Beast Heart Adept Handbook

Post/Author/DateTimePost
#1

tweedledope

Mar 06, 2007 15:18:14

[b][size=5][url=http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4]Beast Heart Adept Handbook[/size]

[/url]

I apologize in advance for the numerous Sblocks but, they work best for this situation.
The Basics
What is a Beast Heart Adept?[/b]

Essentially, the Beast Heart Adept is the monster trainers in Dungeons and Dragons. They use their Monster Empathy (described below) in similar ways that Druid's use Wild Empathy. They gain several monstrous companions some of which are very strong. It is a very interesting concept and quite an interesting prestige class design.

Gameplay Statistics
d8 HD
4+Int Skills (Similar to Ranger)
Full BAB
Good Fort and Will

Prerequisites
Skills: Handle Animal 8 ranks, Knowledge (Arcana & Dungeoneering) 4 ranks
Feats: Animal Affinity
Special: Live in a dungeon for one week alone.

Preferable Entrances:
The main obstacle to overcome here is the Handle Animal 8 ranks requirement. The feat requirement is rather useless and the Knowledges can be subsumed with the Monster Lore ability described below.

Entry Classes
Barbarian
Druid
Fighter
Paladin
Ranger
Knight
Spirit Shaman
Factotum
Wilderness Rogue
Weretouched Master*

All of them offer Handle Animal as a class skill. As far as I know, that's the only way to get it as a class skill too. At least a 1 level dip is required in one of these classes. Weretouched Master gets special note because it gives Wild Empathy without requiring it. Might make for a very interesting Shifter BHA but, not too spectacular.

Level-by-Level Analysis
  • Monstrous Companion - Gain a Monstrous Companion similar to the Druid's animal companion.
    [indent]
    Monstrous Companions
    This is a list of the possible monstrous companions. They're listed in no particular order save for the order presented in the Dungeonscapes supplement. Personal commentary is listed for each.
    1st Level
    Ankheg
    Large Magical Beast
    3d10 + Con
    20' Burrow
    +9 NA
    21 Str, 17 Con
    Bite plus Acid
    Darkvision, Low-light Vision, Tremorsense 60'

    Probably the best dungeoneering type 1st level choice. Strong attack, high strength, tremorsense, burrow and high natural armor. These all get increased quite nicely. 11d10 HD, +17 NA, 29 Str, 25 Con at 10th level.

    Blink Dog
    Medium Magical Beast
    4d10 + Con
    +3 NA
    10 Str, 10 Con
    Blink, Dimension Door, Low-light Vision, Scent

    Meh, a so-so choice. Low strength, low con, low NA, but that blink and Dimension Door is awfully handy.

    Giant Eagle
    Large Magical Beast
    4d10 + Con
    Fly 80'
    +3 NA
    18 Str, 12 Con
    Low-light Vision, Evasion

    Again, a mediocre choice. The fly speed is nice but, there are better choices for flight.

    Giant Owl
    Large Magical Beast
    4d10 + Con
    Fly 70'
    +3 NA
    Str 18, Con 12
    Superior Low-Light Vision

    Same as the Giant Eagle...I wouldn't take it.

    Hippogriff
    Large Magical Beast
    4d10 + Con
    50' base; 100' Fly
    +4 NA
    Str 18, Con 16
    Darkvision, Low-light Vision, Scent

    Strong choice. Fast movement and outrageously fast flying speed. Stats are nice too. This is my second favorite first level choice.

    Krenshar
    Medium Magical Beast
    4d10 + Con
    +3 NA
    11 Str, 11 Con
    Scare, Darkvision, Low-light Vision, Scent

    Crap...utter crap when compared to the other choices.

    Otyugh
    Large Sized Aberration
    6d8 + Con
    +8 NA
    Str 11, Con 13
    Constrict, Disease, Improved Grab, 15' Reach with tentacle attack

    I love the Otyugh if only for the flavor. It's the only non-Magical Beast choice at 1st level and is actually quite a bruiser. The strength and con are rather low but the HD scale nicely. My third favorite choice and definite first for flavor.

    Owlbear
    Large Magical Beast
    5d10 + Con
    +5 NA
    21 Str, 21 Con
    Improved Grab, Scent

    Very strong bruiser. The high HD make it nice for a first leveler but, I'd still go with Ankheg.

    Pegasus
    Large Magical Beast
    4d10 + Con
    60' base; 120' Fly
    +3 NA
    18 Str, 16 Con
    Darkvision, Low-light Vision, Scent
    At Will - Detect Good, Detect Evil

    Very solid choice for above-ground adventures. Not my cup of tea, however. That fly speed is absolutely amazing and the base 60' speed makes it one hell of a mount. I would probably chose this as one of my Extra Monstrous Companions.

