A System for Fixing the Beast Master

Post/Author/DateTimePost
#1

Damon_Tor

Feb 01, 2011 1:51:30

There are a few basic problems with the Beastmaster Ranger build, but mostly that it operates within a system it strays too far from: 4e's system of weapons, implements, and the four defenses.  The system assumes players will have their weapons and implements scale with their level in a very particular way, adding bonuses to attacks, damage, and extra damage on a critical strike.  Enemy defenses and hitpoints scale to keep pace with this assumed progresion. 

Beast attacks have an attack bonus that scales with their level, but does not keep pace with enemy defenses, and they have no system in place to compensate for an enhancement bonus or bonus critical damage.  They also cannot take advantage of many feats available to the users of weapons.  Several feats have been released to attempt to fix some of these errors, but I find them inadequate, feat taxes required for the basic functioning of what is supposed to be a striker.

The following is a revision of the Beast Companion rules designed to fix this system.

1.  Beast Companions no longer have the attack bonus listed in the entry.  Instead, they have a small proficiency bonus, like weapons.  When a beast companion makes an attack, add one half of your level, your highest ability score modifier (see #2), and the beast's proficiency bonus to the attack.    (Beasts may also have an enhancement bonus: see #4)  Bears have a proficiency bonus of +2.  Raptors have a proficiency bonus of +4.  All other beast companions have a proficiency bonus of +3.

2.  Beast Companions add your highest ability score modifier to their damage, not their own strength or dexterity modifier.  If a power references a beast's strength modifier, it uses your highest ability score modifier instead.

3.  Several Alterations to balance options for companions added after Martial Power 2:
 

3a.  The Vadalis-bred Griffon companion counts as both a raptor and a cat for the purposes of meeting prerequisites for powers and feats.

3b.  Add the Simian to the list of companions that can benefit from the "Beast" line of the following powers: Enclose the Prey, Driving the Quarry, Hearten the Beast, Beast Latch, Defensive Posture, Harried Quarry, Herd the Prey, Blade and Fang, Ferocious Roar, Overwhelming Fury, Beastly Vise, Huntsmaster's Mauling.

3c.  Add the Horse to the list of companions that can benefit from the "Beast" line of the following powers: Synchronized Strike, Pack Alertness, Paired Predators, Invigorate the Beast, Beast Rush, Knockdown Pounce, Blood Frenzy, Hounding Beast, Chase Down, Primal Rampage, Catch and Drop.


4.  The Beast Mastery class feature comes with the following Martial Practice at level 2.  At DM's discretion, scrolls containing a version of this Martial Practice can be found or purchased, allowing for the use of specific uncommon or even rare enchantments of the DM's selection.

 

Beast Training

You work to keep your companion in top shape, teach it new tricks, and encourage certain abilities.  Some rangers can call upon the primal spirits during this process, endowing the beast with powers beyond its biological capacity.
 

Level: 2

Component Cost: Two Healing Surges: one from you, one from your Companion

Category: Martial Practice

Market Price: 0

Time: One Extended Rest

Key Skill: Nature or Dungeoneering (no check)

Duration: Until you use this Martial Practice again

The Healing Surges spent on performing this Martial Practice are not recovered at the end of the Extended Rest used to perform this martial practice.

Select a common weapon enchantment of your level or lower which can effect any weapon or any melee weapon.  At the end of the extended rest, your beast companion gains the magical properties of that enchantment, as if the beast's attacks were made with that weapon.  Your companion benefits from any powers and properties the enchantment may posses, and the beast companion is considered to be "wielding" the weapon, not you.

 


5. The following new feats are available to players with the Beast Mastery class feature.  These feats help to create parity between weapon attacks and beast attacks in terms of feat and enchantment availability.

 

 

 

Beast Mastery Expertise

Prerequisites: Beast Mastery Class Feature

You gain a +1 feat bonus to weapon attack rolls, and your Beast Companion gains a +1 feat bonus to attack rolls.  These bonuses increase to +2 at 11th level and +3 at 21st level.
 

Brutal Maul

Prerquisites: Beast Mastery Class Feature (Bear)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on an axe or hammer.  Your beast companion benefits from any feats you have that would effect attacks made with an axe or hammer.


Piercing Tusks

Prerquisites: Beast Mastery Class Feature (Boar)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on a spear or pick.  Your beast companion benefits from any feats you have that would effect attacks made with a spear or pick.


