Difference between revisions of "Beastmaster (3.5e Feat)"

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|skill4=You suffer no penalties when working with creatures without the animal type.
 
|skill4=You suffer no penalties when working with creatures without the animal type.
 
|skill9=You gain a creature entourage. A number of creatures whose total EL is no greater than your Creature Handling ranks -6 enter your service, though no creature may have a CR greater than your Creature Handling ranks -8. 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 Creature Handling ranks -6 enter your service, though no creature may have a CR greater than your Creature Handling ranks -8. 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=Your ability to train creatures is astounding. You know training regimes that make creatures tougher, as well as regimes that cause creatures to express previously unknown abilities. When training a creature for strength, you are training it to advance its hit dice. Each time you train a creature in this way it gains enough hit dice to increase its CR by 1 point. This training may not increase the size category of a creature, and you can not increase their hit dice if the addition would cause the creature to grow in size (as listed in the creature's Advancement entry). <br />When you train a creature in a way that causes it to express previously unknown abilities, you are attempting to make the creature express a template of your choosing. 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. Additionally, a creature may acquire any other template that does not change its type to a type that you would not be able to train with the Creature Handling skill. <br />These tricks may only be taught to creatures with an intelligence score less than 3; attempts to train a sentient creature in this way always fail. Advancing the hit dice of a creature is treated as an attempt to train them a DC 10 trick. Expressing a template in a creature is treated as an attempt to train a creature a DC 15 trick. In both cases you use their eventual CR instead of their current CR for the check DC, and you may not train a creature in such a way that its CR exceeds your Creature Handling ranks -6. If you grant templates or increase the hit dice of your entourage enough that they exceed your EL limit, you must release creatures into the wild until you are below your limit.
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|skill14=Your ability to train creatures is astounding. You know training regimes that make creatures tougher, as well as regimes that cause creatures to express previously unknown abilities. When training a creature for strength, you are training it to advance its hit dice. Each time you train a creature in this way it gains enough hit dice to increase its CR by 1 point. This training may not increase the size category of a creature, and you can not increase their hit dice if the addition would cause the creature to grow in size (as listed in the creature's Advancement entry). <br />When you train a creature in a way that causes it to express previously unknown abilities, you are attempting to make the creature express a template of your choosing. A creature may 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. Additionally, a creature may acquire any other template that does not change its type to a type that you would not be able to train with the Creature Handling skill; if it already has a half-creature template its type is treated as if it did not have that template for the purpose of meeting type requirements. <br />These tricks may only be taught to creatures with an intelligence score less than 3; attempts to train a sentient creature in this way always fail. Advancing the hit dice of a creature is treated as an attempt to train them a DC 10 trick. Expressing a template in a creature is treated as an attempt to train a creature a DC 15 trick. In both cases you use their eventual CR instead of their current CR for the check DC, and you may not train a creature in such a way that its CR exceeds your Creature Handling ranks -6. If you grant templates or increase the hit dice of your entourage enough that they exceed your EL limit, you must release creatures into the wild until you are below your limit.
 
|skill19=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=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.
 
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Revision as of 18:07, 17 August 2011

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Author: Tarkisflux (talk)
Date Created: 16 August, 2011
Status: Complete
Editing: Clarity edits only please
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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 Creature Handling ranks -6 enter your service, though no creature may have a CR greater than your Creature Handling ranks -8. 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: Your ability to train creatures is astounding. You know training regimes that make creatures tougher, as well as regimes that cause creatures to express previously unknown abilities. When training a creature for strength, you are training it to advance its hit dice. Each time you train a creature in this way it gains enough hit dice to increase its CR by 1 point. This training may not increase the size category of a creature, and you can not increase their hit dice if the addition would cause the creature to grow in size (as listed in the creature's Advancement entry).
    When you train a creature in a way that causes it to express previously unknown abilities, you are attempting to make the creature express a template of your choosing. A creature may 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. Additionally, a creature may acquire any other template that does not change its type to a type that you would not be able to train with the Creature Handling skill; if it already has a half-creature template its type is treated as if it did not have that template for the purpose of meeting type requirements.
    These tricks may only be taught to creatures with an intelligence score less than 3; attempts to train a sentient creature in this way always fail. Advancing the hit dice of a creature is treated as an attempt to train them a DC 10 trick. Expressing a template in a creature is treated as an attempt to train a creature a DC 15 trick. In both cases you use their eventual CR instead of their current CR for the check DC, and you may not train a creature in such a way that its CR exceeds your Creature Handling ranks -6. If you grant templates or increase the hit dice of your entourage enough that they exceed your EL limit, you must release creatures into the wild until you are below your limit.
  • 19 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.



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Back to Main Page3.5e HomebrewTome MaterialSkill Feats

Article BalanceVery High +
AuthorTarkisflux +
Identifier3.5e Feat +
PrerequisiteNone +
RatingUnrated +
SummaryCreatures of all types have a thing for you. +
TitleBeastmaster +
ToP SkillCreature Handling +
TypeToP Skill +