    Worg
    Large Magical Beast
    4d10 + Con
    50' Base
    +2 NA
    17 Str, 15 Con
    Trip (like the wolf), Darkvision, Low-light Vision, Scent

    Another so-so choice. It's basically a beefed up wolf. Not the best choice. Great for a goblinoid though!
#2

JanusJones

Mar 06, 2007 15:23:16
Perhaps a little LINKY to my thread is in order?

There are several sections there that I would not mind you cribbing, provided you give credit. I compare different monster stats at different levels, suggest builds, discuss entry classes, and deal with different ideas. I never cleaned it up enough to call it a handbook, but I think if you add my stuff yours will come much closer to complete.

I'll try to help out as much as I can, as long as you're up for it! I too love the BHA, and I'm all for optimizing the scruffy lil' bugger!
#3

tweedledope

Mar 06, 2007 15:26:03
Oh! I will definitely! I'm not very familiar with Soulmelds and such so, I'll just include it as a link if that's okay. I'd hate to try to explain something that I have virtually no training with.

Great thread BTW Janus!

BTW, I put this up pretty quick since you beat me to the Factotum Handbook. :D
#4

JanusJones

Mar 06, 2007 15:26:38
From said thread:

Since Share Soulmeld won't work, I think Crusader. Something like Totemist 2/Crusader 3, Barbarian 2/Crusader 3, or even Ranger 2/Crusader 3 (but I'm not the Ranger's biggest fan). The Totemist can boost your AC a bunch and give you multiple attacks and the Barbarian grabs Rage for you.

I've been thinking about it, and I want to list up the various Monster Rancher pets (in order to rank them). I'll give each a rating of 1-5, and list up the relevant stats that made me assign them their grade.

1st LEVEL
Notes: This pet shows up at ECL 6, which means no matter how good it looks on paper initially, chances are it won't be all that helpful in combat unless it's REALLY tough. Thus choosing a TOUGH pet is crucial to survival: both yours and your pet's. On a more general note, I think most DMs could be persuaded to 1) give your poor pet max hit points for its first HD and 2) let you choose its feats. It's not a huge boost in power, but it will let your pet last a wee bit longer and be a more effective class feature. After all, a summoner of equivalent level can already conjure up things that could womp your pet into the ground - doesn't seem unreasonable to ask that your main class feature be just a tad more useful, does it?

Ankheg: 18 AC, 28 HP, +7/2d6+1d4+7 bite, burrow, improved grab, tremorsense, 4d4 line of acid once per 6 hours. This would be a great pet but for the lousy HP, which make it subject to a swift death in many encounters.

Blink Dog: 16 AC, 22 HP, +4/1d6 bite, scent, track, dimension door, blink. Blink almost covers for this critter's lousy HP, but doesn't do anything for it's terrible one natural attack. Add on that you can't dimension door with it and you've got one very useless pet!

Giant Eagle: 15 AC, 26 HP, 2 +7/1d6+4 claws, +2/1d8+2 bite, 80 feet of fly speed, and flyby attack. These guys are smart and can fly, both of which are cool traits. They also have decent attacks, and in open spaces can use flyby attack to stay out of harm's way while fighting. The only real issues are low HP and relative inefficiency in closed spaces (like, say . . . DUNGEONS!).

Giant Owl: Identical to the eagle, above, except they trade Flyby Attack for Wingover. Pass unless you're doing a Spirited Charge + lance build for stabbing foes - wingover will let you make one pass per round instead of having to spend huge movement turning around. Even so, they still lose to Hippogriffs - don't get one!

Hippogriff: 15 AC, 33 HP, 2 +7/1d4+4 claws, +2/1d8+2 bite, scent, 100 ft. average flight, and wingover. These guys are the mount of choice for spirited charging characters - they're faster than the giant birds, have more HP, more attacks, and scent.

Krenshar: 15 AC, 22 HP, +4/1d6 bite, 2 +2/1d4 claws, scent, track, and scare. Even with the extra 2 HD, pass on these guys. Their scare ability's DC is way too low to be effective on any CR 6 monsters, and their AC, HP, and attacks are pathetic. Choose one and watch it die.

Otyugh: 17 AC, 36 HP, 2 +4/1d6 tentacles, -2/1d4 bite, constrict, improved grab, scent, and disease. Better. More HP and a decent AC, but all things considered the Otyugh is a loser in the natural attacks category.

