Beastmaster (AD&D)

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King of the Jungle

The beastmaster NPC class: a druid’s ally
by Ed Greenwood (Dragon #119, March 1987, pp.30–34)

[This class was designed exclusively as a nonplayer character class, and it is recommended that it only be used as such. Like the witch NPC class from DRAGON® issue #l14, the abilities of this class are exceptionally powerful, more so than for many other classes of equivalent level. The beastmaster works best as a unique individual who can at least hold his own against a reasonably powerful adventuring party, ensuring a long life and continued use for this NPC. —The editor]

Table 1 – Beastmaster Experience Levels
XP Level HD (d8) Title
0 1 1 Handler
5,001 2 2 Breaker
10,001 3 3 Herdhand
16,001 4 4 Husbandman
28,001 5 5 Keeper
50,001 6 6 Ostler
94,001 7 7 Tamer
160,001 8 8 Trainer
248,001 9 9 Master
392,001 10 9+6 Wildrunner

“No – look!” hissed Bhaera. “He has come!”

Into the circle of firelight, from the trees above, dropped a man, catlike and menacing. Clad in the pelt of a wild beast, his face masked behind the cloaks ears and fur, he looked scarcely human. He moved fluidly like a creature on the prowl, and spoke like a predator issuing a challenge. “Where is the one called Bhaera, who would hunt in my woods?”

Bhaera swallowed, his throat dry. “H-here,” he said, stepping away from his comrades, his hand on his sword. “I am Bhaera.”

“Then follow,” came the rumbling reply, and with a bound the beastmaster was gone into the darkness. …

There are rare individuals with a natural affinity for animals, with telepathic powers and some aptitude for magic. If such individuals have a chance to roam wilderland areas and develop these talents, perhaps learning from others with similar skills, they may well become one of that mysterious breed: beastmasters.

Beastmasters must live in the wild almost continuously if they are to advance in ability, and most ultimately become beasts of the wild themselves. They may serve as animal handlers and trainers for a fee, and often work with rangers, druids, and forest denizens (satyrs, dryads, treants, sylvan elves, etc.) to gain the strength and abilities associated with life in the wilderness and to prevent the wanton destruction of wilderness areas.

Beastmasters must be human, halfling, or half-elven, of lawful neutral, chaotic neutral, true neutral, or neutral good alignment. They have minimum starting ability statistics as follows: S 14, I 12, W 12, C 15 (gaining hp constitution bonuses as fighters), and D 14. Beastmasters may be of either sex, and all are psionics who possess the very rare ability of animal telepathy. It is this ability that is the cornerstone of a beastmaster’s power. All of a beastmaster’s abilities grow with experience and practice, as shown in Tables 2 and 3.

A beastmaster continually surveys and is aware of his surroundings. As a result, beastmasters have very keen senses. A beastmaster’s sense of smell extends to a 6″ range upwind. Likewise, the beastmasters acute hearing allows him to hear noises at a rate far better than that of normal ability (see Table 2, “Hear Noise”). An additional bonus to the beastmaster’s sense of hearing is that deafness suffered due to explosions or other sharp, unusually loud sounds, lasts l–6 rounds less for the beastmaster than for other classes. Lastly, beastmasters have exceptional vision in night or dark conditions, seeing clearly within a radius of 15′; this range increases rapidly with increases in available light (e.g., in moonlit fields, near a campfire, etc.) and decreases to a maximum of 3′ of discernment (allowing a perception of outlines and movement, but not facial expressions or details) in almost absolute darkness, such as that caused by fog or a darkness 15′ radius spell. In daylight, beastmasters can see clearly for miles across wilderness terrain and can easily pick out most moving creatures despite silence, natural camouflage, or thick undergrowth. As a result, a beastmaster is surprised only on a 1 on a dl2, and nearly always notices partially-concealed creatures and creatures hiding in shadows (see “Sight” on Table 2). This continual observation and awareness is automatic; beastmasters do not relax their acute awareness in safe areas. Beastmasters do not depend on ESP or any sort of x-ray vision in order to see deliberately concealed creatures. They are, however, more likely to spot such creatures when the latter move across nearby terrain simply because they habitually scan places they recognize as affording cover, and constantly think of such spots in terms of routes from one to another. In this way, beastmasters notice movement in the gaps between one piece of cover and the next.

