WARRIOR-RANGER KIT Beastmaster Description: A wanderer, the Beastmaster has a natural affinity for animals that exceeds even that normally possessed by Rangers. Unlike other adventuring Rangers, the Beastmaster does not command, train, or control his or her animal companions; rather, they are his or her friends and comrades in arms. They tend to isolate themselves from human contact, accompanied only the fierce natural beasts that are their friends and allies. Often misunderstood and feared by rural and urban folk alike, the Beastmaster seldom stays in one place for long, nor is he or she comfortable in civilized lands. They keep to the fringes of civilized lands, having small use for the trappings and constraints of such society. Beastmasters must be human, half-elven, or half-orcish. They can be of chaotic neutral, chaotic good, or neutral good alignment and must have a Constitution score of at least 15. Weapons & Armor: A Beastmaster must begin play with proficiencies selected from the following weapons only, and must spend all initial proficiency slots: axe (hand), blowgun, club, dart, knife, javelin, sling, staff, spear. They may possess only leather or hide armor when created, and will never wear armor other than leather, studded leather, hide, and studded hide and they can only use shields made of wood, bone, hide, or other 'natural' materials. Special Benefits: Many of a Beastmaster's special abilities derive from their close relationship with wild and tame animals of all sorts, but they also share many of the standard Ranger abilities. Animal Empathy: As a standard Ranger, but Beastmasters also have the ability to establish telepathic contact with any normal or giant natural animal within 30' with an Intelligence of at least 1. This requires intense concentration and prevents the Beastmaster from doing anything else in the round that this ability is used. The Beastmaster can communicate fully with the contacted creature and can indicate to the creature that he or she desires its friendship. If the offer is sincere (and the animal will know if it not), the creature will be calmed and will not attack or flee unless it is itself attacked. A reaction must be rolled, but the reaction will be Indifferent at worst. In addition, he or she can attempt to use his or her Animal Empathy ability to improve this. Animal Henchmen: Any animal that has a Friendly reaction with the Beastmaster can be recruited as a henchman. If the animal fails a save vs. rods with a -1 penalty for every three levels of the Beastmaster (rounding up), he or she will become bonded to the Beastmaster and become a faithful henchman in the service of the Beastmaster. The Beastmaster can gain such animal henchmen at any level, up to the maximum allowed by his or her Charisma score. Once an animal has been bonded with a Beastmaster in this fashion, he or she gains the ability to communicate with such henchmen, as per the speak with animals spell. The Beastmaster automatically gains the benefits of the Animal Lore proficiency with respect to any and all bonded animals. Further, once the Beastmaster has attained 5th level he or she gains the ability to mentally communicate with any and all bonded animal henchmen over any distance (but not across planar boundaries), enabling the Beastmaster to directly explain tricks or tasks that he or she wishes the animal to attempt and enabling both partners in the mental link to communicate their needs and desires. At 5th level and above, a Beastmaster can also see through the eyes of any bonded animal henchman, though he or she cannot see through his or her own eyes while using this ability. Bonded animal followers never need to make a morale check, and they gain the combat bonus versus the Beastmaster's species enemy. In addition to the above, an amount of experience points equal to half those gained by the Beastmaster is distributed equally amongst all of the Beastmaster's animal henchmen. These henchmen advance on the fighter experience point table, and every time they gain a "level" they gain 3 hit points and a +1 bonus to their THAC0. Animal Horde: At 9th level or above, a Beastmaster can summon a horde of wild animals to fight for him or her. These animals can be summoned only in the Beastmaster's primary terrain, and it takes a full week for them to assemble. This horde must be brought together for some specific great purpose that can be explained simply. Up to 100 hit dice of animals per level of the Beastmaster can be summoned. For every ten animals that arrive, there will be one pack leader with one extra hit die and maximum hit points. The horde will stay together for one week for each level of the Beastmaster. This ability can be used only once each year. Coordinated Attack: Beastmasters are able to use their empathy with bonded animal henchmen to make a special Coordinated Attack. To attempt this, a Beastmaster and one of his or her followers must each attempt a single attack on a given opponent in the same round, forgoing multiple attacks that are usually allowed (an animal will use its most damaging single attack), with a +2 bonus granted to the animal follower's attack. The Coordinated Attack has the speed factor of either the Beastmaster's attack or that of the animal, whichever is slower. If either attack misses, that attacker automatically loses initiative on the following round. If both hit, both attacks will cause double normal damage. A Coordinated Attack involves only one follower and may be attempted only once against a particular opponent during a given combat encounter. Pathfinding: As a standard Ranger. Priestly Powers: As a standard Ranger, but a Beastmaster gains magical abilities as a Ranger one level lower than his or her actual level. Roguish Repertoire: As a standard Ranger, but in addition a Beastmaster learns many of the tricks of stealth of the animal kingdom, gaining a +5 bonus to all thieving skills. Species Enemy: As a standard Ranger. Superior Conditioning: As a standard Ranger. Tracking: As a standard Ranger. Special Hindrances: Beastmasters tend to eschew the trappings of 'civilized' society and the greed that consumes it. They will never build a fortress or establish any permanent habitation in a civilized area, and in addition they begin play with a free suit of hide armor but otherwise only 1d4 x 10 g.p. with which to purchase other equipment. They tend to prefer simple weapons rather than those traditionally preferred by Rangers and do not practice archery and the arts of missile combat to the extent that other Rangers do, forsaking the Missile Mastery class ability and the ability to make use of weapon or shield specialization. In addition to avoiding the material trappings of civilization, Beastmasters tend to be self-imposed outcasts from society, suffering a -1 penalty to reaction rolls with common NPCs and a -2 penalty with those from the upper class. Further, their maximum effective Charisma when dealing with civilized society is 15. They must come from a Wilderness background and may never take any Urban non-weapon proficiencies. A Beastmaster can never retain humanoid henchmen or hirelings, and they do not gain Followers as a typical Ranger does, preferring instead the company of any Animal Henchmen they are able to attract. The deep bond of the Beastmaster with his or her Animal Henchmen imposes certain risks as well as the benefits described above. Anytime that one of his or her animal henchmen is wounded, the Beastmaster suffers a -1 penalty to all die rolls for the next round. If more than one henchman is injured in the same round, this penalty is doubled to -2 on the succeeding round, but the penalty can never be more than this. If one of his or her bonded henchmen is killed, he or she will be stricken with grief and will suffer a -2 penalty to all die rolls for the next 24 hours. It should be noted that a Beastmaster's Animal Henchmen are not under his or her direct control and are free to come, go, or act as they will, though the Beastmaster can exert significant influence over their actions. Any attempt to habitually restrict their freedom or a pattern of ignoring their needs and desires will result in resentment, sulkiness, and possible abandonment. Bonus Proficiencies: Survival (home terrain), Tracking Preferred Proficiencies: Acute Hearing, Agriculture, Alertness, Ambush, Animal Lore, Animal Noise, Bowyer/Fletcher, Camouflage, Direction Sense, Disease Resistance, Distance Sense, Endurance, Excellent Vision, Fire-building, Fleet Footed, Foraging, Hunting, Intimidation, Jumping, Leatherworking, Mountaineering, Night Vision, Running, Survival, Swimming, Tattooing, Veterinary Healing, Weather Sense Forbidden Proficiencies: Armorer, Engineer-Artillerist, Engineering, Etiquette, Fortification, Heraldry, Weaponsmithing, plus any Urban proficiencies