, though the Beastmaster can decide when he increases in level to select a different Familiar as his totem it is rarely done. If a Totem dies, the Beastmaster may elect to take as totem any one of his other Familiars after a week of preparation.

8. Spellcasting: Beastmasters have extremely limited abilities to use magical spells. At each level, they gain only one magical spell of choice from their current list.
At level 1, their list includes: Commune With Nature (2, Biomancy), See Aura (6), See the Invisible (4), Sense Evil (2), Weather Sense (1, Biomancy)
At Level 2, they add to the list: Animal Weaponry: Simple (6, Biomancy), Chameleon (6), Climb (3), Insect Leap (5, Biomancy)
At level 3, the list includes: Chitin (15, Biomancy)
At Level 4, they gain access to the spells: Animal Weaponry: Major (20, Biomancy), Magic Net (7), Repel Animals (7), Swim as Fish (6)
At level 5, the spell Animal Ghost (20, Biomancy) joins the list.
At level 6 the spells Control the Beasts (18), Magic Pigeon (20), and Swim as Fish: Superior (12) become available
At level 7 the spell Metamorphosis: Animal (25) becomes learnable.
At level 8, their list of available spells is complete with Eyes of the Wolf (25)

Permanent PPE Base: 6d6 plus PE attribute number and 1d6 per level of Experience

Spell Strength: Starts at 12 and increases by +1 at level 6 and level 12

The Beastmaster

Attribute Requirements: M.A. 12, P.S. 10 and P.E. 10.

O.C.C. Skills:
Hand to Hand: Expert
Animal Husbandry (+25%),
Holistic Medicine (+10%)
Identify Plants/Fruits (+10%)
Identify Tracks (+15%)
Land Navigation (+15%)
Wilderness Survival (+10%)
WP: Staff

OOC Related Skills: Choose 6 at level one, and 3 at levels three, eight and twelve from the following list.
Communications: None
Domestic: Any (+10%)
Espionage: Detect Ambush and Detect Concealment only
Horsemanship: Any
Medical: Any (+10%)
Military: Camouflage (+4%), Falconry (+15%), and Surveillance only
Physical: Any except Acrobatics, Boxing, and Wrestling
Rogue: Recognize and Use Poison only
Science: Biology, Botany, and Basic Math only
Scholar/Technical: Any (+10%)
Weapon Proficiencies: Any (ancient) except Siege, Targeting, Large Axes, Pole Arms, and Lance
Wilderness: Any (+10%)

Secondary Skills: Choose 8 at level one, and 2 at levels four, eight and twelve.

Experience Levels: Same as the Druid.

Starting Equipment: Clothing, moccasins, boots or sandals usually made from wool or other animal fibers taken from animals without killing them (rarely wear animal skins) or clothes made from plant fibers (cotton) or silk, three small sacks, one large sack, 30 foot (9m) length of rope, knife or hand axe, and 50 gold.

Weapons & Armor: Seldom wears armor, but can if not made from animal skin; considers it unnatural and too restrictive of movement. Many use a small shield. Any type of weapons can be used, but most seem to prefer staves, clubs, throwing sticks and blowguns.

Note: This character class originates in the Yin-Sloth jungles and is most common in that region, the surrounding mountains, Baalgor Wastelands, parts of the Western Empire and parts of Land of the South Winds.
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Re: Summer 2019 PFRPG EP Contest

Postby Tyral » Wed Aug 14, 2019 10:36 am

Beastmaster O.C.C.
On Palladium, the strangest member of the clergy is, by far, the beastmaster. Much like the druid, these men and women serve the forces of nature rather than a deity. They are an animistic sect believing that both men and animals possess souls. Many beastmasters often see themselves as champions for defenseless animals and will free animals subjected to cruelty from humanoid masters or captors. Others with less noble alignments often become spies, bandits, or assassins regarding themselves as the top of a proverbial food chain.

In times gone by, there were beastmasters in all corners of the Palladium realms. Arising shortly after the time of a Thousand Magics and Millennium of Purification (7,000 years ago), there were those who, felt a connection to nature spawning their own clergy variations. Druids tended to be more focused on weather, Shamans (Adventures on the High Seas, Pg 38) who often lead communities, and the beastmasters round out the triumvirate as soldiers, defenders, or occasionally to deal retribution. From the Floenry Islands where Elven beastmasters swam with seals, sharks, and occasionally sea serpents; to Orcish beastmasters who ranged the Old Kingdom with packs of Tuskers; to the traditional leaders of the Algor Range Huntsmen of the Great Northern Wilderness [the 13th Wolfen Tribe who were wiped out just 50 years ago]. Beastmasters have been fewer in number in the last 600 years or so, partially because of a failed attempt by a cadre of hundreds of well-intentioned but foolish beastmasters seeking to spark a rebellion and intercede against slavery in the Western Empire that caught the ire of the then-Emporer (whose line has since fallen to other political pitfalls).

