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Beastmaster

Beastmasters 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 . If the Beastmaster ever takes a class other than monk or druid she may not take any further levels in monk but will not loose the ones gained.

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.

Claw frenzy (13th level) 1 Karma adds an additional attack at the characters Base Attack Bonus. For 2 extra Karma add another attack. When using this talent all attacks in the round take a –2 to hit. This talent must be used in the same round as the Claw Shape talent. You must have Claw Shape before you get Claw frenzy you must spend at least 1 karma on claw shape with each extra attack in a claw frenzy. 

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