The Beast Master

The strangest member of the clergy is, by far, the beastmaster. Much like the druid, these men and women serve the forces of nature rather than a deity. They are an animistic sect believing that both men and animals possess souls. As a result, they serve the beasts in the same capacity that priests, shamans and healers serve man-kind.

At heart these men and women are kindly souls who strive towards the usual ideals. Their mission is to develop and preserve a lasting harmony between animals and men. Beastmasters see themselves as much needed champions for defenseless animals. They travel the world healing and caring for animals. They also free animals subjected to cruelty from humanoid masters or captors. Most are quite militant and extreme. They not only rescue abused animals but also chastise, lecture, beat or kill the perpetrator.

In many cases these clerics run afoul of the law in their eagerness to administer their peculiar brand of justice. The habits of beastmasters differ between individuals. Some are loners who prefer a secluded wilderness existence. Many live in the wild as hermits who heal animals and cure their ailments (hermits also disdain civilization and the people it spawns). Others live in rural areas where they help teach cattle rangers and farmers how to better care for their livestock and pets, help deliver babies and heal animals. A surprising number are found in urban settings providing veterinary services, humane animal training, humane extermination of vermin, and animal caretaking services.

Regardless of the character's personal lifestyle, each member of this religious sect will try to promote harmony between men and beasts and come to the defense of helpless animals. The beastmaster understands the ways of nature and the predator. Although they do not eat the flesh or wear the hides of animals, they don't look down upon those who do. Thus, they accept the use of animals for labour, the repulsive raising and butchering of livestock, and hunting for food and clothing. They welcome the domestication of animals, especially pets, because they see animals as excellent companions and mutual friends. Their only concern in these areas is that the animals receive the best care, treatment, (when applicable, love), and don 't suffer needlessly.

They hate slavers, merchants, ranchers, farmers, butchers, trainers and owners who treat their animals badly or cruelly, and especially those who hunt for sport or who abuse/mistreat/kill animals for fun or amusement; this includes the operators and animal handlers of gladiatorial arenas. The beastmaster will free animals imprisoned by slavers, beat a man who beats his animal, and savagely assault or kill a character who deliberately tortures or kills an animal for sheer pleasure or is wantonly destructive of nature.

Beastmasters & Special Abilities

In their service of nature the beastmasters have developed special abilities. Like the druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the beastmaster to perform wondrous feats of healing on the beasts of the forest. There is a special kinship which allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from these clerics as they often times would with normal humanoids.

  1. Animal Diagnosis: The beastmaster can determine the cause of an animal sickness or injury by examining the creature. Success ratio is 60%+3% per level of experience.
  2. Healing Touch (animals only): This functions exactly like the healing ability of priests, except it can only be used on mammals, birds, reptiles and most non-magical monster animals. Humanoids and monsters with human intelligence are not considered animals and cannot be healed by the beastmaster. Nor can creatures of magic. Restores 1D8 hit points per healing touch. As many as two healing touches can be performed per melee round.
  3. Prayer for Animal Resurrection: The beastmaster can breathe life back into any animal that has been dead for less than eight hours and is not decapitated. Fundamentally, the same as the magic spell. This powerful magic can onJy be done once per 24 hours. Success ratio is 40%+5% per level of experience.
  4. Prayer for Cure Disease: This is a more powerful healing touch that miraculously cures disease and aliments through a simple prayer by the beastmaster. If a cure is not successful the animal remains sick, but the pain and discomfort of the animal is automatically eased. When the prayer is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace. Success Ratio: 18%+6% per level of experience. A cure can only be attempted once per 24 hour period.
  5. Impervious to Poison/Venom: The character is impervious to all types of animal venom and poisonous plants. This means the beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character.
  6. Impervious to Disease and Allergies: The beastmaster is also impervious to all natural pollens, fungus, molds, bacteria and viruses.
  7. Animal Telepathy: The character can communicate with any animal through mental telepathy. This ability allows only communication, not enslavement of the animaL With this ability the beastmaster can discover the feelings, fears, needs or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the beastmaster's appeals. This power can be used to summon, direct/guide/command, repel, and calm/reason with animals. Success ratio is 50%+3% per level of experience. Communication can be made with as many as two animals per level of experience at the same time.
  8. Animal Kinship: Animals do not regard the beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they anack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.
  9. Beastmaster Familiar Link: This ability is different than the wizard spell. Most notably, the beastmaster does not see and hear everything his familiar experiences. However, they are linked spiritually. Each animal familiar will regard the other as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
    • This link provides the beastmaster with 1D6+2 hit points and 1D6 points added to his speed attribute per each familiar. In addition. the animal also gets an additional 1D6+2 hit points from the link and exhibits high animal intelligence regardless of what it may be.
    • Any sized animal is available as a familiar. The type of animal summoned to the beastMaster is determined by the player, but available animals will be limited to the geographic location and the G.M.'s discretion (be fair and reasonable).
    • The beastmaster can have more than one familiar Linked/allied to him. An animal familiar can be selected at levels one, three, six, nine, and twelve. Jf a familiar is killed there is no replacement creature.
    • The beastmaster can only use the senses of one animal familiar at a time. The mortal mind is incapable of processing the senses of many creatures at the same time, even with the aid of magic.
  10. Spell Casting: At First level the Beastmaster knows five animal based Ranger and Shamantic spells. At Second level and each subsequent level of experience, he can select one additional spell from those available below. The only restriction is the character cannot make selections higher than his own current level of experience.