Most are quite militant and extreme because the animal world can be harsh. They not only rescue abused animals but also chastise, lecture, beat or kill the perpetrator because after all, the beastmaster can speak for a creature without a voice or a language. In many cases these clerics run afoul of the law in their eagerness to administer their peculiar ideals. The habits of beastmasters differ between individuals. Some are loners who prefer a secluded wilderness existence. Many live in the wild as hermits who heal animals and cure their ailments (hermits also disdain civilization and the people it spawns). Others live in rural areas where they help teach cattle rangers and farmers how to better care for livestock and pets, help deliver babies and heal animals. A surprising number are found in urban settings providing veterinary services, humane animal training, humane extermination of vermin, and animal caretaking services. The beastmaster understands the ways of nature and the predator. They accept the use of animals for labor and hunting for food and clothing. They welcome the domestication of animals, especially pets, because they see animals as excellent companions and mutual friends. Their only concern in these areas is that the animals receive the best care, treatment, (when applicable, love), and don't suffer needlessly.

Those of good alignment hate slavers, merchants, ranchers, farmers, butchers, trainers and owners who treat their animals badly or cruelly, and especially those who hunt for sport or who abuse/mistreat/kill animals for fun or amusement; this includes the operators and animal handlers of gladiatorial arenas. These beastmaster will free animals imprisoned by slavers, beat a man who beats his animal, and savagely assault or kill a character who deliberately tortures or kills an animal for sheer pleasure or is wantonly destructive of nature.

Beastmasters & Special Abilities
In their service of nature the beastmasters have developed special abilities. Like the druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the beastmaster to perform wondrous feats of healing on the beasts of the forest. Theirs is a special kinship which allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from these clerics as they often times would with normal humanoids.

1. Animal Diagnosis: Upon examination (1 melee), the beastmaster can determine the cause of an animal sickness or injury by examining the creature (-15% if the beastmaster is not able to perform an up close examination).
  • Success ratio is 60%+3% per level of experience.
2. Healing Touch: This functions exactly like the healing ability of priests, except it is best used on mammals, birds, reptiles and most non-magical monster animals. Humanoids and monsters with human intelligence can be healed by the beastmaster but only to a more limited degree.
  • Restores 2d4 hit points or SDC per healing touch (2 healing touches per melee round for animals, however this is less effective for humanoids and only heals 1d4 hit points only (not SDC).
3. Renewal of Spirit (Resurrection): The beastmaster can breathe life back into any animal that has been dead for less than eight hours and is not decapitated. Fundamentally, the same as the magic spell.
  • This powerful magic weakens the beastmaster (-20 HP which must be healed naturally, no magic or psionics) and can only be done once per 24 hours for animals (72 hours for humanoids). This returns the animal to life (at 20 HP, or Max if they have less), but not necessarily health (missing limbs or organs are missing).
  • This requires 1 full Melee of concentration.
  • Success ratio is 20%+5% per level of experience (-50% for humanoids, and cannot be attempted until level 10).
4. Purify Spirit (Cure Disease): This is a more powerful healing touch that miraculously cures disease and ailments through a simple prayer by the beastmaster. If a cure is not successful the animal remains sick, but the pain and discomfort of the animal is automatically eased. When the prayer is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace.
  • Success Ratio: 20%+5% per level of experience (-35% for humanoids, cannot be attempted on humanoids until Level 4).
  • A cure can only be attempted once per 24 hour period.
5. Impervious to Natural Poisons/Venoms: The character is impervious to all types of animal venom and poisonous plants. This means the beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character.
  • However, a synthetic poison made in a modern laboratory from another world, or a magically enhanced/altered food (i.e. faerie food) has full effect.
6. Impervious to Disease and Allergies:
  • The beastmaster is also impervious to all natural pollens, fungus, molds, bacteria and viruses.
7. Animal Telepathy: The character can communicate with any animal through mental telepathy. This ability allows only communication, not enslavement of the animal. With this ability the beastmaster can discover the feelings, fears, needs or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the beastmaster's appeals. This power can be used to summon, direct/guide/convince, repel/intimidate, and calm/reason with animals.
  • Range: 200ft + 50ft/Level
  • Success ratio is 50%+3% per level of experience.
  • Communication can be made with as many as two animals per level of experience at the same time.
8. Animal Kinship: Animals do not regard the beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they attack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.