Owlbear: 15 AC, 52 HP, 2 +9/1d6+4 claws, +4/1d8+2 bite, improved grab, scent, and track. The HP alone, stemming from the Owlbear's 21 Con, would do the trick, but add on improved grab, three impressive natural attacks, scent, and track and ladies and gentlemen, we have a winner! Teach this thing to wear armor and you'll have a heck of a mount/bodyguard.

Pegasus: 14 AC, 34 HP, 2 +7/1d6+4 hooves, +2/1d3+2 bite, 120 ft. average flight speed, scent, flyby attack, detect good and evil at will, and decent listen and spot scores. While not quite as tough as a Hippogriff, a Pegasus does have flavor going for it (and it's fast as hell!). Still, the HP and AC are a turnoff!

Worg: 14 AC, 30 HP, +7/1d6+4 bite, trip, scent, and track. The only upside here is that they have an Int of 6 - whoop-di-doo. I've been wanting to play a goblin worg rider for-EVER now, and WoTC just plain ol' won't cut me a break. Graah.
#5

JanusJones

Mar 06, 2007 15:27:26
Another thought:

A Binder with Dahlver-Nahr could share 50% of the damage he takes with one of his pets. This would only require one level of Binder and the Improved Binding feat. If you really want to make this silly, use with Defensive Rebuke, the 3rd level Devoted Spirit maneuver - now you hit them, and if they DON'T attack you they provoke Aoos from you with every attack against one of your pets. If they DO attack you, you share the damage with your pet and thus negate the danger of getting thumped too hard.

Crusader is looking more and more juicy. Consider the following:

Totemist 2/Crusader 3/Beast Heart Adept 10/Crusader 5

Now you, at third level, have four attacks from Girallon's Arms and can heal 2 HP with every hit! Moreover, you get access (eventually) to the following abilities:

1st level: Leading the Attack (strike; your pets and allies get a +4 to hit a target you hit), Leading the Charge (stance; your pets and you get +1/initiator level to damage on charge attacks), Stonefoot Stance (stance; +2 on Strength checks and AC vs. larger foes - great on halflings, goblins, kobolds, etc.), Vanguard Strike (strike; like Leading the Attack, above), Martial Spirit (stance; heal 2 HP to you or your pets with each of your hits), Iron Guard's Glare (stance; foes get a -4 to hit your allies).

2nd level: Tactical Strike (strike; deals 2d6 more damage and allies get to move 5 feet for free - good for flanking!).

3rd level: Defensive Rebuke (boost; enemies you hit must attack you or provoke Aoos from you), Lion's Roar (boost; allies get a +5 to damage for the round when you defeat something), Tactics of the Wolf (stance; +1/2 initiator level to you and allies damage when flanking), White Raven Tactics (boost; change an ally's initiative so he can act again in a single round!).

4th level: Entangling Blade (strike; deal +2d6 damage and impose a -20 ft. penalty for speed - useful for stopping fleeing enemies!), Covering Strike (boost; hit an enemy to prevent it from taking Aoos for a round - good for helping your pets move in close), White Raven Strike (strike; deal +4d6 damage and the target becomes flat-footed - good if you've got rogues in the party).

5th level: Flanking Maneuver (strike; allies gain free, non-Aoo attack against a flanked target you hit!).

6th level: Aura of Triumph (stance; heal 4 damage per hit to you or allies), Rallying Strike (strike; heal 3d6+1/initiator level in a 30 foot burst, helping out your pets), Order Forged From Chaos (uses a move action, so it's not like any other maneuver, but it grants your allies a free move on your turn, allowing them to get better positions - very handy for swarming the baddies!).

7th level: Clarion Call (boost; drop an enemy to grant allies within 60 ft. a free move or free attack), Swarming Assault (strike; allies get a free attack against an enemy you hit - essentially this works just like Flanking Maneuver, but it allows you to have the same effect on a non-flanked enemy - use it so that you have a greater chance of getting one or the other as a readied maneuver in combat!)

8th level: Swarm Tactics (stance; allies get a +5 to hit enemies adjacent to you - great with Power Attack!)

9th level: War Master's Charge (strike; you and your allies get to charge, take no Aoos, deal 50 damage on your charge, add 25 more to your pet's - can we say pounce?, add a +2 to hit for every charging ally, and any enemy struck by you and at least one other ally is stunned for a round . . . holy crap)

I think, all things considered, that having a Marshal 1/Crusader XX ally would by the ultimate choice for a Beast Heart Adept. Make it your main character's romantic partner, and let him or her ride around on one of your pets. You yourself could be a Totemist 10/Beast Heart Adept 10. The combo effect would be gruesome!
#6

JanusJones

Mar 06, 2007 15:29:09
Oh! I will definitely! I'm not very familiar with Soulmelds and such so, I'll just include it as a link if that's okay. I'd hate to try to explain something that I have virtually no training with.

