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BeastmasterBeastmasters
have a skill for working with animals. Many Beastmasters feel uncomfortable in
large cities or towns, and prefer to live in the wild, far away from other
people. Beastmaster
talents often resemble animal powers. Talents of this Discipline can influence
aquatic creatures, flying creatures, burrowing creatures, and surface dwellers.
They work against enchanted creatures, such as the Pegasus, as well as they do
against an ordinary house-cat. Many do not work against people or other
intelligent life. Most Beastmaster powers do not affect the undead, demonic
creatures, elementals, or creatures that are constructs of the Horrors. Allowed
Classes: (Beastmaster) druid, monk Discipline Main Statistic Charisma Racial Restrictions Obsidiman, T'skrang Saves:
Karma to animal companions saves, all saves vs. natural beasts and animals
(will, fortitude or reflex) Note:
The Beastmaster may multiclass monk and druid levels devoted to Beastmaster Note:
A Beastmasters first level must be druid Talents Claw shape 1 karma adds a 1d4 to unarmed damage for one strike. Each additional Karma adds +1 damage. Dominate
beast 1 Karma beast and
animal types must make a will save or remain still and docile for as long as the
Beastmaster concentrates. Each extra karma either adds an extra creature or to
the DC of the save at the Beastmasters discretion. Range=DMSB x 25 feet.
The effects are broken if the creatures are attacked Borrow
sense (5th
level) 1
Karma the Beastmaster must touch an animal. He then chooses one sense and gains
the natural bonus that creature has to the sense for 10 minutes. Extra Karma
either adds 10 minutes per karma or an additional bonus of +2 to the sense. The
creature looses their bonus while the Talent is in effect. Cats
paw When
a Beastmaster gains this Talent she treats Move Silently and Balance as Class
skills. 1 Karma adds +2 to Both MS and Balance for 10 minutes.
Additional Karma adds to either duration or bonus. Frighten
animal servant 1
Karma and one beast or animal type must save vs. will or be affected as the
spell fear. Each extra karma either adds an extra creature or to the DC of the
save at the Beastmasters discretion. Range=DMSB x 25 feet. Heal
animal servant 1 Karma
spent heals 2 points of damage to any beast or animal type. Lizard
leap When a Beastmaster
gains this Talent she treats Jump as a Class skill. 1 Karma adds 5 to a single
jump roll the Beastmaster also ignore the distance maximums. Each Karma adds 5
to the jump roll. Example: Tet has a DMSB of +4 and a BAB of +11/+6/+1 he uses Claw Frenzy and Karma Boost to add 5 attacks for this round (9 Karma) his opponent is tough and he is on his last 5 HP so he adds 4 Karma to Claw Shape for each attack (1d4+3 points extra damage). He will now attack this round at +9/+6/-1/+9/+9/+9/+9/+9 he will also add 1d4+3 points of damage to each hit. He will also spend 49 Karma 9 for the Claw Frenzy and 40 on 8 Claw Shapes
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