9. Beastmaster Multiple-Familiar Link: This ability is akin to the wizard spell. Most notably, the beastmaster does not see and hear everything his familiar experiences. However, they are linked spiritually. Each animal familiar will regard the other as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
  • This link (per each familiar) provides the beastmaster with 1D6+2 hit points and 1D4 points added to his SPD or P.S. attribute. If a familiar dies, roll corresponding dice for reductions as well (a beastmaster could lose more than he gained from bonding a creature)
  • In addition, the animal toughens to the height of its natural capabilities (Max HP and SDC) also gets an additional 3d6 hit points from the link and exhibits high animal intelligence regardless of what it may be. The lifespan of a familiar is increased so that it will not die of aging while bound to the Beastmaster.
  • Any sized animal is available as a familiar. The type of animal summoned to the beastmaster is determined by the player, but available animals will be limited to the geographic location and the G.M.'s discretion (be fair and reasonable).
  • The beastmaster can have more than one familiar linked/allied to him, his first at level 1. Additional animal familiars can be selected at levels 3, 4, 6, 9, and 12.
  • The beastmaster can use the senses of one animal familiar at a time (Range: 200ft + 50ft/Level). The mortal mind is incapable of processing the senses of many creatures at the same time, even with the aid of magic.
10. Metal Aversion: Beastmasters tend to find metal uncomfortable to touch, cold, lifeless and constraining. They (like Druids, PFRPG Pg 80) dislike weapons larger than a knife that are primarily constructed of metal (could use something like a sword in a short term but would not keep one). They tend to prefer spears, slings, bows, clubs, and staves. Curiously, leather armor worn by a beastmaster seems more effective as though even in death, the beastmasters’ animal brethren protect him.
  • Wearing (primarily) metal armor will: interrupt the use of Abilities (2)-(4) as well as reduce their combat bonuses by 2/3.
  • Leather Armor while worn by the beastmaster [+1 AR at Levels 3, 8 and 12]

The Beastmaster

Attribute Requirements: P.S. 10 and P.E. 10.
O.C.C. Bonuses: +1d6 P.E., and +15 SDC

O.C.C. Skills:
Language: Native 98%
Animal Husbandry (+25%),
Identify Plants/Fruits (+10%)
Identify Tracks (+15%)
Wilderness Survival (+20%)
Camouflage (+10%)
Detect Ambush (+10%)
Dowsing (+10%)
Prowl (+15%)
W.P. Two of Choice
Hand to Hand: Expert

OOC Related Skills:
Select eight (8) other skills of choice at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.
Communications: Language(s), Sing, and Sign Language only
Domestic: Any (+10%)
Espionage: Detect Concealment, Intelligence, and Track Humanoids only (+10%) only.
Horsemanship: Any (+15%)
Medical: Any, except Medical Doctor/Surgeon.
Military: Camouflage and Falconry only (both at +15%).
Nautical: Castaway/Shipwreck Survival, Deep Sea Fishing, Identify Sea Life, or Lore: Sea only
Physical: Any; except Fencing.
Rogue: Card Shark, Use/Recognize Poison, Seduction (+6%) only.
Science: Mathematics: Basic, Biology (+5%) only.
Scholar/Technical: Any except Excavation, Masonry, Mining (+5%)
Weapon Proficiencies: Any except W.P. Chain, W.P. Sword, or W.P. Siege Weapons
Wilderness: Any (+15%)

Secondary Skills:
The character also gets to select six (6) secondary skills from the previous list at level one, and one additional skill at levels three, five, seven, ten and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

Experience Levels: Same as the Druid.

Starting Equipment: Clothing (2 sets), moccasins, boots or sandals, three small sacks, one large sack, 50 foot (9m) length of rope, 2 water skins (1/2 gal), flint & tinder, bedroll/sleeping bag, knife or hand axe, and 100 gold. 2 weeks food for Familiar.


Weapons & Armor: Hard Leather Armor. 2 good quality weapons of proficiency.

Note: This character class originates in the Yin-Sloth jungles and is most common in that region, the surrounding mountains, Baalgor Wastelands, parts of the Western Empire and parts of Land of the South Winds. It used to be seen among the Wolfen, but when the Algor Range Huntsmen were wiped out ahead of the founding of the Wolfen Empire, the practice largely vanished.
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Tyral
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