Great thread BTW Janus!

BTW, I put this up pretty quick since you beat me to the Factotum Handbook. :D

Heh - haven't done enough work there. Still, I think some of the work on that thread should be on this page. Especially the level by level treatment. I posted some of the better stuff - I can just cut and paste so people can come here for goodies instead of having to pop back and forth between threads.
#7

tweedledope

Mar 06, 2007 15:30:45
Sounds good! I'm terrible, to be honest, at creating 1-20 builds in the classical sense. Rather, I'd rather optimize ideas rather than builds. It seems we might have a good team-up here. :D
#8

hyfigh

Mar 06, 2007 15:38:44
I don't recall at all, but does this stack with animal companion or special mount benefits at all?

As it is similar to an animal companion, could it be involved in a supermount build?
#9

tweedledope

Mar 06, 2007 15:47:08
It actually specifically says that it does not stack with anything of the sort...bummer really.
#10

caelic

Mar 06, 2007 15:56:05
Similar, yes, but not interchangeable without houseruling. BHA levels do not stack with levels of classes that grant an animal companion; they're two different abilities.

Until they print some compatible feats--or variant rules that allow animal companion feats to be used for BHA--it seems like the best bet is to cross-class it with initiator classes, probably with an emphasis on White Raven maneuvers.
#11

awaken_D_M_golem

Mar 06, 2007 16:10:25
nice ... and Skill Knowledge might help.

Link --> d20srd

yep , I know its a variant.

... quit torque-ing off Caelic ... amongst other things , too

#12

caelic

Mar 06, 2007 16:14:10
*Blinkblink*

Good lord...a wizo told you to quit torquing me off? Everything torques me off. My breakfast cereal frequently torques me off.

When did the wizos start tasking board members with Herculean labors like that?
#13

hyfigh

Mar 06, 2007 17:59:48
Ywh do I hvae thsi fnuny senstaion to tpye rlleay wried juts to see Caelic fipl otu so the Wizo's wlil tlle me to kckon it fof... :P
#14

prototype00

Mar 06, 2007 18:04:43
wizo

Wasn't there a board member that named himself simply wizo?

Back to the topic, is the Yrthak's sonic weapon truly that worthless? I'd assuemed it was a pretty solid way to get consistent sonic damage.

Man, I didn't ever think that Ankhegs were that buff.

prototype00
#15

tweedledope

Mar 06, 2007 18:32:04
Yrthak's sonic weapon is set damage (max of 6d6) and usable only every other round. It's pretty cheap when you look at the other stuff some of the others give you.

And, yeah, Ankhegs are tough little buggers...no pun intended. ;)
#16

Richmud

Mar 06, 2007 20:24:19
Interesting stuff, and I like the class just a couple of suggestions and comments


The PrC was previewed in the dungeonscape excerpt so I figure a link to that should be somewhere. On that note here it is: http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4


Also minor typo under prereqs its says handle animal 5 ranks instead of 8
#17

xylem

Mar 06, 2007 21:22:56
Factorum also has Handle Animal (along with everything else ...), as does Wilderness Rogue from Unearthed Arcana
#18

tweedledope

Mar 06, 2007 22:23:31
I totally forgot about Wilderness Rogue, I was, honestly, trying to stay away from variant rules as best as possible but, I'll add it!
#19

wattas

Mar 07, 2007 15:27:24
I too really like this PrC. My group isn't using Tob or MoI, so options are a little bit more limited (sounds like some sick stuff with those books Janus!). This thread has given me some great ideas.

While I think a Marshal or a Bard (maybe Savage Bard from UA), or even a buff caster-type could all be very nasty for BHA, I was thinking more along the lines of taking advantage of the monstrous tactics (and monstrous flank) ability most of all. It just screamed sneak attack to me. Plus, many of the monstrous companions can grapple well too--more sneak attack fun. :D

I was thinking Wilderness Rogue definitely. If human, Able Learner would take care of know prereqs, or, if not human, there are feats that give you all know skills as class skills. With 5 levels Wilderness Rogue, you could go into BHA with +3d6 sneak attack, and use the Complete Scoundrel variant that lets you deal sneak att to all creatures you flank. You'd definitely want Craven too.