Beastmasters can nap readily and can roughly determine the length of time they slumber. They do this regardless of environment, physical discomfort, and so forth, but always sleep lightly, awakening instantly upon hearing an unusual noise, upon being touched, or upon feeling an unexpected vibration.

Due to acute senses, strong willpower, and their necessarily fine physical condition, beastmasters are naturally resistant to diseases—including lycanthropy, against which they have a −5% chance per level of advancement of contracting (see the Dungeon Masters Guide, pp. 22–23). Beastmasters are not, however, immune to the effects of poison, nor to psionic or magical charm, domination, or suggestion; they do, however, gain a +2 bonus to all saving throws versus these dangers. Beastmasters use the attack tables of fighters but never gain more than one attack per round, regardless of level. They save as clerics and can employ all weapons. They can use only normal leather armor and may not employ shields, as a beastmaster does not like to be constricted or encumbered by clothing and equipment.

Beastmasters never wear perfume or strongly-scented garb or accoutrements, and do not like to be in close proximity of such items, as their sense of smell may be severely impaired. Beastmasters of all levels can easily live off the land, gaining sufficient food for themselves and up to 10 man-sized companions for an indefinite length of time. They can readily identify any beast they have been instructed to recognize or which they have encountered before by scent and signs (pawprints, dung, teethmarks, etc.). A beastmaster speaks the common, druidic, and his alignment tongues, and can learn (a process involving 1–6 months under a tutor) one additional language per level, including animal tongues and those of dragons, woodland beings, and aerial creatures.

Due to their acute senses, beastmasters save vs. all illusions of living beings at +3. At 3rd level, they gain the natural, nonmagical ability to pass at a normal rate of movement through overgrown areas (such as briar patches, tangled thorns, and thick undergrowth) without leaving a discernible trail. Note that this ability will leave traces of passage in deliberately arranged traps or set snags, walls, and fresh mud or sand that cannot be crossed by leaping, and cannot be used to avoid mechanical traps or such magics as entangle.

Beastmasters can use all magical items not limited to a specific class. Their directly animal-related powers (e.g., locate animals, monster summoning, and animal friendship) operate at a −10% chance when dealing with creatures not from the Prime Material Plane. These abilities are described in Table 3 and are all usable at will (one at a time).

If a druid or beastmaster tutor is available, a beastmaster gains the ability to work certain minor magics at higher levels, as follows:

Pass without trace (as the first-level druid spell) is gained at 6th level, and is usable once per day at 6th level and an additional time per day (any 24-hour or 144-turn period) for each level advanced beyond 6th.

Anti-animal shell is gained at 9th level, and is usable once per day.

Repulsion is gained at 7th level, and is usable once per day, with an additional daily use gained for every two levels advanced thereafter.

All of these spells require a verbal and somatic component when employed by a beastmaster, but none require a material component.

As psionics, beastmasters able to gain more than one minor psionic discipline always gain empathy; such powers (i.e., further minor and major disciplines gained) broaden at random thereafter.

Upon reaching 5th level, or at any point thereafter, the beastmaster acquires the ability to cause fear by means of an eerie howl—a full-throated cry which can be generated once every 144 turns (24 hours). A howl wracks the lungs and throat of the beastmaster, temporarily muting him for one round. During this time, the beastmaster is unable to speak or otherwise emit vocal sounds, and is further penalized a −2 on AC and on attacks due to winded shudders (an involuntary series of convulsions caused by the physical strain of the action). A howl causes fear (no saving throw) in creatures of animal to average intelligence within 6″ of the beastmaster. The howl affects all creatures of 2 HD or less and zero-level humans, humanoids, and demi-humans. Creatures with more than 2 HD (or with 2 HD plus a bonus), and classed beings of 1st or greater level, are immune to a howls effects. For the effects of a howl, refer to the fourth-level magic-user spell, fear.

Level advancement

250,000 experience points per level are needed for each additional level above the 10th. Beastmasters gain 6 hp per level after the 9th level. Beastmasters must live in a wild habitat to advance in levels, and thus grow in power through the constant use of their abilities. Beastmasters may self-tutor themselves up to and including the achievement of 4th level. Thereafter, each level advancement requires 2–6 months under a tutor (a beastmaster of higher level, a ranger at least four levels higher than the beastmaster trainee, or a druid at least two levels higher than the trainee). To learn the spells listed above will require a tutor, although the tutor need not be able to cast the spells himself. Halfling beastmasters cannot advance beyond the 7th level; half-elves and humans are capable of unlimited advancement, so long as a tutor can be found. Tutors typically demand a period of service or one very difficult task prior to training the beastmaster.

