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Beastmaster

A beastmaster is a wilderness, raging warrior who has developed an uncanny rapport with animals. Though truly fearsome in battle, the beastmaster can be quite gentle when dealing with creatures of the wild. A beastmaster typically travels with one or more animal companions who show incredible loyalty to their humanoid friend. Though a beastmaster prefers to spend time in the wild with his animal companion, he is not averse to venturing into civilized lands when the need arises. As long as animals may be found where he travels, the beastmaster will feel at home.
Role: Beastmasters excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, beastmasters charge furiously into battle and ruin all who would stand in their way.
Alignment: Any
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 beastmaster’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points Per Level: 4 + Int modifier

Table: Beastmaster

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
TypeFullGoodGoodBad
1st+1+2+2+0Animal Companion, Rage, Wild Empathy, Feral Combat Style, Limit Breaks
2nd+2+3+3+0Empathic Link, Nature Sense, Rage Power
3rd+3+3+3+1Alertness, Woodland Stride
4th+4+4+4+1Track, Rage Power
5th+5+4+4+1Natural Savagery
6th+6/+1+5+5+2Speak with Animals, Trackless Step, Rage Power
7th+7/+2+5+5+2Savage Charge
8th+8/+3+6+6+2Scent, Rage Power
9th+9/+4+6+6+3Quarry, Improved Empathic Link
10th+10/+5+7+7+3Beast Shape, Rage Power
11th+11/+6/+1+7+7+3Greater Rage, Swift Tracker
12th+12/+7/+2+8+8+4Rage Power
13th+13/+8/+3+8+8+4Greater Savage Charge
14th+14/+9/+4+9+9+4Rage Power
15th+15/+10/+5+9+9+5Improved Quarry
16th+16/+11/+6/+1+10+10+5Rage Power
17th+17/+12/+7/+2+10+10+5No Escape
18th+18/+13/+8/+3+11+11+6Tireless Rage, Rage Power
19th+19/+14/+9/+4+11+11+6Master Hunter
20th+20/+15/+10/+5+12+12+6Animal Majesty, Mighty Rage, Rage Power

Class Features

All of the following are class features of the beastmaster.

Weapon and Armor Proficiency

A beastmaster is proficient with all simple weapons and light armor but not with any shields.

Limit Breaks (Su)

At 1st level, the beastmaster receives the Limit Breaks (Bestial Fury and Mastery of Beasts).

Bestial Fury (Su): This Limit Break causes the beastmaster and his animal companions to go into a bestial fury. For the duration of 1 round + 1 round per four beastmaster levels after 1st, the beastmaster and his companion is granted a +2 enhancement bonus to Strength and Constitution per four beastmaster levels after 1st as well as an extra attack at their highest base attack bonus if they make a full attack. This limit break requires only a swift action.

Mastery of Beasts (Su): This Limit Break allows the beastmaster to summon creatures of the same type as his animal companion to stampede an area in a 10-ft.-wide, 60-ft.-line. Enemies within the area of effect take 1d6 points of non-elemental damage per beastmaster level, a Reflex save (DC 10 + half of the beastmaster’s level + his Charisma modifier) for half damage.

Animal Companion (Ex)

A beastmaster may begin play with any of the animals listed here: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices This animal is a loyal companion that accompanies the beastmaster on his adventures. (Details on how animal companions work can found be here: http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions)

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. If a beastmaster releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Table: Animal Companion Base Statistics

Class LevelHDBABFortRefWillSkillsFeatsNatural Armor BonusStr/Dex BonusBonus TricksSpecial
1st2+1+3+3+021+0+01Link, Shared Rage
2nd3+2+3+3+132+0+01
3rd3+2+3+3+132+2+12Evasion
4th4+3+4+4+142+2+12Ability score increase
5th5+3+4+4+153+2+12
6th6+4+5+5+263+4+23Devotion
7th6+4+5+5+263+4+23
8th7+5+5+5+274+4+23Ability score increase
9th8+6+6+6+284+6+34Multiattack
10th9+6+6+6+395+6+34
11th9+6+6+6+395+6+34
12th10+7+7+7+3105+8+45Ability score increase
13th11+8+7+7+3116+8+45
14th12+9+8+8+4126+8+45
15th12+9+8+8+4126+10+56Improved Evasion
16th13+9+8+8+4137+10+56Ability score increase
17th14+10+9+9+4147+10+56
18th15+11+9+9+5158+12+67Blood Bond
19th15+11+9+9+5158+12+67
20th16+12+10+10+5168+12+6+7Ability 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. An animal companion’s base attack bonus is the same as that of a beastmaster of a level equal to the animal’s HD. 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 Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, 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.
  • Shared Rage (Ex): If the beastmaster rages, the animal companion also gets the benefits and penalties by raging as well.
  • 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 enchantment 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.

