Beastmaster
Even before the Latter Kin first appeared on Auzu nearly 10,000 years ago, others had already allied themselves closely with wild Bokaroki. Of these folk, now called the Divergent Kin, it was the coast-abiding damazen of Osaria that began spreading the knowledge of higher-level Bokaroko communication, loosely labeled Key Bokan. This highly adaptable language was versatile enough to gain acceptance across all eight continents. Those that followed this way of life named themselves friends of Bokaroki in their native tongues, but outsiders gave them the title beastmaster and it stuck.
While most societies have various symbiotic relationships with friendly Bokaroki, beastmasters have a much deeper connection with the creatures of Auzu. The tenets of the damazen call for patience and understanding when befriending other living beings, yet uninhibited ferocity when opposing. Though Key Bokan is first utilized for approach and acceptance, it is essential that beastmasters learn the indigenous language of each creature they wish to ally with. Over time a connection grows between the two parties that permeates both mind and body, granting the pair a link that shares both thought and sense.
Most beastmasters prefer to live in the open wilderness or remote countryside, away from the hustle and noise of crowded towns or cities. This does not mean they reject society outright however, as their skills can prove incredibly fruitful in Latter Kin societies that have heavily incorporated Bokaroki in their daily lives. They are prodigious trainers, breeders, groomers, and wranglers that often serve as consultants whenever new species are introduced to domesticated areas. On the battlefield or on the hunt, however, beastmasters are known for their ferocious nature, and have no qualms ending life to ensure their own safety or survival.
Beastmaster Mechanics
The beastmaster has both summoning and shapeshifting spells, with shapeshifting providing massive boosts for tanking and inflicting damage in close combat. While the necromancer may have more minions under their control at one time, the beastmaster’s summoned creatures have more versatility, greater stats, and can gain experience to level up. Once summoned, they remain with the beastmaster until their death. With the aid of Natural Bonds, A Friend in Need, and Evolution, the beastmaster can protect their favorite allies to ensure that they live long enough to grow powerful alongside them.
For personal engagement, the beastmaster can choose either Werewolf or Werebear to improve their stats at the cost of some handicaps. The wolf form facilitates speed and aggression with greater attacks and wounding while the bear form provides defense and longevity with Strength, Fate and HP. Each form has its own spells that can be used to temporarily push their respective focus, while some spells like Shapeshifter, Ravenous and Beast Spirit aid the beastmaster regardless of which form they may be in.
Summoning Creatures: Depending on where the beastmaster is, their summoning spells may not always be successful. For example, if they are deep inside a dungeon or cave where no mountable creatures reside, the Summon Mount spell may be attempted, but in all likelihood no mount will appear as determined by the GM. The same applies for any other creature attempting to reach the beastmaster but cannot do so due to the location. Naturally this means beastmasters may not be particularly fond of cities and urban settings where their allies might have trouble reaching them quickly. The beastmaster, however, does have the ability to summon a creature to a nearby approachable location and wait for up to 3 hours, such as the entrance to a cave, dungeon or castle. When summoned in battle, a creature that can reach the beastmaster appears at the edge of the battlefield as determined by the GM and must first move directly to the beastmaster. Once there, the beastmaster may then control the creature as a normal summon and share a sensory link with the summoned creature regardless of species or distance.
If the beastmaster attempts to sell, trade or make ill use of their summoned creatures, that creature will stop trusting the beastmaster and will run away. Having broken this sacred trust, the beastmaster will no longer be able to summon that creature type again and the spell becomes useless. If you are ever unsure what constitutes ill use, ask your GM before declaring your action. Summoning a creature to fight by your side in battle is expected, however summoning a creature for a ritual sacrifice, target practice, selling and trading or simply to eat for dinner is not. The player should remember that a beastmaster has a deep respect and connection with all living creatures and would not attempt these actions on their summons anyway as it goes against the fundamental aspects of the class and anyone who is capable of learning the spells.
Summoning spells are intentionally vague as to what specific creature is summoned so that the beastmaster may select one for each spell that aligns with their character and background. Once a specific creature is selected for a spell, that spell will always summon that species. If a beastmaster wishes to attempt to summon a different species due to various reasons, such as being in a location they know their normal species would not reside, they may summon a different species they are familiar with but is physically and mentally similar to the original so that the same stats are used. Summoned creatures require food and water to survive - their specific requirements are listed under Other in their description. If the players and GM wish to ignore this rule to simplify the game, they may choose to do so at the start of a campaign.
