Beastmaster?
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Dragonhelm
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Beastmaster?
I was wondering if anyone had a good C&C version of a Beastmaster, preferably one that had around 3-4 animal companions.
Thanks!
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Trampas Whiteman
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Dragonlance Nexus
Thanks!
_________________
Trampas Whiteman
---DragonHelm--->
Dragonlance Nexus
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Dragonhelm
- Red Cap
- Posts: 257
- Joined: Thu May 11, 2006 7:00 am
Moorcrys wrote:
There's an old 1st edition beastmaster class from Dragon... I'll see if I can find it when I get home from work. Don't know if its any good, but it certainly looked cool back in '83 when I was twelve.
Cool, I'd love to see it. I know there's a kit in the 2e Ranger's Handbook, and a PrC from Complete Adventurer. Just trying to find the right thing to adapt for my old Kagonesti elf beastmaster.
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Trampas Whiteman
---DragonHelm--->
Dragonlance Nexus
Ed Greenwood wrote it:
It's in Dragon Magazine Issue #119 (from the Archives), and is listed as an NPC class. It's a long article and it's way way overpowered. You'd have to take a look at it and butcher for your C&C game, but it does what you want, I believe... Highlights:
They're supposed to begin needing the animal telepathy psionic ability to begin with a la 1st Edition AD&D
Hit Points: d8
Armor: Leather only
Attacks: as Fighters (but never gain more than 1 attack per round using AD&D rules).
Weapons: Any
Innate Abilities: Acute sense of smell (discerning up to 30' indoors or yards outdoors), see in darkness (even magical) up to 15' indoors or 15 yards outdoors and (C&C) elf-like sight during the day, 1 in 12 chance of surprise, resistance to disease, survival (as rangers), very light sleepers, +3 saves vs. illusions due to exceptional senses, pass through heavy growth and underbrush without leaving a trace, pass without trace at 6th level (once per day per level after sixth), repulsion at 7th once per day, anti-animal shell at 9th level once per day.
Fearful Howl: Once per day they can howl which causes fear in animals and low hit dice (2 or less) creatures, but which leaves the beastmaster unable to speak and at -2 AC and attacks for 1 round following.
Skills and Abilities (percentile chance increasing by level as per AD&D standards):
Sight: Ability to notice concealed creatures, tracks, creatures hiding in shadows, even secret doors (at -25% chance). Unaffected by available light due to exceptional senses. Starts at 92% chance success.
Move Silently: As rogue. Starts at 95% chance success.
Hide in Shadows: As rogue. Starts at 90% chance success.
Hear Noise: As rogue. Starts at 70% chance success.
Climb: As rogue. Starts at 65% chance success.
Bound: Essentially make a percentile check to leap as per the Jump spell. Starts at 40% chance success.
Track: As ranger. Starts at 90% chance success.
Stalk: Percentile die to ensure surprise when sneaking up and attacking a monster (how this differs from simply moving silently and hiding is beyond me). Starts at 90% chance success.
Detect Snares and Pits: Skill check to function as spell. Range 5' in front of the beastmaster and requiring full concentration. Starts at 55% chance success.
Locate Animals: Locate animals (and intelligent creatures at a -25% penalty) within a short range directly ahead of the beastmaster. Starts at 45% chance success.
Monster Summoning: Skill check to summon monsters as (1st Edition) monster summoning I, can also use the check to cause summoned monsters to either flee or attack their summoner (70/30 chance). Starts at 25% chance success.
Call Woodland Beings: Skill check to call woodland beings as per the druid spell (1st edition). Starts at 40% chance success.
Animal Friendship: Skill check as per the druid spell, although it seems as though intelligent (magical) animals may be befriended. Once the three month bonding period is over, the animal remains loyal forever regardless of seperation from the beastmaster. Starts at 55% chance success.
Hold Monster: Skill check as per spell, lasting 1-2 rounds, which the beastmaster may reapply automatically if he stands by the creature and touches it again while doing nothing else. Starts at 7% chance success.
Quiet: Skill check to calm a fearful or excited creature. Starts at 10% chance success.
Charm Monster: Skill check to act as spell (-25% chance to charm an intelligent creature), only one charmed creature may ever be charmed at a time, and the ability exhausts the beastmaster for 24 hours. If treated well, the charmed creature will remain friendly to the beastmaster after the charm wears off. Starts at 5% chance success.
Wereform Control: Skill check to control contracted lycanthropy. Starts at 5% chance success.
Dragonriding: Skill check to befriend dragon and ride it eventually (?!?!?!). Beginning at 4th level, starts with a 10% chance success.
Experience Progression: It's written in the article experience is gained slowly for a beastmaster, and that it could take them upwards of 25 years to gain level 8 or 9. However, the Experience chart is low, even for 1st edition, compared to say, a paladin.