Acquisition of experience points comes from hunting, observing, handling, and training wild animals, and is typically a slow process. It may take 25 years or more for a beastmaster to attain Master level (9th level), although some gifted individuals have attained it in a decade. Beastmasters of “Wildrunner” and higher status are few indeed (although such beastmasters may merely be far removed from society and may be more numerous than is generally believed).

Beastmaster Abilities

(11th level = maximum advancement of abilities.)

Table 2 – Beastmaster’s Abilities by Level
Level of beastmaster Base chance to:
Sight Move silently Hide in shadows Hear noise Climb Bound Track Stalk Detect snares & pits
1 92 95 90 70 65 40 90 90 55
2 93 96 91 75 70 45 91 91 60
3 94 97 92 80 75 50 92 92 65
4 95 98 93 85 80 55 93 93 70
5 96 99 94 90 85 60 94 94 75
6 97 100 95 92 90 65 95 95 80
7 98 100 96 94 91 70 96 96 85
8 99 100 97 96 92 75 97 97 86
9 100 100 98 98 93 80 98 98 87
10 102 100 99 99 94 85 99 99 88
11 105 102 100 100 95 90 100 99 90
Table 3 – Beastmaster’s Abilities by Level
Level of beastmaster Base chance to:
Locate animals Call woodland beings Monster summoning Animal friendship Hold monster Quiet Charm monster Wereform control Dragon-riding
1 45 40 25 55 7 10 5 5
2 50 45 30 60 14 20 10 10
3 55 50 35 65 21 30 15 15
4 60 55 40 70 30 40 25 25 10
5 65 65 45 75 40 50 30 35 20
6 70 70 50 80 45 60 40 55 30
7 75 71 55 85 50 70 50 75 40
8 76 72 60 90 60 80 55 85 50
9 77 73 65 95 70 90 60 90 60
10 78 74 70 99 80 93 65 93 70
11 80 75 75 99 85 96 70 96 80

Sight: The ability to notice partially-concealed creatures, signs, or tracks, and creatures hiding in shadows. This ability is not affected by available light (due to the exceptional eyesight of a beastmaster), and can be used to locate secret doors, portals, and the like (−25% chance of success).

Move silently: Similar to the thief ability.

Hide in shadows: Similar to the thief ability. A beastmaster must remain motionless to hide thus (−15% chance of success if slight movements are made as a result of spellcasting, signalling, or readying a weapon); the beastmaster can, however, exercise psionic abilities, cast spells (with the modifier mentioned), or exercise other class abilities (such as monster summoning) while in hiding.

Hear noise: Similar to the thief ability.

Climb: This represents the chance a beastmaster has to successfully climb trees, rock faces, or pinnacles—even when these surfaces are wet (−12% modifier). In doing so, the beastmaster may be encumbered with a pack, weapons, etc., but cannot directly assist another climber. A beastmaster can climb a man-made wall if it is not tiled or smoothly dressed, but cannot climb slick, smooth-surfaced walls or oiled surfaces, or travel across ceilings without magical aid. A beastmaster accustomed to a swamp or jungle environment will be able to swing from vine to vine (a la Tarzan) and run along branches with this ability. If a beastmaster slips or falls in such situations (failing his roll for this activity), see the Bound skill below.

Bound: Through the observation of beasts, and through practice and conditioning, a beastmaster learns and develops the ability to make exceptional forward and upward jumps, with a successful recovery (a balanced landing, an on target pounce, or a sure snatch and grasp of vines, tree branches, and rock handholds when leaping or recovering from a fall). The maximum bounding ability of a beastmaster is equal to that bestowed by the first-level magic-user spell jump—30′ forward, and 10′ backwards, directly sideways, or upward. The chance of successfully bounding increases with practice (as exemplified by level advancement), but bounding range does not increase.

Track: Similar to the ranger ability, with the same modifiers (see Players Handbook, p. 24); the base chance of success is shown in Table 2.

Stalk: This ability represents the activity of tracking and approaching a distant monster (including intelligent foes, such as humans) without alerting them by scent or sound. Success requires a successful Move Silently roll when the beastmaster is within 8 of the prey, and ensures surprise when attacking (only targets with exceptional senses—including all PCs—are allowed a defensive roll against surprise; with all others, surprise is automatic).

