pFF%20Beastmaster

Often found alongside monsters of natural origin, Beastmasters put their focus and expertise into raising the best pet for battle

Role: Beastmasters provide a solid battlefield presence alongside their animal companion, both of whom grow as long as the other is still standing.

Alignment: Beastmaster can choose any Alignment

Hit Die: d10

Starting Wealth: 3d6 × 10 gil (average 105 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills

The Beastmasters class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (Martial) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

Table: Beastmaster

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 0 +2 0 +2 Animal Companion, Menagerie 2, Wild Empathy, Animal Focus
2 +1 +3 0 +3 Pack Tactics, Nature Sense
3 +2 +3 +1 +3 Training Regime, Track
4 +3 +4 +1 +4 Go Fetch
5 +3 +4 +1 +4 Menagerie 3, Menagerie Teamwork
6 +4 +5 +2 +5 Pack Tactics, Training Regime
7 +5 +5 +2 +5 Expanded Menagerie
8 +6/+1 +6 +2 +6 Emulate, Second Animal Focus
9 +6/+1 +6 +3 +6 Training Regime, Menagerie Teamwork
10 +7/+2 +7 +3 +7 Menagerie 4, Pack Tactics
11 +8/+3 +7 +3 +7 Call
12 +9/+4 +8 +4 +8 Training Regime
13 +9/+4 +8 +4 +8 Menagerie Teamwork
14 +10/+5 +9 +4 +9 Pack Tactics
15 +11/+6/+1 +9 +5 +9 Menagerie 5, Training Regime
16 +12/+7/+2 +10 +5 +10 Master Menagerie
17 +12/+7/+2 +10 +5 +10 Menagerie Teamwork
18 +13/+8/+3 +11 +6 +11 Pack Tactics, Training Regime
19 +14/+9/+4 +11 +6 +11 Menagerie Teamwork
20 +15/+10/+5 +12 +6 +12 Menagerie 6, Lord Of The Wild

Class Features

Weapon and Armor Proficiencies

Beastmasters are proficient in light and medium armour, but not shields, as well as all simple and martial weapons as well as whips and scorpion whips.

Limit Break

At 1st level, a Beastmaster gains the ability to use limit breaks. At the start of each day the Beastmaster chooses Battle or Daredevil as his limit break mode. In addition, the animal companion also helps build the beastmaster's gauge as if he was the animal companion, at half the speed. When a Beastmaster uses a limit break, they may use a limit break from their chosen mode or the following limit break(s), unique to them:

Might Of The Wild (Ex): As a swift action, for one round per charge of Limit Break spent, the Beastmaster can call all of his menagerie to battle, controlling them all on his turn and giving them all the benefits of any active Pack Tactics.

Animal Companion

A beastmaster may begin play with any of the animals listed here
This animal is a loyal companion that accompanies the beastmaster on his adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the beastmaster advances in level. If a character receives an animal companion from more than one source, his effective beastmaster levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their beastmaster reaches 4th or 7th level, depending on the companion.

Table: Animal Companion Base Statistics

Level HD Base Attack Bonus Fort Save Reflex Save Will save Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1 2 +1 +3 +3 +0 2 1 +0 +0 1 Link
2 3 +2 +3 +3 +1 3 2 +0 +0 1 -
3 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score Increase
5 5 +3 +4 +4 +1 5 3 +2 +1 2 -
6 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7 6 +4 +5 +5 +2 6 3 +4 +2 3 -
8 7 +5 +5 +5 +2 7 4 +4 +2 3 Multiattack
9 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability Score Increase
10 9 +6 +6 +6 +2 9 5 +6 +3 4 -
11 9 +6 +6 +6 +2 9 5 +6 +3 4 -
12 10 +7 +7 +7 +3 10 5 +8 +4 5 -
13 11 +8 +7 +7 +3 11 6 +8 +4 5 -
14 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability Score Increase
15 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved Evasion
16 13 +9 +8 +8 +4 13 7 +10 +5 6 -
17 14 +10 +9 +9 +4 14 7 +10 +5 6 -
18 15 +11 +9 +9 +5 15 8 +12 +6 7 Beast Bond
19 15 +11 +9 +9 +5 15 8 +12 +6 7 -
20 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability Score Increase

Class Level: The character’s beastmaster level. The beastmaster’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

BAB: This is the animal companion’s base attack bonus. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the total skill ranks for the animal companion. Animal companions can assign skill ranks to any skill listed below. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Animal companions can have ranks in any of the following skills:
Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).
All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed below. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Animal companions can select from the following feats:
Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Intimidating Prowess, Iron Will, Lightning Reflexes, Powerful Maneuvers, Run, Skill Focus, Spring Attack, Stealthy, Toughness, and Weapon Focus.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Natural Armor Bonus: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Bonus: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the beastmaster might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The beastmaster selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A beastmaster can handle his companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The beastmaster gains a +4 competence bonus on all wild empathy checks and Handle Animal checks made regarding the animal companion.

Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): The animal companion gains a +4 morale bonus on Will saves against enfeebling spells and effects.

