Beast Handler (3.5e Class)
From D&D Wiki
- 1 Beast Handler
- 2 Class Features
- 3 The Beast Handler
- 3.1 Beast Handler Ranks
- 3.2 Land Plots
- 3.3 Beast Taming:
- 3.4 Beast Breeding:
- 3.5 Beast Binding:
- 3.6 Spells:
- 3.7 Ex-Beast Handlers
- 3.8 Epic Beast Master
- 4 Starting Race Bonus Package
- 5 Campaign Information
Making a Beast Handler
There is nothing special to becoming a Beast Handler. All you really need is a love of animals or an overbearing will to dominate them. Good or evil you can be either as a Beast Handler. Good Beast Handlers will be loving, caring and be strongly at one with their pets, so much so they become an extension of themselves. Evil Beast Handlers will dominate, control and ruthlessly abuse their beast. Making them irritable, aggressive and expendable. Your lawful, neutral, and chaotic markers will also affect how your beast behaves.
Abilities: Charisma or Strength are primary. Good alignment will use Charisma and Wisdom. Evil alignment will use Strength and Wisdom. Both also need a decent Dexterity or constitution score. Depending on if you want to be a ranged or melee combatant.
Races: Any. Those with strong Ties to nature such as Beast Races, tend to become Beast Handler.
Alignment: Any, however your alignment will change the way your beast acts and behaves.
Starting Gold: 3d6x10gp (120). They can opt to invest 100gp in renting a small fenced in area on a local ranch or farm.The plot can be increased at a later time after reaching the proper level to get your plot expansion and required gp for the expansion. (The plot size and region will be determined by your DM based on their world,land values and your starting race.) If they want to have an actual land claim or title you will have to work out cost and location with your DM.
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+1||+2||+2||Track, Wild Empathy, Nature Sense, Beast Apprentice, Small Land Plot||1||—||—||—||—||—||—||—||—||—|
|2nd||+2||+2||+3||+3||Beast Totem, Druidcraft||1||—||—||—||—||—||—||—||—||—|
|4th||+4||+2||+5||+4||Stable Hand, Woodland Stride||2||1||0||—||—||—||—||—||—||—|
|5th||+5||+3||+5||+5||Beast Apprentice II||2||1||0||—||—||—||—||—||—||—|
|7th||+6/+1||+4||+6||+5||Beast Journeyman, Medium Land Plot, Swift Tracker||2||2||1||—||—||—||—||—||—||—|
|11th||+9/+4||+5||+8||+7||Large Land Plot||3||3||2||1||1||—||—||—||—||—|
|12th||+10/+5||+5||+8||+7||Beast Handler's Apprentice||3||3||3||2||1||0||—||—||—||—|
|14th||+11/+6/+1||+6||+9||+8||Beast Journeyman II||4||4||4||3||3||2||0||—||—||—|
|17th||+14/+9/+4||+7||+11||+10||Huge Land Plot||5||4||4||4||4||4||3||2||1||0|
|20th||+17/+12/+7/+2||+8||+12||+11||Dragon Companion, Beast Master||6||4||4||4||4||4||3||3||3||3|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
The Beast Handler is not just someone with a companion. The Beast Handler may tame and maintain as many beast as she can support on her plot of land. HOWEVER she can only breed and do advanced training if she has a plot of land that has the proper training grounds and breeding barn built on them. Work out with your DM how to obtain this from a ruler of the region you want to own land in. Otherwise the Beast Handler can have ONE "combat" beast and a mount (or a combat beast that she has trained to do both). All of the following are class features of the Beast Handler.
Weapon and Armor Proficiency: The Beast Handler is Proficient with all simple, martial weapons, whips and nets. Proficient with light or medium armor. They are not proficient with shields or tower shields.
Beast Totem: This is a small figurine or charm that is crafted from natural materials. You craft one totem for each beast that you tame. The totem must contain a piece of the beast that it represents so a tuft of hair or some scales or whatever just some piece of the creature. These totems are how the Beast Handler summons your beast from her plot of land. She may only have one Beast with her at a time. Summoning during combat is a full round action and the new beast is summoned in an adjacent square to the Beast Handler it does not summon in the same spot the previous Beast was located.
Druidcraft: The Beast Handler has a deep connection with nature allows them to form most weapons from nature. Example You can take vines and infuse them with your nature magic and mold them into a whip. All possible weapons are up to your DM to include what everyone bonus's you get from special natural materials.
Evasion (Ex): At 3rd level and higher, a Good Beast Handler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Beast Handler does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion
Track: : Lets you follow a trail left behind by a creature or person. See linked page for more details.
Knowledge (All Beast): You have an overwhelming Knowledge of all beast. From years of spending time with them, hunting them and caring for them. You can use this skill to learn more about the animals you're looking to tame or breed.
The Beast Handler
The good beast handler will have pets not just mere beast. They bound with their pets, they love and nurture them. The Beast Handler after Journeyman Beast Handler rank will also bind themselves with their pets.
|1st–2nd||+1||+1||+1||2||Link, Share Spells|
Beast Handler Ranks
Beast Apprentice : Can tame beast.
Beast Apprentice II : Breeding.
Beast Journeyman : Can raise Magical Beast, Bind with pets.
Beast Journeyman II : Breed Magical Beast.
Master Beast Handler : Can Raise Dragons.
