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Beastmaster Tricks

A beastmaster learns the use of beastmaster tricks, which typically grant a boon or bonus to the beastmaster, his animal companion, or a nearby ally. At 2nd level, the beastmaster learns one trick, selected from the list below. At 4th level, and every two levels thereafter, he learns another trick. A beastmaster can use these tricks a total number of times per day equal to half his beastmaster level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A beastmaster cannot select an individual trick more than once. The following is a list of beastmaster tricks and their effects.

Table: Beastmaster Tricks

Beastmaster TrickBenefits
Aiding Attack (Ex)The beastmaster can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the beastmaster’s next turn gains a +2 circumstance bonus on that attack roll.
Bolster Companion (Ex)The beastmaster can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the beastmaster to benefit from this trick.
Catfall (Ex)The beastmaster can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the beastmaster takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex)The beastmaster can move up to twice his speed as a move action. The beastmaster does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex)As a standard action, the beastmaster can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the beastmaster suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Combat TrickA beastmaster that selects this trick gains a bonus combat feat (see Feats). This trick may be selected only once.
Deft Stand (Ex)The beastmaster can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex)The beastmaster can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Heel (Ex)The beastmaster can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the beastmaster. The animal companion must be able to see and hear the beastmaster to take this movement.
Hobbling Attack (Ex)The beastmaster can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Quick Climb (Ex)The beastmaster can climb at his full speed as a move action without penalty.
Quick Healing (Ex): As a swift action, the beastmaster can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the beastmaster can administer a potion to an unconscious character as a move action.
Quick Swim (Ex)The beastmaster can swim at his full speed as a move action without penalty.
Ranger’s Counsel (Ex)Prerequisite: Must have 1 rank in chosen skill.
As a swift action, the beastmaster can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. This bonus lasts for 1 round.
Rattling Strike (Ex)The beastmaster can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex)When he misses with a melee attack, the beastmaster may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Sic ‘Em (Ex)The beastmaster can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the beastmaster to make this attack.
Skill Sage (Ex)Prerequisite: Must have 1 rank in the skill.
As a free action, the beastmaster can roll twice on any one skill check and take the better result.
Stag’s Leap (Ex)As a free action, the beastmaster can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex)The beastmaster can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex)The beastmaster can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Uncanny Senses (Ex)As an immediate action, the beastmaster gains a +2 insight bonus on Perception checks plus an additional +2 for every four beastmaster levels after 2nd for 1 round.
Upending Strike (Ex)The beastmaster can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex)The beastmaster can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The beastmaster can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.