Ability Score Increase (Ex): The animal companion adds +1 to any one of its ability scores.

Multiattack: The animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have this feat. If it does not have the requisite three or more attacks, the companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the animal companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Blood Bond (Ex): After a beastmaster has achieved 18th level, the bond between him and his companion grows so strong that the companion gains a +2 bonus on all attack rolls, checks and saves if it witnesses the beastmaster being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

The ambusher, bully, daredevil, precocious companion, tracker, verdant companion, and wrecker archetypes are all particularly appropriate for the beastmaster’s animal companion.

Menagerie

At 1st level, a Beastmaster is skilled enough to take on more than one creature’s care and training. The Beastmaster can tame a maximum of two animals,and maintain one as a companion. All creatures within the menagerie progress the same way the animal companion does. To swap creatures takes 10 minutes in relative peace.

To tame a creature, a Beastmaster must make a handle animal check as a full round action, with a DC of 10 + the creature’s HD + highest mental modifier. If he succeeds, he can add the creature to their menagerie. A creature tamed via Menagerie follows the above rules for Animal Companions, and can take companion archetypes upon taming. If a Beastmaster has a full menagerie and tames another creature, he may release one as a free action. Otherwise, releasing a creature from their Menagerie takes 10 minutes. If a beastmaster’s companion perishes, that slot is locked for one day per 2 beastmaster levels. During this time, the companion is resurrectable as normal. Once this time passes, the creature is lost for good, but the beastmaster regains use of that menagerie slot. A beastmaster cannot tame a creature with more hit die than his animal companion. Creatures tamed immediately adjust to using the animal companion’s stats, and all companions within the menagerie are considered combat trained, including their beginning companion.

At 5th level and every 5 levels thereafter, the Menagerie’s size increases by one, to a maximum of 6 at level 20.

The Menagerie can only contain creatures with the animal type until 7th level when they gain Expanded Menagerie.

Wild Empathy (Ex)

A Beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Beastmaster rolls 1d20 and adds her Beastmaster level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Beastmasters can use wild empathy in place of handle animal for Menagerie’s taming check.

Animal Focus

At 1st level, a Beastmaster can take on the aspect of an animal as a swift action. He must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her Beastmaster level. The Beastmaster can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The Beastmaster can emulate only one animal at a time.

The Beastmaster can also apply one of these aspects to her animal companion. Unlike with the Beastmaster himself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the Beastmaster’s minutes of duration per day—it remains in effect until the Beastmaster changes it. The companion’s aspect can be the same aspect the Beastmaster has taken on or a different one. The Beastmaster can select or change the animal foci on both himself and her animal companion as part of the same swift action.

If the Beastmaster’s animal companion is dead, the Beastmaster can apply her companion’s animal focus to himself instead of her animal companion. This is in addition to the normal one he can choose, and (as with a companion’s focus) remains in effect until the Beastmaster changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

When the Beastmaster has two companions out via the Call feature, both gain the effects of Animal Focus.
A Beastmaster may only benefit from a single permanent animal focus no matter how many members of their menagerie have died.

Pack Tactics

At 2nd level, the Beastmaster’s bond with their menagerie allows them to give more complex orders and tactics as part of their training. The Beastmaster selects one Pack Tactics at 2nd level and every four levels afterwards. Activating a Pack Tactic is a move action. Some pack tactics require a companion to know a certain Trick to make use of it. Pack Tactics can be activated outside of combat.

Rip and Tear
Companions under the Rip and Tear Pack Tactic gain the Rend monster ability, dealing +1d6 damage after hitting with any two natural attacks. If they already have Rend, it’s damage die increases by one step. This Pack Tactic lasts until the Beastmaster uses a different Tactic.

Flank and Spank
While this Pack Tactic is in effect, the Beatmaster and her companion increase their flanking bonus by +1 as long as they are both flanking the same target. This Pack Tactic lasts until the Beastmaster uses a different Tactic.

Bring ‘Em Down
While this Pack Tactic is in effect, the Beastmaster’s companion gains the trip feature on all it’s natural attacks, and a +2 bonus to trip attempts. This Pack Tactics lasts for a number of rounds equal to the Beastmaster’s Charisma modifier.

Knock Back
While this Pack Tactic is in effect, the Beastmaster’s companion can make a bull rush attempt upon a successful melee attack with a natural weapon, and gaining the effects of the Improved Bull Rush feat. This Pack Tactic lasts until the Beastmaster uses a different Tactic.

Pin Them Down
While this Pack Tactic is in effect, the Beastmaster’s natural attacks gain the grab feature. The companion requires a suitable natural attack, such as a bite or tentacle to make use of this. They also gain the effects of Improved Grapple. This Pack Tactics lasts for a number of rounds equal to the Beastmaster’s Charisma Modifier

Cracking Shells
While this Pack Tactic is in effect, the Beastmaster’s companion can make a sunder attempt upon a successful melee attack with a natural weapon, and gaining the effects of the Improved Sunder feat. This Pack Tactic lasts until the Beastmaster uses a different Tactic.