Feral Combat Style (Ex)

At 1st level, a beastmaster gains Improved Unarmed Strike as a bonus feat. Beastmasters are trained in fighting unarmed ferally, often mimicking their animal brothers and sisters. A beastmaster’s attacks are wild, often using nails, claws and bites interchangeably. This means that a beastmaster may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a beastmaster striking unarmed. A beastmaster may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. A beastmaster’s unarmed strikes always deal lethal damage; he can choose between bludgeoning, slashing, or piercing. A beastmaster’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A beastmaster also deals more damage with his unarmed strikes than a normal person would, as shown on the table below.

Table: Small, Medium, or Large Beastmaster Unarmed Damage

LevelDamage (Small)Damage (Medium)Damage (Large)
1st-3rd1d41d61d8
4th-7th1d61d82d6
8th-11th1d81d102d8
12th-15th1d102d63d6
16th-19th2d62d83d8
20th2d82d104d8

Wild Empathy (Ex)

A beastmaster can use body language, vocalizations and demeanor to improve the attitude of any creature of the animal, magical beast or vermin types. This ability functions just like a Diplomacy check made to improve a humanoid’s attitude towards a character. Typically, domesticated creatures have a starting attitude of indifferent and wild creatures begin as unfriendly. Magical beasts may only be influenced by a beastmaster’s wild empathy if the creature’s Intelligence score is 5 or less, and the beastmaster suffers a –4 penalty on any attempts to do so. The beastmaster rolls 1d20 + his beastmaster level + his Charisma modifier to determine the wild empathy check result.

To use wild empathy, the beastmaster and the creature must be able to study each other, which mean they must be within 30 feet of one another. A standard attempt to make a wild empathy check requires 1 minute, but as with influencing people, circumstances may require that the process take more or less time.

Rage (Ex)

A beastmaster can call upon inner reserves of strength and ferocity, granting him additional combat prowess. At 1st level, a beastmaster can rage for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the beastmaster can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a beastmaster can rage per day. A beastmaster can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a beastmaster gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he takes a –2 penalty to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the beastmaster enters a rage again within 1 minute of his previous rage. While in a rage, a beastmaster cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A beastmaster can end his rage as a free action, and is fatigued for 1 minute after a rage ends. A beastmaster can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a beastmaster falls unconscious, his rage immediately ends.

Rage Powers (Ex)

As a beastmaster gains levels, he learns to use his rage in new ways. Starting at 2nd level, a beastmaster gains a rage power. He gains another rage power for every two levels of beastmaster attained after 2nd level. A beastmaster gains the benefits of rage powers only while raging, and some of these powers require the beastmaster to take an action first. Unless otherwise noted, a beastmaster cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A beastmaster can’t have more than one stance rage power active at a time. If he activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the beastmaster’s turn as a free action; otherwise, it lasts until the rage ends.

  • A complete list of rage powers can be found here: Rage Powers

At 2nd level, the beastmaster forms an empathic link with his companion out to a distance of up to 1 mile. At 6th level, the beastmaster extends his link to include not only his companion but also any animals he has befriended. The link allows the beastmaster and the animals to communicate their general emotional state (fear, hunger, happiness, curiosity) to one another. Note that the Intelligence of animals may limit what the creatures can communicate or understand.

Nature Sense (Ex)

Also at 2nd level, a beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks.

Woodland Stride (Ex)

Starting at 3rd level, a beastmaster may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him.

Alertness

A beastmaster’s senses grow keen as he learns some of the tricks of the animal kingdom. Accordingly, he gains Alertness as a bonus feat at 3rd level.

Track (Ex)

At 4th level, a beastmaster adds half his beastmaster level to Survival skill checks made to follow or identify tracks.

Natural Savagery (Ex)

At 5th level, a beastmaster gains a +1 bonus on attack and damage rolls with unarmed strike. This bonus increases by +1 for every four levels beyond 5th.

Speak with Animals (Su)

At 6th level, the beastmaster may comprehend and communicate at will with all animals, magical beasts and vermin.

Trackless Step (Ex)

At 6th level, a beastmaster leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Savage Charge (Ex)

At 7th level, when a beastmaster attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half his beastmaster level, while suffering a penalty to his AC equal to half his beastmaster level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his checks for a bull rush or overrun made when charging.

Scent (Ex)

At 8th level, a beastmaster gains the scent ability. This ability allows the beastmaster to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A beastmaster can identify familiar odors just as humes do familiar sights. The beastmaster can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. When the beastmaster detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The beastmaster can take a move action to note the direction of the scent. Whenever a beastmaster comes within 5 feet of the source, the beastmaster pinpoints the source’s location.