The real fun, I thought, would come from having TWF (& ITWF) along with Double Hit. Your monster-buddy smacks some other monster, provokes AoO, and you smack it with 2 sneak attacks. Of course, you will have to add Staggering Strike at some point. I love the idea of you and your baddie(s) swarming some creature, teaming up on it like you are practiced veterans (you would be at that point), and then annihilating your enemy by doing your BHA-thing.

A note about this build: it only really works if you are human and have a flaw (thnks to stupid Animal Affinity feat). Otherwise, you will have to dip--maybe something like wldrogue 3 / ftr 2 to get those bonus feats. There are lots of options. It kind of just depends on how important getting that "sneak att anything" variant is to you. I think it is pretty important to this build, as the crux of the nastiness is based upon being able to sneak att (via flank, grapple, and monstrous tactics). Another note: you also won't see most of the combos nastiness until higher levels (12th or so).

Also, I think the wolfpack thing is really cool too--and works great thematically--and you might do just as well swinging a weapon with 2 hands to add in extra damage for the staggering strike, as doing the whole TWF, double-hit thing (as well as being less feat intensive). I still like the TWF, sneak att combo in general, w/ the BHA b/c of all the sneak attacking opportunities afforded you by your minions that grapple (on top of the whole Monstrous Tactics thing).

Let's keep this handbook going. It rocks!
#20

kitsuna

Mar 07, 2007 16:25:32
I know it's not much, but I know Janus loves this Class Feature, and it sounds like it'd be quite fun to throw in (seeing as Fighter gets the skill in question): Dungeon Crasher. A Dungeon Crasher Fighter with the BHA partner. It'd give you the extra feats you'd need, granted you'd be taking BHA around 7th level (for max Dungeon Crasher).
#21

Richmud

Mar 07, 2007 16:52:20
Has anyone considered the possibilities of mixing in some nightsong infiltrator for its ability to give those you flank with some SA damage? Because I know I want my girallon sneak attacking with all those claws
#22

JanusJones

Mar 07, 2007 19:22:16
Nice one, Richmud! I like the Marshal better though - guaranteed damage equal to your Cha mod is pretty tasty.

Doing a Wilderness Rogue with the Penetrating Strike optional feature from Dungeonscape would be pretty dang sweet, though. Grab an Owlbear. Owlbear grapples, you stab. Even immune enemies take an extra d6 damage! When you get more pets, just flank'em for free attack-fueled fun. Yippee skippee!
#23

Richmud

Mar 07, 2007 19:52:09
Doing a Wilderness Rogue with the Penetrating Strike optional feature from Dungeonscape would be pretty dang sweet, though. Grab an Owlbear. Owlbear grapples, you stab.

Penetrating strike applies exclusively when you flank and at no other times, still handy though
#24

repeekluos

Mar 07, 2007 20:00:02
I as well love the class. I saw it once, and was in love with the concept. The build I had ended up using was built as a one time 20 level build, so I went with this:
(I cant remember my feats off hand.)

Human
1. Bard-
2. Marshal (the flanking aura)
3.Human Paragon-
4.Human Paragon
5.Human Paragon
6.Bard-
7.BHA
8.BHA
9.BHA- Natural Bond (I think)
10.BHA
11.BHA
12.BHA-
13.BHA
14.BHA
15.BHA-
16.BHA
17.Crusader
18.Crusader Song of the White Raven
19.Crusader
20.Crusader

I focused on Devoted Spirit, and White Raven (obviously). I used bardic music, and a few buff spells to help my little critters. I ended up using all owlbears (one of my favorite creatures ever). My UMD check was ridiculous (which I used for mass buffs), and I had a generous DM. He let me customize my critters, and use some Dragon material (mainly the animal gear stuff). He also let me use the feat "Natural Bond" with the class. So, all in all, it turned out really well.

In hind sight, I would have liked to see a poison user, with a wyvern, and some buffs.

I have a question about poisons. Since most Poisons are based on con, if you buffed your critter before milking it, would the DC of its poison reflect that once milked, or would the DC drop when the spell went down? It would be pretty cool to pump the hell out of its con, and then milk it for some ridiculous poison.
#25

kitsuna

Mar 07, 2007 20:32:03
Hmm, here's a good question: If a creature waits by a wall, and you bull rush the BBEG toward the wall, you both provoke (or rather BBEG does, but 25% of hitting you), and you can (as a Dungeon Crasher) then slam him against the wall.

Add in Shock Trooper to move them sideways as you continue forward, and you've just got them flanked. If you have another intelligent monster companion, you can have them hold their action (if this is possible) until the BBEG hits the wall, and then initiate their own charge, and now you've got your foe pinned up against the wall, with 3 allied friends holding them captive.