Nature Sense (Ex)

At 2nd level, a Beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks. This stacks with the bonus given by Track

Training Regime

At 3rd level, the Beastmaster is skilled enough to train normal animals beyond their skills and powers. He selects one training regime, which is a passive upgrade, and applies it to all his companions. He selects another at 6th level and every 3 levels afterwards

Endurance Training
All of the Beastmaster’s menageries gain the Diehard and Toughness feats as bonus feats without needing to meet the prerequisites.

Assault Training
The beastmaster’s companions are trained in the art of attacking and aggressive maneuvers. All of the Beastmaster’s menageries gain Weapon Focus (Natural Attacks) and Combat Expertise as bonus feats without needing to meet the prerequisites

Armor Training
The beastmaster’s companions are trained in wearing armour to protect themselves. All companions within the menagerie gain Light and Medium Armour proficiencies as bonus feats without needing to meet the prerequisites. This training can be taken a second time to gain Heavy Armour proficiency without meeting the prerequisites.

Thick Skin
The beastmaster’s companions are all trained in resisting blows on their hides. All companions within the menagerie gain Improved Natural Armour as a bonus feat without needing to meet prerequisites. This can be taken multiple times, giving the feat an additional time each time it is taken. In addition, all companions gain DR 2/-, increasing by 2 again each time Thick Skin is taken.

Pack Mule
The beastmaster’s companions are trained in holding weight much heavier than normal. All companions within the menagerie count their strength as 4 higher when calculating encumbrance and carrying capacity. This stacks with similar effects such as Muleback Cords.

Conditioning
The beastmaster conditions his menagerie to account for their weaknesses. All companions within the beastmaster's menagerie gain one of the following feats(beastmaster's choice): Great Fortitude, Lightning Reflexes, or Iron Will.

At 12th level, the companions in the menagerie gain the improved version of the chosen feat. If they already have the improved version of the chosen feat, they instead gain an additional +1 bonus to the save that the feat modifies.

This Training Regime can be chosen three times. Each time gives a different feat in each instance.

Track (Ex)

Starting at 3rd level, the Beastmaster adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Go Fetch (Ex)

At 4th level, the Beastmaster trains his companion to work in tandem with his ranged attacks. The Beastmaster can make a ranged attack as a standard action. If the attack hits, the beastmaster’s pet can charge the target, using either their normal charge distance or the range increment of the ranged weapon, whichever is smaller. Go Fetch can only be used once per round.

Menagerie Teamwork

At 5th, 9th, 13th, 17th and 19th level, the Beastmaster gains a bonus teamwork feat. All creatures within his menagerie are considered to have all teamwork feats the beastmaster does. If his creatures gain a betrayal feat this way, they can be used as both abbetors and initiators as if they had taken the feat permanently.

Expanded Menagerie

At 7th level, the Beastmaster’s range of usable companions grows. He can now tame vermin and magical beasts, using the creature type’s BAB and Hit Die in place of the base for animal companions. In addition, he can swap creatures in 5 minutes of peace, not 10.

Emulate (Su)

At 8th level, the Beastmaster’s time spent with his creatures allows him a small mimicry of their power. A number of times per day equal to his 1 + his Charisma modifier, the Beastmaster can make use of one of their companion’s special abilities, spell-like abilities or supernatural abilities from their Menagerie as a standard action, using the beastmaster’s stats in place of the companions. Each use of Emulate lasts for 1 minute, and special attacks can be used as many times as possible within that time.

Second Animal Focus

At 8th level, whenever a Beastmaster uses her animal focus ability, he selects two different animal aspects for himself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a Beastmaster can take on an aspect.

If the Beastmaster’s animal companion is dead and the Beastmaster has applied the companion’s animal aspect to himself, that aspect does not count toward her maximum of two aspects at once. The Beastmaster can still apply only one of her dead companion’s aspects to himself, not both.

Call

When things get dire, the Beastmaster can retreat from combat to guide two companions instead of fighting himself. At 11th level, for a number of rounds equal to his beastmaster level + his charisma modifier, the Beastmaster can put more focus on his companions, Doing so as a full round action allows him to bring a second animal companion into the battle, appearing within 5 feet of himself or his other companion, and control both as normal, issuing orders via their training and link. Leaving the focused state causes the second companion to return to the menagerie and fatigues the Beastmaster for two rounds per round spent using call. This fatigue cannot be mitigated in any manner. The beastmaster can act normally during this time. Ending Call is a swift action. Any Pack Tactic active or used during this time applies to both companions. If the beastmaster is afflicted with a stun, confusion, or other mentally impairing status effects, Call ends immediately as the Beastmaster’s focus is lost.

Master Menagerie

At 16th level, the Beastmaster can swap companions from their menagerie as a full round action. If used in combat, any conditions continue to affect the creature being swapped into the menagerie, and provokes for the companion incoming, as if he had moved. The creature entering battle appears in the space of the one leaving battle. IF a creature is too large to fit due to enemy creatures, it appears in the nearest possible space.

Lord Of The Wild

At 20th level, the Beastmaster can use Call indefinitely, and maintain two Pack Tactics at once.

Archetypes