The Beastmaster O.C.C.

Attribute Requirements: M.A. 12, P.S. 10 and P.E. 10.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonuses:The character has a one-time bonus of +1 dodge and +1 on initiative.
O.C.C. Skills:

  • Animal Husbandry (+25%),
  • Identify Plants/Fruits (+10%)
  • Wilderness Survival (+10%).
  • Holistic Medicine(+10%)
  • Horsemanship: Palladin
  • First Aid (+4%)
  • Prowl (+6%)
  • Tracking (+15%)
  • Trap/Skin Animals
  • Languages: Native Tongue at 98%, plus two of choice (+5% each)
  • W.P. knife and one of choice.
  • Hand to Hand: Basic (Hand to hand: basic can be changed to hand to hand: expert or assassin (if evil) for the cost of two "other" skills or martial arts for the cost of one "other" skill.)

O.C.C. Related Skills: Select six other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

  • Communications: Any (+5% each)
  • Domestic: Any (+5%)
  • Espionage: None
  • Horsemanship: Exotic Only.
  • Labour: Any
  • Medical: Veterinary Science/Animal Healing only
  • Military: Camouflage and Falconry only (both at + 10%)
  • Naval: None
  • Performing Arts: Any
  • Physical: Any.
  • Rogue: Recognize and Use Poison only (+10%).
  • Science: Any (+15%)
  • Scholar/Technical: Any (+ 1 0%)
  • Weapon Proficiencies: Any, except Siege, Targeting, Large Axes, Pole Arms and Lance.
  • Wilderness: Any (+10%)

Secondary Skills: Choose 10 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Clothing, moccasins. boots or sandals usually made from wool or other animal fibers taken from animals without killing them (rarely wear animal skins) or clothes made from plant fibers (cotton) or silk, three small sacks, one large sack, 30 foot (9 m) length of rope, knife or hand axe.

Armour: Seldom wears armor, but can if not made from animal skin; considers it unnatural and too restrictive of movement. Many use a small shield.

Weapons: Any type of weapons can be used, but most seem to prefer staves, clubs, throwing sticks and blowguns.

Money: The character starts with 50 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.

Experiance and Combat Table:


LevelMagic CombatSpell Use/levelExperience
1+1 vs. Spell Magic 40-1,930
2+1 vs. Circles/Wards61,931-3,860
3+1 Spell Strength83,861-7,720
4Sence Good/Evil 40% 107,721-15,200
52 Spell Att/Melee1215,201-23,300
6Recognize Enchantment 30%1423,301-36,666
7+2 vs. Spell Magic1636,667-56,666
8+2 Spell Strength 1856,667-86,666
9+2 vs. Circles/Wards2086,667-111,666
10Sence Good/Evil 65%22111,667-135,666
11+2 vs. Circle/Wards 24135,667-166,666
12Recognise Enchantment 50%26166,667-216,666
13+3 vs. Spell Magic28216,667-266,666
14Recognize Enchantment 71%30266,667-316,666
15+3 vs. Circle/Wards32316,667-386,666

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