Quarry (Ex)

At 9th level, a beastmaster can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a beastmaster can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A beastmaster can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the beastmaster sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Also at 9th level, the beastmaster gains an improved empathic link with his animal companion. The beastmaster can see through a companion’s eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The beastmaster is blinded while maintaining this connection.

Beast Shape (Su)

At 10th level, the beastmaster gains the ability to turn himself into the same form as his animal companion at will. A beastmaster loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

  • If the form the beastmaster assumes has any of the following abilities, he gains the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
  • Medium animal: If the form he takes is that of a Medium animal, he gains a +2 size bonus to his Strength and a +2 natural armor bonus.
  • Large animal: If the form he takes is that of a Large animal, he gains a +4 size bonus to his Strength, a –2 penalty to his Dexterity, and a +4 natural armor bonus.

Swift Tracker (Ex)

Beginning at 11th level, a beastmaster can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Greater Rage (Ex)

At 11th level, a beastmaster’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

Greater Savage Charge (Ex)

At 13th level, when using savage charge, the AC penalty is reduced to 1/4th his beastmaster level instead of half his beastmaster level. In addition, a beastmaster can charge through friendly creatures and difficult terrain.

Improved Quarry (Ex)

At 15th level, the beastmaster’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

No Escape (Ex)

At 17th level, moving out of the area of the beastmaster with a withdraw action provokes an attack of opportunity from the beastmaster.

Tireless Rage (Ex)

At 18th level and higher, a beastmaster no longer becomes fatigued at the end of his rage. If he enters a rage again within 1 minute of ending a rage, he doesn’t gain any temporary hit points from his rage.

Master Hunter (Ex)

A beastmaster of 19th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty.

Mighty Rage (Ex)

At 20th level, a beastmaster’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Animal Majesty (Ex)

Also at 20th level, the beastmaster inspires awe in animals. Animals must succeed on a Will save with a DC of 20 + the beastmaster’s Charisma modifier to directly attack the beastmaster. If the creature fails, its action is wasted. This ability may also affect magical beasts with an Intelligence of 1 or 2, although they get +4 on their saving throw. Once a creature succeeds it is immune to the effect of that beastmaster for 24 hours. This is a mind-affecting ability. In addition, the beastmaster acquires a loyal following of animals. He acquires a second animal companion with an effective beastmaster level of his level –2, plus a group of auxiliary companions. The group of auxiliary companions consists of 3 + his Charisma modifier companions with an effective beastmaster level of 5th. Although vulnerable in combat against high level foes, such companions can perform a number of helpful functions, such as spying, providing transportation, carrying things, and so forth. If an animal companion dies or is dismissed, he can promote an existing companion to a higher level at the same time he replaces a missing companion. For instance, if his highest level companion dies, he can promote the second companion to a higher level, then promote one of his weaker companions to the second companion slot and acquire a new auxiliary companion.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have beastmaster as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Aegyl: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Bangaa: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Burmecian: Add +1 to an animal companion’s CMD when adjacent to the beastmaster. If the beastmaster ever replaces his animal companion, the new animal companion gains this bonus.
  • Dwarf: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Elvaan: Add +1 to the beastmaster’s base speed. In combat this option has no effect unless the beastmaster has selected it five times (or another increment of five). This bonus stacks with the beastmaster’s movement increases.
  • Galka: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Garif:  Add +1 to the beastmaster’s total number of rage rounds per day.
  • Gria: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Hume: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Ixal: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Kojin: Add +2 temporary hit points while raging in or near the water.
  • Mandragora: Add +1/2 to the damage dealt by the beastmaster’s animal companion’s natural attacks.
  • Mithra: Add +2.5 feet to the distance the beastmaster can charge or run through rough terrain. This option has no effect unless the beastmaster has selected it twice possesses increments evenly divisible by 5); a distance of 12.5 feet is effectively the same as a distance of 10 feet, for example.
  • Moogle: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
  • Orc: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Quadav: Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Roegadyn: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Ronso: Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Sahagin: Add +1 hit point or +1 skill rank to the beastmaster’s aquatic animal companion. If the beastmaster ever replaces his aquatic companion, the new aquatic companion gains these bonus hit points or skill ranks.
  • Seeq: Add +1 to an animal companion’s CMD when adjacent to the beastmaster. If the beastmaster ever replaces his animal companion, the new animal companion gains this bonus.
  • Tarutaru: Reduce AC penalty when raging by 1/5, to a maximum reduction of 2.
  • Vanu Vanu: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
  • Varg: Add +1 to the beastmaster’s total number of rage rounds per day.
  • Viera: Add +1 to the beastmaster’s base speed. In combat this option has no effect unless the beastmaster has selected it five times (or another increment of five).

Archetypes