Beast Trainer -- Subclass

Post/Author/DateTimePost
#1

lathros

May 19, 2009 21:50:59
I wrote a new character called a beast trainer, and got the idea off the 2.0 NPC character. As of now, I have it as a subclass of the Ranger, but don't know if a subclass of the Druid might be more sound. Opinions?



The Beast Trainer

The beast trainer is a type of ranger who is skilled at training even the most feared and ferocious creatures. For the first four levels, a beast trainer may only focus on one type of creature to properly train. However, this does not restrict the trainer’s other abilities. Afterward, the trainer can focus on up to three types of creatures. After level eight, the trainer can focus on three more, and so on. The beast trainer’s weaponry commonly consist of whips, nets, spears, short swords and daggers, bows, crossbows, staffs and bow-sticks. Beast trainers have several key skills that separate themselves from the other characters in their class, such as tracking, stealth and silence. Beast trainers have the ability to communicate with animals, and gain reflex bonuses. When reaching 10th level, beast trainers may also construct great refuges that house any type of animal to roam free in a safe haven.

Abilities and Restrictions
The first of the beast trainer’s abilities delves into the study of animals. The more adventures the beast trainer has, the more he’s likely to run across different types of creatures, thus gaining further knowledge of various species.

By the 6th level, the beast trainer is able to befriend any type of animal he is most familiar with. And with that one type of animal, he may choose a close bond with one animal to act as a companion and protector.

Communication
After reaching the third level, the beast trainer gains the ability to communicate with animals and beasts, but only as long as they are neutral. The beast trainer can understand a leopard’s roar, or a wolf’s howl, and may even understand what an animal is feeling by looking into their eyes, or by posture.

Reflexes
By spending time with animals, the beast trainer gains quick reflexes by the fourth level. The beast trainer gains a dexterity bonus of +3, and an agility bonus of +3. The beast trainer also gains a +4 bonus on all moves relating to balance.

Great Refuge
At 10th level, the beast trainer may build a great refuge consisting of whichever terrain he or she has decided to settle. The beast trainer may only possess one great refuge at any one time, but if one is destroyed, he may create another. The refuge may be of any size, but every 10 cubic feet costs 10 man-hours and 10g.p. to build. Stone walls must be at least 2' thick, and ceilings and floors, ½' thick.

·The beast trainer may call up his creatures at any time.

·The beast trainer gains a bonus of +3 Dexterity points while in his courtyard.

·Because a beast trainer’s refuge is surrounded by animals, intruders without the beast trainer’s experience will lose -4 surprise attacks, initial rolls, and the first hit.

Tracking
By the first level, the beast trainer gains a bonus of +2 when tracking any type of animal or creature. The bonus jumps to +4 by the fifth level, and +8 by the tenth level. The beast trainer also gains a +1 bonus per two levels for hearing and vision abilities, and for determining noise.

Silence & Stealth
The beast trainer gains the ability to move silently by the third level. He also gains the ability to surprise attack opponents such as that of a thief.

Race
All beast trainers can be human, half-elf.

Alignment
All beast trainers must be lawful good, or lawful neutral.

Armor Allowed
Beast trainers can use leather, studded leather, or half chain mail only.
**Due to movement restrictions, there’s a 10% chance that a spell will fail when wearing armor.

Weapons Allowed
Beast trainers can only use whips, nets, bows, crossbows, daggers, short swords, spears, staffs, bo-sticks, and may also use any magical weapon of prior caliber.

Hit Dice
Beast trainers use a D8 for determining hit points plus any strength and dexterity bonuses.