All summoned creatures have one standard action per round on the beastmaster’s turn. If a creature performs their actions then is replaced by another creature of the same type (or same spell) on the same turn, the newly-summoned replacement cannot perform any actions that turn. If a summoned creature does not die, they gain experience equal to whatever the beastmaster gains. In this way they can level up. When a creature levels, they may increase two battle and/or roleplaying stats following all the same rules as found in the leveling section for characters. During their downtime, instead of improving their own knacks, a beastmaster may train a summoned creature to learn a knack instead. If a creature dies, summoning a new one will bring in a creature with stats equal to the spell description, with all the unique improvements on the former creature, such as improved stats from leveling, lost.
The beastmaster may use their own Might, Will, and Fate for any creature that they summon, including spending Will to resist for them (using whichever character's level is higher) or Final Fate to save them. A summon cannot spend stats for the summoner, and may only use their own stats for their own rolls, resists, or Final Fates.
Class Spells
Level | Name | Summary | Type | More |
---|---|---|---|---|
0 | Inner Nature | May spend 1 Fate to gain advantage on a Fauna Lore check. Once per battle gain advantage on 1 Resist roll made by either the caster or a summoned creature. Passive. | Passive | |
0 | Mount Mastery | Cannot fail thrown rider check under normal circumstances. Mounting and dismounting are a minor action rather than standard. No Marksmanship penalty while mounted. Passive. | Passive | |
0 | Wildtongue | May speak Key Bokan and to Bokaroki in a basic form even if they do not speak Key Bokan. May spend 3 Courage to try and befriend a Bokaroko to better learn their tongue as either a knack or new subdomain of Lore. Passive. | Passive | |
1 | A Friend In Need | If a summoned creature would die, the caster may choose to receive the damage instead, with immunities counted as resilience. Passive. | Passive | |
1 | Bear Arms | Gain +1 Strength, +1 Might and +1 to Fight Rolls for 30 seconds. Limit 1 Bear Arms at a time. Cost: No roll. 4 Fortitude. Minor action or reaction. | Active | |
1 | Summon Avian Ally | May spend 3 Courage to summon an avian ally that remains until slain. Costs 1 extra Will for each summoned avian ally slain in current game session. Limit 1 avian ally at a time. Passive. | Passive | |
1 | Summon Beast Ally | Summon a beast ally that remains until slain. Costs 1 extra Will for each summoned beast ally slain in current game session. Limit 1 beast ally at a time. Cost: 3+ roll. 4 Courage. Standard action. | Active | |
1 | Summon Mount | May spend 4 Courage to summon a mount between size 1-4 that remains until slain. Costs 1 extra Will for each summoned mount slain in current game session. Limit 1 mount at a time. Passive. | Passive | |
1 | Wolf Paws | Gain +2 Agility, +10 feet to speed, and +1 Stamina for 30 seconds. May be cast before priority is determined. Limit 1 Wolf Paws at a time. Cost: No roll. 3 Fortitude. Minor action or reaction. | Active | |
2 | Skinchanger | Transform into a Bokaroki between the size of a mouse and large house cat for 1 hour and replace stats with: S1, D1, A1, HP10, Ag7, 45 feet (9" model scale) speed. If the species can fly, they have 60 ft (12”) flying, 30 ft (6”) walking. Cost: No roll. 4 Fortitude. Minor action. | Active | |
2 | Summon Dire Beast | Once per game session may summon a dire beast that remains until slain. Limit 1 dire beast at a time. Cost: 4+ Roll. 5 Courage. Standard action. | Active | |
3 | Embolden Beast | Improve 2 battle stats of a summoned creature by 1 (-1 Marksmanship, +10 HP) for 30 seconds. Same stat cannot be improved more than twice at any time. Target gains advantage on Courage and Fortitude checks (does not stack). Cost: No Roll. 4 Courage. Standard action or reaction. | Active | |
