Difference between revisions of "Beastmaster (3.5e Feat)"
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|skill9=You gain a creature entourage. A number of creatures whose total EL is no greater than your character level -3 enter your service, though no creature may have a CR greater than your character level -5. You may speak with your entourage as if you You may teach these creatures tricks as you would any other creature. Their attitude towards you and the rest of your entourage begins as trusting, though it may decline if you fail to care for them properly or abuse them. You may release a creature from your entourage at any time, at which time they wander off into the wild to live out their lives. <br />If you are not currently at your maximum entourage EL, due to a creature dying, being released, or you increasing in level, you may advance a creature in your entourage to a new CR or add a new creature native to your current environment (or that you otherwise acquire). Bonding with a new creature to bring them into your entourage takes 24 hours, and includes acquisition time if you are searching for one in the wilderness. During this time a creature is not considered part of your entourage and will not fight on your behalf. If your new creature would cause you to exceed your EL cap, you must release other creatures at the end of the 24 hour period or the creature fails to join your entourage and leaves at its first opportunity. | |skill9=You gain a creature entourage. A number of creatures whose total EL is no greater than your character level -3 enter your service, though no creature may have a CR greater than your character level -5. You may speak with your entourage as if you You may teach these creatures tricks as you would any other creature. Their attitude towards you and the rest of your entourage begins as trusting, though it may decline if you fail to care for them properly or abuse them. You may release a creature from your entourage at any time, at which time they wander off into the wild to live out their lives. <br />If you are not currently at your maximum entourage EL, due to a creature dying, being released, or you increasing in level, you may advance a creature in your entourage to a new CR or add a new creature native to your current environment (or that you otherwise acquire). Bonding with a new creature to bring them into your entourage takes 24 hours, and includes acquisition time if you are searching for one in the wilderness. During this time a creature is not considered part of your entourage and will not fight on your behalf. If your new creature would cause you to exceed your EL cap, you must release other creatures at the end of the 24 hour period or the creature fails to join your entourage and leaves at its first opportunity. | ||
|skill14=You excel at training all types of things to all types of creatures. When you take 10 while training a creature, you treat your die result as 15 instead. When you take 15 while training a creature, you treat your die result as 20 instead. | |skill14=You excel at training all types of things to all types of creatures. When you take 10 while training a creature, you treat your die result as 15 instead. When you take 15 while training a creature, you treat your die result as 20 instead. | ||
− | |skill19=Creatures under your care can grow vastly more powerful than they do normally. You may teach a creature in such a way that they gain a template. A creature may freely acquire any template that does not change its type to a type that you would not be able to train with the Creature Handling skill. A creature may also acquire one, and only one, of the half-celestial, half-fiend, or similar half- templates | + | |skill19=Creatures under your care can grow vastly more powerful than they do normally. You may teach a creature in such a way that they gain a template. A creature may freely acquire any template that does not change its type to a type that you would not be able to train with the Creature Handling skill. A creature may also acquire one, and only one, of the half-celestial, half-fiend, or similar half-<creature> templates, so long as its type becomes Outsider or remains a type that could be trained with the Creature Handling skill. Creatures with the outsider type as a result of one of these half- templates can still be trained as if they were their original type. <br />Granting a creature a template in this fashion is treated as an attempt to train a creature a DC 10 trick, but you use their eventual CR instead of their current CR for the check. If you grant templates to your entourage that cause you to exceed your EL limit, you must release creatures into the wild until you are below your limit. |
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Revision as of 06:58, 17 August 2011
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Beastmaster [ToP Skill]
Creatures of all types have a thing for you.
Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Creature Handling.
- 4 ranks: You suffer no penalties when working with creatures without the animal type.
- 9 ranks: You gain a creature entourage. A number of creatures whose total EL is no greater than your character level -3 enter your service, though no creature may have a CR greater than your character level -5. You may speak with your entourage as if you You may teach these creatures tricks as you would any other creature. Their attitude towards you and the rest of your entourage begins as trusting, though it may decline if you fail to care for them properly or abuse them. You may release a creature from your entourage at any time, at which time they wander off into the wild to live out their lives.
If you are not currently at your maximum entourage EL, due to a creature dying, being released, or you increasing in level, you may advance a creature in your entourage to a new CR or add a new creature native to your current environment (or that you otherwise acquire). Bonding with a new creature to bring them into your entourage takes 24 hours, and includes acquisition time if you are searching for one in the wilderness. During this time a creature is not considered part of your entourage and will not fight on your behalf. If your new creature would cause you to exceed your EL cap, you must release other creatures at the end of the 24 hour period or the creature fails to join your entourage and leaves at its first opportunity. - 14 ranks: You excel at training all types of things to all types of creatures. When you take 10 while training a creature, you treat your die result as 15 instead. When you take 15 while training a creature, you treat your die result as 20 instead.
- 19 ranks: Creatures under your care can grow vastly more powerful than they do normally. You may teach a creature in such a way that they gain a template. A creature may freely acquire any template that does not change its type to a type that you would not be able to train with the Creature Handling skill. A creature may also acquire one, and only one, of the half-celestial, half-fiend, or similar half-<creature> templates, so long as its type becomes Outsider or remains a type that could be trained with the Creature Handling skill. Creatures with the outsider type as a result of one of these half- templates can still be trained as if they were their original type.
Granting a creature a template in this fashion is treated as an attempt to train a creature a DC 10 trick, but you use their eventual CR instead of their current CR for the check. If you grant templates to your entourage that cause you to exceed your EL limit, you must release creatures into the wild until you are below your limit.
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