The only action they could take then is to Withdraw diagonally, or Attack.

This is all hypothetical, since I don't know all the rules for this to be possible. I do know the Bull Rush AoO thing could work, but that's about all I know for sure. If it's all quite possible, I'll be quite pleased.

It'd be like:
Fighter 6-7/BHA 10/X
#26

outlawjt

Mar 07, 2007 22:13:20
Has anyone thought up a way to address the one glaring flaw in both this and it's counterpart the beastmaster prestige classes? The flaw being that aside from your initial companion, your animal/monster companions are going to be a little on the light side and easy to put down? I mean, At 14th level you are essentially adding another companion that could barely keep up at the 7th character level mark let alone against things you should be facing now. They are great support for dealing with lower level mobs but anything of an appropriate CR is going to waste two of your companions quickly. What's the point in playing it if you are constantly going to have to take time out from adventuring to train replacement companions? I love the concept and flavor behind these classes but find the execution of them questionable. I'd love to hear suggestions towards overcoming this flaw.
#27

wattas

Mar 07, 2007 23:48:23
I know exactly what you mean. It makes me wonder if the PrC is really playable, despite how cool it is. Particularly at the higher levels, the disparity really starts to show. At best you will have 2 creatures to aid you in combat. The weaker one had really better look out though.

The 3rd creature is basically a utility companion: use it to fly, or burrow (useful little ankheg), or blink itself somewhere (whatever). Problem is, your other 2 beasts might not be able to fly (or burrow) with you. U could dismiss them, then get fliers to go with you, then get them back once u r at your destination, etc. But if you are going to do that, u don't need the 3rd creature in the first place. Sad. Tough to come up with uses for that 3rd scrub. Hey, the otyugh can always eat all your party's garbage, right? D'oh.

The only thing I can think of is to buff the hell out of them, and see if your DM will let you pick all their feats. Even then, I really wonder if it will be enough.
#28

wattas

Mar 07, 2007 23:55:57
Once you finish all 10 levels of BHA (at say level 15), then things are going to become even worse for your creatures: they are going to stay exactly the same in terms of power, while everything else around them just gets nastier. Bleh.

Maybe if u go back into BHA at epic levels, and your monstrous companions keep getting tougher, that might make up for the slack. But at that point, everything is so disgustingly powerful, I seriously doubt it.
#29

Richmud

Mar 08, 2007 7:38:16
Well other then having to spend 24 hours getting them back there is no actual penalty for them dying so its not that bad.

This is why the blink dog might actually be very handy as it can move into position for the flanking bonus then get away after you've benefited from its presence

In addition you can always augment your pets with some magic items
#30

repeekluos

Mar 08, 2007 9:43:28
The poor little lads dying is a problem, but I think Wattas has the idea. Two or three of them should be non combat, while one or two should. If you have one beefed up owlbear, and one beefed up ankheg, and then a hippogriff or two, you should be set. You, and another party member have a flying mount, and you still reap combat benefits from the class.
#31

JanusJones

Mar 08, 2007 10:53:37
Let's not forget that these are disposable soldiers - you get new ones in 24 hours. This isn't a class for high-level play, but it is great for mid-levels.
#32

wattas

Mar 12, 2007 22:19:03
I just thought of something (sort of by accident) based on a new campaign I might be joining, and possibly playing a Beast Heart Adept in.

I think one of the players is going to play a War Weaver. That might be the single best way to help out your "lil' friends". A WW could do wonders with those beasties! :D

Of course, I realize not everyone who wants to play a BHA is going to have a War Weaver PC in their group; and, of course, it's not really a way that you personally can optimize your BHA--i.e., you are dependent on another player utilizing a specific PrC (the War Weaver)--but, hey, the combo is there, and real, and I thought I would mention it anyway since we seem to be looking for any and all possible ways to help out our beloved BHA.
#33

Richmud

Mar 13, 2007 8:19:59
Of course, I realize not everyone who wants to play a BHA is going to have a War Weaver PC in their group; and, of course, it's not really a way that you personally can optimize your BHA--i.e., you are dependent on another player utilizing a specific PrC (the War Weaver)--but, hey, the combo is there, and real, and I thought I would mention it anyway since we seem to be looking for any and all possible ways to help out our beloved BHA.

This is exactly what leadership is for
#34

okaynowa

Mar 13, 2007 10:17:14
In my opinion, the best part of the ankheg is this little bit:
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5]
#35

wattas

Mar 13, 2007 12:32:40
This is exactly what leadership is for

Nice. You know, I actually had a PC in another campaign who was going to have a War Weaver cohort--I can't believe I didn't remember that! Anyway, nice call Richmud.