3 | Werebear | Transform into a werebear and gain the following for 1 hour: +10 feet to speed, +2 S, +2 D, +5 Int, +25 HP, +10 Per and Passive Per, +1 Sta, +1 M, +1 F, +1 Lore in Fauna; subdomain bears, +1 Lore in Speech; subdomain Key Bokan, darksight, advantage on Courage and Fortitude checks. Gains double advantage on Perception checks based on smell. May gain advantage on a Fight roll once per 30 seconds in battle. Cannot be considered unarmed. Cost: No roll. 3 Fortitude. Minor action. | Active | |
3 | Werewolf | Transform into a werewolf and gain the following for 1 hour: +10 feet to speed, +2 A, +5 Ste and Passive Ste, +2 Ag, +15 HP, +5 Per and Passive Per, +1 Sta, +1 M, +1 Lore in Fauna; subdomain wolves, +1 Lore in Speech; subdomain Key Bokan, darksight, advantage on Courage and Fortitude checks, advantage on Perception checks based on smell. May ignore Fight cap once per 30 seconds. Cannot be considered unarmed. Cost: No roll. 5 Fortitude. Minor action. | Active | |
4 | Feral Fangs | While in wereform, caster gains +2 Fight rolls, +1 to Wound rolls made in combat, 1 use of Rend for 1 minute. Limit 1 Feral Fangs at a time. Cost: No roll. 3 Fortitude. Minor action or reaction. | Active | |
4 | Pack Mentality | Increase the limit of a summoned mount, avian ally, and beast ally at a time by 1 for each spell respectively. Passive. | Passive | |
4 | Panic Steed | Targets a rider and their mount within line of sight. Rider is thrown while the mount must pass a Courage check with a DC of 60+5 per level of the caster. If failed, the mount is terrified of the caster and must choose the flight response. Cost: 4+ Roll. 4 Courage. Standard action. | Active | |
4 | Thick Hide | While in wereform, caster gains +1 Defense, +10 HP and 1 free resist to a spell that targets them for 1 minute. Limit 1 Thick Hide at a time. Cost: No roll. 3 Fortitude. Minor action or reaction. | Active | |
5 | Natural Bonds | Summoned creatures gain 1 Might, Will, Fate and +10 HP. Caster may also use Fate to resist spells on summoned creatures. Add combined Will, Stamina or Fate (whichever was used) of beastmaster and target as additional Resist modifier. Passive. | Passive | |
5 | Shapeshift Mastery | While in wereform, may cast any learned spell. Gain +1 Might, Will, Fate and +10 HP. Increase active Bear Arms and Wolf Paws limit by 1. May switch between forms for no cost once every 30 seconds. May ignore the action cost of 1 wereform once spell every 30 seconds. Passive. | Passive | |
6 | Creature Contract | Summons a local creature that will offer their service if their demands are met. Limit 1 contracted creature at a time. Cost: 5+ Roll. 5 Courage. Standard and minor action. | Active | |
6 | Embrace Nature | Give self or 1 summoned creature advantage on checks involving native flora, fauna and tracking, hunting, and navigating the area for 5 minutes. +1 Battle stat of choice; +5 RP stat of choice other than Lore. Costs 3 extra Courage outside of battle. Limit 1 per target. Cost: 4+ Roll. 4 Courage. Standard action. | Active | |
6 | Ravenous | While in wereform, restore 5 HP and 2 Fortitude to caster for every 10 damage inflicted through combat for 30 seconds. Limit 1 Ravenous at a time. Cost: No roll. 3 Fortitude. Minor action or reaction. | Active | |
7 | Beast Spirit | While in wereform, caster gains terrifying and may use 1 Fate per 30 seconds to either reroll an engaged enemy's Fight roll or force a disadvantaged reroll for a spell's roll cost that targets them. Increase active Bearskin and Feral Fangs limit by 1. Passive. | Passive | |
7 | Evolution | All summoned creatures gain +1 Might, Will, Fate, +10 HP, and +5 to all roleplaying stats other than Lore. They also gain Battle Frenzy and Tactical Brilliance when supporting caster. Beast allies, dire beasts and giant eagles can learn wereform spells. Passive. | Passive | |
7 | Summon Giant Eagle | Once per game session may summon a giant eagle that remains until slain. Limit 1 giant eagle at a time. Cost: 7+ roll. 3 Courage. Standard action. | Active |