Small Land Plot: 10
Medium Land Plot: 20
Large Land Plot: 40
Huge Land Plot: 80
Gigantic Land Plot: 120
A Beast Handler is able to tame beast from her very first level. A successful tame is made by making a DC (10+Beast HD+Beast Int) against your handle animal and Knowledge all beast skills.
Beast Breeding is a custom system that uses Your knowledge's to pair animals and obtain the best results. Yes you can simply take two of the same type of animal and breed them but your stat outcome will be determined by dice roll. However if you would like more control over that stats and traits the animal gets or breed in some of your own then you will have to do knowledge nature to understand the animals diet and habitat, knowledge all beast to learn what stats it will naturally excels at from a genetic standpoint. You can breed in greater HD, Str, Con, Dex, Wis, Int, Cha, and Natural Size up to 1 size bigger or smaller each generation. Now this is breeding enhanced by magic so the time it takes to produce a baby and raise it to adulthood is much shorter. uses the following formula: 7+D20-Beadbreeder skill= Days in game it will take. The minimum it can take is 7 days so if you roll a 1 and your Beast Breeder skill is a 2 it will be 7 days even though the math works out to 6 days.
Upon reaching Beast Handler Journeyman rank the Beast Handler is able to bind her soul with that of the beast to give the beast and herself. This gives both of them the ability to look through each others eyes and a +3 to attack and damage rolls as long as they close to each other.
A Beast Handler can cast spells spontaneously much like a sorcerer though she cast divine spells.
To prepare or cast a spell, a Beast Handler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Beast Handlers spell is 10 + the spell level + the Beast Handler’s Charisma modifier.
Like other spellcasters, a Beast Handler can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Good Beast Handler. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Good Beast Handler indicates that the Beast Handler gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The Beast Handler does not have access to any domain spells or granted powers, as a cleric does.
Level 0 Spells
Create Water: Creates 2 Gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Poison: Detects poison in one creature or object.
Know Direction: You Discern North
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
1st Level Spells
Calm Animals: Calms (2d4+level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cure 1d8 damage+1/level (max +5)
Detect Animals or Plants: Detects kinds of animals or Plants.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entagle everyone in 40-ft. radius.
Goodberry: 2d4 berries each cure 1 hp (max 8hp/24 hours).
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without a Trace: One Subject/level leaves no tracks.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally I: Calls creatures to fight.
2nd Level Spells
Animal Messenger: Sends a tiny animal to a specific place.
Barkskin: Grants +2(or higher) enhancement to natural armor.
Bear's Endurance: Subject +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str. for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Delay Poison: Stops Poison from harming subject for 1 hour/level.
Hold Animal: Paralyze one animal for 1 round/level.
Owl's Wisdom: Subject gains +4 Wis for 1 min./Level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Summon Nature's Ally II: Calls Creatures to fight.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank)
Wood Shape: Rearranges wood objects to suit you.
3rd Level Spells
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage+1/level (max +10).
Dominate Animal: Subject animal obeys silent mental commands.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Nature's Ally III: Call Creatures to fight.
Water Breathing: Subject can breath under water.
4th Level Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
'Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Scrying: Spies on subject from a distance.
Summon Nature's Ally IV: Calls creatures to fight.
5th Level Spells
Animal Growth: One animal/two levels doubles in size.
Awaken: Animal or tree gains human intellect.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Stoneskin: Ignore 10 points of damage per attack.
Summon Nature's Ally V: Calls creature to fight.
Tree Stride: Step from one tree to another far away.
Wall of Thorns: Thorn damage anyone who tries to pass.
6th Level Spells
Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
Bull's Strength, Mass: As Bull's Strength, affects one subject/level.
Cat's Grace, Mass: As Cat's Grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures (15 foot radius).
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Summon Nature's Ally VI: Calls creature to fight.
7th Level Spells
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures (25 foot radius).
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater::As Scrying, but faster and longer.
Summon Nature's Ally VII: Calls creature to fight.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8th Level Spells
Animal Shapes: One ally/level polymorphs into chosen animal.
Cure Serious Wounds, Mass: Cure 3d8 damage +1/level for many creatures (30 foot radius).
Summon Nature's Ally VIII::Calls creature to fight.
Word of recall::Teleports you back to designated place.
9th Level Spells
Antipathy::Object or location affected by spell repels certain creatures.
Cure Critical Wound, Mass: Cures 4d8 damage +1/level for many creatures (45 ft. radius).
Foresight: "Sixth sense" warns of impending danger.
Regenerate::Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Shape Change::Transforms you into any creature, and change forms once per round.
Summon Nature's Ally IX::Calls Creature to fight.
Sympathy::Object or location attracts certain creatures.
Epic Beast Master
|30th||Grandmaster Beast Handler, Bonus Feat|
8 + Int modifier skill points per level.
Bonus Feats: The epic Beast Handler gains a bonus feat (selected from the list of epic Beast Handler bonus feats) every 3 levels after 18th.
Epic Beast Master Bonus Feat List: <-list of bonus epic feats->.
Starting Race Bonus Package
Any Beast or Monstrous Humanoid race Starting Package
Weapons: Long Sword, Long bow, Whip or Net. Choose only one. Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Beast Handler
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Beast Handlers in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Beast Handler Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|15||<-not so common knowledge->.|
|35||<-very rare information->.|
Beast Handlers in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.