Yeah, the ankheg definitely has some cool potential. So do some of the other creatures. That might be the best use for some of the beasties (esp. low level ones who might die rather quickly in a skirmish): not combat, but allowing you (and/or your party members) to do things you wouldn't otherwise ordinarily be able to do in a pinch (e.g., burrow, blink, fly, swim, etc.).
#36

neilthrun

Mar 13, 2007 13:33:39
Here are some suggestions on my part.
Bloodlines, a major bloodline will allow your BHA lvl to increase by 3. A sample build could go something like this.

Ranger1-animal affinity
Bloodline1
Bloodline2
Bloodline3
Ranger2
BHA1-10

This would allow you to start with a companion of one tier higher, and at 10th lvl those high level choices might be worth it. Although if you dont have any good ideas for higher levels, I'd delay those bloodline levels so you dont lose out on so much HD early.

Important feats

Vexing flanker from PHBII gives you +4 when flanking instead of +2. Giving you a total of +6 when flanking. Not bad.

Adaptable flanker from PHBII might be nice, but getting flanking shouldn't be difficult with some many allies

Wolf Pack from Races of the Wild gives you some really nice options to get extra AOOs. Must have if you ask me.

Hindering Oppurtunist from PHBII gives some aid another benifits, works really well with Wolfpack

Improved Iniative-Going first means your monsters go first.

Danger Sense-Additional iniative bonus.

Craven from Champions of Ruin-Extra damage on SA, great since your BHA lvls will not keep your SA up.

Dirty Rat from champions of ruin- Like vexing flanker, but worse! Only a +1 when flanking, requires tumble ranks. Somehow, I feel this is even worse than WF, but if you want to fully maximize those flanking boni, there is this.

Races of interest
Kenku, if you take the above feats, the kenkus ability to give +3 with aid another is nice, also kenkus have +3 when flanking instead of +2. this will stack with monsterous teamup but not vexing flanker, A lenient DM might allow it too though.
Human-Bonus feat is always nice, might be neccesary with so many synergizing feats.

Classes of interest
Wilderness rogue is deffinately it, SA is what you want in this build.
Marshall- Auras are really nice.

And I have 2 quick questions I've never had answered. When a creature gains bonus HD from being an animal companion, or monsterous companion in this case, does he advance in size if indicated in his monster entry? He gains skills and feats if I read it correctly, but does he gain stat increases, or is that a PC only thing?
#37

Harliquinn

Aug 08, 2007 11:08:59
Anything new to add to the handbook with the release of the recent Complete books?
#38

themrblack

Aug 28, 2007 13:03:05
Is it me or is this class screaming for a rogue build? I mean you get a monster to hang out with and who helps with flanking...

Shame it doesn't advance sneak attack lol.

Hmmmmm... now I'm intrigued!
#39

phaedrusxy

Aug 28, 2007 13:53:28
How about entering this with a Bard? An optimized Inspire Courage could add +4 (or more) to their attack and damage rolls, and can be done by character level 3. When you have lots of allies, this is pretty substantial.

It reminds me of the "bards" in Ultima Online that would walk around with tamed dragons. :D Be a human, dip into Ranger, and take Able Learner to keep your great skills maxed out.
#40

dman

Sep 21, 2007 21:09:56
This is the PRC I've been looking for all of my life...

I want the BHA to work so badly... but it does seem a bit suboptimal when compared to animal companions. The class also seems to be intentionally worded in a way so as not to allow animal companion goodness apply to your beasties. D'oh

Has anyone looked into creating a plausible list of additional magic beasts, aberrations, low int dragons of the appropriate CR? I would be happy to help if anyone is interested.

Great job to Janus and all for their work in analyzing and optimizing the BHA. I'm curious if there were any other ideas for builds out there.
#41

JanusJones

Sep 22, 2007 9:44:48
Awww shucks. :embarrass

Lemme suggest throwing Craven on a Thug variant fighter from Unearthed Arcana for some sneak attack goodness. Couple with some nice White Raven maneuvers and maybe a level of Barbarian and you'll get a fair damage output. For my personal bucks, though, Share Soulmeld SHOULD WORK with the BHA - no questions asked. It's more or less MADE for the class, and as a houserule doesn't seem much of a stretch.