Detect snares and pits: Similar to the first-level druid spell, save that the range is only 1″, and only in the direction scrutinized. Through concentration, this ability can be sustained for as long as desired, but forbids the use of other class abilities (such as move silently, psionics, and spells while doing so.

Locate animals: Similar to the first-level druid spell, though this ability is gained through concentration and an acute use of the senses. This ability is usable at will, but only for one round duration at a time, as it is extremely tiring, requiring at least a one-round rest between attempts. This ability has only a 2″ range, and a 2″ viewing “front” (the beastmaster must face in one direction and remain motionless, as movement makes detection impossible). Intelligent creatures (such as humans) can be detected by use of this ability, but enchanted creatures or creatures from other planes (e.g., undead, demons, etc.) can only be detected with a −25% chance of success.

Call woodland beings: Similar to the fourth-level druid spell. Intense concentration (a “sending” of animal telepathy) is involved, rather than spell-casting. Unicorns never answer such a summons launched by a beastmaster. (No creatures answer such a call if it is made underground or in a large human, demi-human, or humanoid settlement.)

Monster summoning: A beastmaster must have an intelligence and a charisma of 16 or more to successfully develop or use this ability. This resembles the fourth-level magic-user spell monster summoning I, save that the monsters arrive in 1–4 turns, that the creatures come from a surrounding radius of 3 miles, and that they obey the beastmaster for two rounds for every level of experience. The creatures flee if magically attacked by a fear or similar spell, or if facing overwhelming odds, large amounts of fire, etc. The beastmaster does not command or control the summoned creatures precisely, and cannot enable them to perform tasks beyond their physical or mental powers. By successful use of this ability, a beastmaster can cause creatures summoned against him to flee (70% chance) or to turn against the summoner (30% chance).

Animal friendship: Similar to the first-level druid spell, except that this ability uses a flesh-to-flesh touch and not verbal, somatic, and material components. Creatures affected by this ability become companions of a beastmaster, and if not ill-treated, they will remain friends with the beastmaster until death, regardless of any separation between the beastmaster and the creature, as long as no break of more than three days occurs during the three-month period of initial contact. A beastmaster need not train a creature to do tricks to cement this friendship.

Hold monster: A beastmaster must have an intelligence of 13 or more and a charisma of 15 or more to develop or use this ability. This ability is similar to the fifth-level magic-user spell (including hold person). A beastmaster can hold one creature per round by magic and by an exercise of will, by merely touching the creature (though not by a weapon attack). The hold lasts for 1–2 rounds, but may be reapplied. This occurs automatically, if the beastmaster does nothing else save touch the target again in the round in which the held creature would have recovered. No to hit roll is required, as the target is immobile.

Quiet: By body and at least fleeting eye contact, movement, and vocalization, a beastmaster can attempt to calm (not tame) a single excited or fearful creature (e.g., a wild horse being ridden for the first time, a stampeding animal, or one spooked by fire, sudden noise, or movement). Although beastmasters prefer to guide and influence animals rather than “break” and domesticate them, this ability can be used to determine the chance of success in any cases where this must be done (a process requiring 50 days minus 1–6 days for positive conditions—such as appropriate apparatus, isolation, and food for rewarding successful performance—and minus two days more per level of the beastmaster).

Charm monster: A beastmaster must have an intelligence of 17 or more and a charisma of 16 or more to exercise this ability. This ability resembles the effects of the fourth-level magic-user spell, save that against monsters of average or greater intelligence (such as most humans), there is a −25% chance of success. Only one creature at a time (once per round) can be affected, and the charm lasts only one turn per level of the beastmaster. If the beastmaster handles a charmed creature carefully—i.e., does not cause what is perceived as extreme danger, does not cause it to act contrary to its nature (for example, leaving natural prey unmolested when it is hungry), and does not act in a hostile manner—the creature will be friendly toward the beastmaster at the expiration of the charm. Use of this ability is exhausting; a beastmaster can charm only one creature at a time, and after the expiration of the charm, must refrain from exercising this ability for at least a day (a 24-hour period). More frequent charming attempts are unsuccessful.