Razor Claws

Prerquisites: Beast Mastery Class Feature (Cat)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on a light blade or heavy blade.  Your beast companion benefits from any feats you have that would effect attacks made with a light blade or heavy blade.


Crushing Jaws

Prerequisites: Beast Mastery Class Feature (Wolf or Lizard)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on a heavy blade or an axe.  Your beast companion benefits from any feats you have that would effect attacks made with a heavy blade or axe.


Penetrating Fangs

Prerequisites: Beast Mastery Class Feature (Serpent or Spider)

When you use the Beast Training Martial Practice, you can choose from any common enchantment that can be found on a light blade or a spear.  Your beast companion benefits from any feats you have that would effect attacks made with a light blade or spear.


Swift Talons

Prerequisites: Beast Mastery Class Feature (Raptor)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on a light blade or bow.  Your beast companion benefits from any feats you have that would effect attacks made with a light blade or bow.


Pounding Hooves

Prerequisites: Beast Mastery Class Feature (Horse)

When you use the Beast Training Martial Practice, you can choose from any common enchantment of your level or lower that can be found on a mace or a hammer.  Your beast companion benefits from any feats you have that would effect attacks made with a mace or hammer.


Monkey Grip

Prerequisites: Beast Mastery Class Feature (Simian)

Your beast companion can wield and is proficient with any one melee weapon you are proficient with.  When he does, he uses that weapon's mundane properties instead of his own, but can use either his own magical properties or that of the weapon (your choice).  Your beast companion benefits from any feats you have that would effect attacks made with that weapon.

 

#2

Damon_Tor

Feb 01, 2011 2:28:09
Reserved for Q&A
#3

thespaceinvader

Feb 01, 2011 3:16:03
I can see nothing but good things here.  This is a very nice set of rules to make Beast Mastery what it actually should be, rather than a means for Archers to get ranged OAs.
#4

bamms34

Feb 01, 2011 14:35:57
In referencing Beast Mastery Expertise, you can sort of get around this by taking Versatile Expertise, and selecting your weapon group and Unarmed. It will add itself to the beast's attack bonuses on the CB.

What it could use is a Versatile Focus option that works the same was for scaling damage. This would allow the beast to gain a +1/2/3 bonus to damage at the time taken (Heroic), 15th and 25th levels. Damage scaling is the biggest problem with the beast attacks.


A Beast Expertise feat would be cool with a straight +1 to hit at each tier, and a benefit similar to the other expertise feats, such as:

When your beast companion hits with an attack, it marks the target until the end of your next turn. Something like that would be cool for giving you a defensive bonus, or an OA if your DM doesn't like targeting your Beast companion. 

What I'd really like to see play tested, is the Instinctive Effects from the Summoner Druid's power suite applied to the Beast Ranger. Your dailies could now be tied to granting your beast an entry attack, then allowing it have an instinctive effect for the remainder of the encounter.
#5

Damon_Tor

Feb 01, 2011 23:32:45
In referencing Beast Mastery Expertise, you can sort of get around this by taking Versatile Expertise, and selecting your weapon group and Unarmed. It will add itself to the beast's attack bonuses on the CB.

What it could use is a Versatile Focus option that works the same was for scaling damage. This would allow the beast to gain a +1/2/3 bonus to damage at the time taken (Heroic), 15th and 25th levels. Damage scaling is the biggest problem with the beast attacks.


A Beast Expertise feat would be cool with a straight +1 to hit at each tier, and a benefit similar to the other expertise feats, such as:

When your beast companion hits with an attack, it marks the target until the end of your next turn. Something like that would be cool for giving you a defensive bonus, or an OA if your DM doesn't like targeting your Beast companion. 

What I'd really like to see play tested, is the Instinctive Effects from the Summoner Druid's power suite applied to the Beast Ranger. Your dailies could now be tied to granting your beast an entry attack, then allowing it have an instinctive effect for the remainder of the encounter.



I tried not to reinvent too much.

I'll note that Feats like versatile expertise and versatile focus should not actually be effecting your companion at all: the fact that they do in the CB is due to a limitation of the program.  Unlike the attacks of summons and conurations, attacks your beast comanion makes are not your attacks made through the beast, but it's own attacks, and thus not subject to feats that effect you.