After all, a BHA is already sort of a "prestige caster," if you will - a character who is picking up an ability available to other classes from early levels as a prestige ability. This is almost always an inherently weaker option than simply starting with the ability (Druid, anyone?), so allowing a couple of feats to apply won't break anything and will make the class much more playable. Natural Bond from Complete Adventurer should also be available, and the addition of a 10th level BHA ability that allowed future levels to further advance your critters would be completely reasonable and make the class worth more.

I'd also petition my DM to consider some alternative magical beasties as reasonable replacement options. There are some niffy critters out there, and I can't see why a BHA shouldn't be able to tame 'em.
#42

frostwolf

Apr 04, 2008 17:43:43
Hmm... I have a few random thoughts I'd like to throw out ther on this.

Druid-5, anyone? Take the feats from Eberron for Getting a monstrous companion maybe?


What about templates? Are their any that can be used for your pets?

Arcane Heirophant, How would it work with this class do you think?
#43

tweedledope

Apr 13, 2008 18:52:45
Hmm... I have a few random thoughts I'd like to throw out ther on this.

Druid-5, anyone? Take the feats from Eberron for Getting a monstrous companion maybe?


What about templates? Are their any that can be used for your pets?

Arcane Heirophant, How would it work with this class do you think?

Druid 5 is rather suboptimal since you would completely lose out on your spellcasting and wildshape. Not worth it IMHO. If you're going to go with Druid, you better go Druid 20.

Templates are always an iffy scenario. It's better just safe to say that you're not allowed to use them. I don't really care much for them anyways unless we're talking about my PCs.

And, as far as Arcane heirophant goes, I reference back to the Druid scenario. You would have crazy mad dips all over the place to qualify for that class and it doesn't fit well with this class. Besides, your Monstrous Companion specifically states that you can't advance it with other classes that advance animal companions IIRC (sorry, AFB at the moment).

So, as far as I'm concerned, the most superior entry into this class remains the Wilderness Rogue...
#44

Slad_Chaos

Jun 02, 2008 16:19:25
Hello

Is it possible to obtain other monstrous companion ?
Deepspawn for example ?

How do calculate the needed level for a Beast Heart Adept to obtain an alternative monstrous companion ? CR ?

the Monster Lore don't permit to obtain information only for the undead and constructs. Is it correct ?

Do the feat for the knowledge bardic apply or not ?

Thanks for your future answer.
#45

frostwolf

Sep 05, 2008 9:25:57
Has anyone considered writing a 5 level PrC to accompany this class (and any other classes that get half pets)?




I may have found one...
http://www.dandwiki.com/wiki/Warrior_Beast_Trainer_(DnD_Prestige_Class)

Also, I found in one of the old 3.0 books feats that add a bunch of hit points. Dwarf, troll and dragon toughness. They where in one of the thin, soft cover books. Heroes of the wild, or something. it was the book that the Frenzied Bezerker first was in.
#46

surreal

Sep 05, 2008 16:19:09
Hello

Is it possible to obtain other monstrous companion ?
Deepspawn for example ?

How do calculate the needed level for a Beast Heart Adept to obtain an alternative monstrous companion ? CR ?

the Monster Lore don't permit to obtain information only for the undead and constructs. Is it correct ?

Do the feat for the knowledge bardic apply or not ?

Thanks for your future answer.

You are limited to the monsters provided by the book. If you wish to expand that list, you have to work one out with your DM. Everything you're hoping for is not officially supported by the texts, you will have to houserule them in.

Bardic Knowledge does not apply.
#47

innabinder

Feb 17, 2009 17:36:50
*bumpo*
How about entering this with a Bard? An optimized Inspire Courage could add +4 (or more) to their attack and damage rolls, and can be done by character level 3. When you have lots of allies, this is pretty substantial.

It reminds me of the "bards" in Ultima Online that would walk around with tamed dragons. :D Be a human, dip into Ranger, and take Able Learner to keep your great skills maxed out.

I was reviewing this thread, thinking that a Savage Bard 3/Ranger 2 was a great fit here that reduces some of the MAD issues.
#48

atomickitkat

Feb 17, 2009 20:53:56
Leadership to get a Bard/War Weaver Cohort, who has Leadership for a Marshall Cohort.;)
#49

webjici

Feb 21, 2009 7:23:37
The Beast Heart Adept is good, but the list of companions is short. They only went with the first MM...

Think you guys can add creatures from at least the 4 other Manuals ?
#50

tweedledope

Feb 21, 2009 12:38:57
The Beast Heart Adept is good, but the list of companions is short. They only went with the first MM...

Think you guys can add creatures from at least the 4 other Manuals ?

You know, I would have to say that that would belong in a different forum. Though I'd like to see additional monsters, it's not right for here.