Wereform control: A beastmaster who becomes a lycanthrope cannot advance in levels until cured of the condition, and has no more power over his form than any other lycanthrope. Moreover, the special abilities of the beastmaster cannot be exercised when in wereform. Instead, wereform control refers to an ability usable when a beastmaster encounters a lycanthrope. By flesh-to-flesh touch (slap or punch admissible, but not a weapon attack), the beastmaster can cause the lycanthrope to change form by exerting an overpowering effort of will. The change may be in either direction (suspected lycanthropes can be revealed by this means). If the target has been a lycanthrope for less than two years, it will experience 1–2 rounds of disorientation (treat as confused) upon the sudden shift in shape. The lycanthrope may suffer damage (i.e., by armor constriction) in the change, and cannot change back to the form it had before use of this ability for one round per level of the beastmaster. This ability is usable only once per level of experience in every 24-hour period, and can be used only once per day on a particular were-creature.

Dragonriding: Beastmasters of high level can befriend dragons to the point of riding them as steeds. Successful befriending of a dragon requires clear sight and conditions of audibility between beastmaster and dragon; the beastmaster must be able to speak the specific tongue of the type of dragon encountered as well. Befriending lasts for 1–3 turns, plus one turn per level of the beastmaster (and may continue longer at the DMs option, if the alignments of dragon and beastmaster are similar, and if the beastmasters words and actions do not offend or endanger the dragon, or make it uneasy).

A befriended dragon will not attack the beastmaster as long as he does not attack it or plunder from its hoard (this protection does not extend to companions of the beastmaster, whether animals or intelligent beings). Furthermore, the dragon may agree to allow the beastmaster to physically aid or assist it, or to trade material treasure or food for an opportunity to ride it.

Dragonriding is always perilous due to the limited duration of the beastmaster’s influence over the dragon. Dragons often swoop and soar to show off (both endangering the rider and wasting time), and although they almost never dive to attack a creature or engage in aerial combat, it has happened at a beastmaster’s suggestion—and is particularly likely when the creature in question is a known enemy to the dragon. Beastmasters cannot successfully hold, charm, or cast repulsion on a creature they are riding. Dragons may buck, attempt to scrape off a rider on rock walls or pinnacles, buffet, roll, or even land on and crush riders whose befriending has worn off. Ridden dragons will agree to pick up (and ferry) items or creatures, or allow their rider to do so, however.

Beastmasters of all levels are immune to the fear auras of all dragons, regardless of hit dice or circumstances.

Befriending details

Beastmasters may befriend any animal whenever that creature is of average or greater intelligence, and is a solitary wilderness dweller. This ability may be attempted by the beastmaster with a greater or lesser chance of success according to the situation and the creature in question. The sole exception to this is the unicorn—although a beastmaster may indeed befriend a unicorn, such friendship is born of deeds and mutual respect, and not a beastmaster’s force of will and ability to influence this creature. Although a beastmaster is never awed into inactivity by the mere sight or presence of a unicorn, no beastmaster would ever ride a unicorn unless the creature allowed it. Likewise, no beastmaster would ever agree to hunt, tame, or attack a unicorn, as they are the creatures most sacred to a beastmaster.

A tale is told of Iraven the Tracker, a famous beastmaster. When orcs came into his woods hunting with arrows, he harried them from the trees, dropping from ambush to slay one here and another there, confusing them with animal calls and false orc-talk. In this way, he whittled a band of 40 down to 20 or less. These remaining orcs were terrified and wanted only to escape the forest. Having lost their way, they blundered on until they suddenly came upon a unicorn in a little dell. Leaping from concealment, Iraven attacked them openly and so drew their poisoned arrows from slaying the unicorn. He was nearly slain himself. Pierced by a dozen black shafts, he fled only a few paces before falling from the effects of the poison.

When he awoke, the orcs were gone, his wounds were clean and nearly healed, and the arrows were drawn forth. When he regained his strength, Iraven searched for elves until he found one who could teach him the tongue of unicorns. From that day to this, it is a mark of pride among beastmasters to learn the speech of unicorns, even if they never expect to see one. (It is 86% likely that any NPC beastmaster of 9th or greater level knows the tongue of unicorns.)

It is said that Iraven sought the unicorn who had saved him for many years, and when he found it one moonlit night as both came to drink at the same forest pool, he was able to properly thank the beast. Its name was Aerbraen, the tale tells, and they met at the pool on many other nights before Iraven died.

The dragon and the unicorn represent the breadth of the abilities of a beastmaster: savage and graceful power. Few can match them; few would want to.