Level/XP
1st 0-5,000
2nd 5,000-10,000
3rd 10,000-16,000
4th 16,000-28,000
5th 28,000-50,000
6th 50,000-94,000
7th 94,000-160,000
8th 160,000-248,000
9th 248,000-392,000
10th 392,000-592,000
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Moorcrys
It's in Dragon Magazine Issue #119 (from the Archives), and is listed as an NPC class. It's a long article and it's way way overpowered. You'd have to take a look at it and butcher for your C&C game, but it does what you want, I believe... Highlights:
They're supposed to begin needing the animal telepathy psionic ability to begin with a la 1st Edition AD&D
Hit Points: d8
Armor: Leather only
Attacks: as Fighters (but never gain more than 1 attack per round using AD&D rules).
Weapons: Any
Innate Abilities: Acute sense of smell (discerning up to 30' indoors or yards outdoors), see in darkness (even magical) up to 15' indoors or 15 yards outdoors and (C&C) elf-like sight during the day, 1 in 12 chance of surprise, resistance to disease, survival (as rangers), very light sleepers, +3 saves vs. illusions due to exceptional senses, pass through heavy growth and underbrush without leaving a trace, pass without trace at 6th level (once per day per level after sixth), repulsion at 7th once per day, anti-animal shell at 9th level once per day.
Fearful Howl: Once per day they can howl which causes fear in animals and low hit dice (2 or less) creatures, but which leaves the beastmaster unable to speak and at -2 AC and attacks for 1 round following.
Skills and Abilities (percentile chance increasing by level as per AD&D standards):
Sight: Ability to notice concealed creatures, tracks, creatures hiding in shadows, even secret doors (at -25% chance). Unaffected by available light due to exceptional senses. Starts at 92% chance success.
Move Silently: As rogue. Starts at 95% chance success.
Hide in Shadows: As rogue. Starts at 90% chance success.
Hear Noise: As rogue. Starts at 70% chance success.
Climb: As rogue. Starts at 65% chance success.
Bound: Essentially make a percentile check to leap as per the Jump spell. Starts at 40% chance success.
Track: As ranger. Starts at 90% chance success.
Stalk: Percentile die to ensure surprise when sneaking up and attacking a monster (how this differs from simply moving silently and hiding is beyond me). Starts at 90% chance success.
Detect Snares and Pits: Skill check to function as spell. Range 5' in front of the beastmaster and requiring full concentration. Starts at 55% chance success.
Locate Animals: Locate animals (and intelligent creatures at a -25% penalty) within a short range directly ahead of the beastmaster. Starts at 45% chance success.
Monster Summoning: Skill check to summon monsters as (1st Edition) monster summoning I, can also use the check to cause summoned monsters to either flee or attack their summoner (70/30 chance). Starts at 25% chance success.
Call Woodland Beings: Skill check to call woodland beings as per the druid spell (1st edition). Starts at 40% chance success.
Animal Friendship: Skill check as per the druid spell, although it seems as though intelligent (magical) animals may be befriended. Once the three month bonding period is over, the animal remains loyal forever regardless of seperation from the beastmaster. Starts at 55% chance success.
Hold Monster: Skill check as per spell, lasting 1-2 rounds, which the beastmaster may reapply automatically if he stands by the creature and touches it again while doing nothing else. Starts at 7% chance success.
Quiet: Skill check to calm a fearful or excited creature. Starts at 10% chance success.
Charm Monster: Skill check to act as spell (-25% chance to charm an intelligent creature), only one charmed creature may ever be charmed at a time, and the ability exhausts the beastmaster for 24 hours. If treated well, the charmed creature will remain friendly to the beastmaster after the charm wears off. Starts at 5% chance success.
Wereform Control: Skill check to control contracted lycanthropy. Starts at 5% chance success.
Dragonriding: Skill check to befriend dragon and ride it eventually (?!?!?!). Beginning at 4th level, starts with a 10% chance success.
Experience Progression: It's written in the article experience is gained slowly for a beastmaster, and that it could take them upwards of 25 years to gain level 8 or 9. However, the Experience chart is low, even for 1st edition, compared to say, a paladin.
Level/XP
1st 0-5,000
2nd 5,000-10,000
3rd 10,000-16,000
4th 16,000-28,000
5th 28,000-50,000
6th 50,000-94,000
7th 94,000-160,000
8th 160,000-248,000
9th 248,000-392,000
10th 392,000-592,000
_________________
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Moorcrys
serleran wrote:
Just use the druid and ranger (combined) from the World of the Doldrums. I have that meld class called a beathach-mor (beastsoul.)
I wanted to take a look at the class but I can't find it in that message... is it up there and I didn't see it or is it someplace else?
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Moorcrys
Moorcrys wrote:
I wanted to take a look at the class but I can't find it in that message... is it up there and I didn't see it or is it someplace else?
It should be mixed in with the rest of the class/race changes.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
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Here is a copy/paste of the info:
Druid
Primal Fury: At 4th level a druid gains the barbarian ability of the same name, including obtaining subsequent "primal" abilities at a rate of one per four levels. The order of preogression is identical to that of the barbarian.
Totem Magic: Druids may use the rules for totemic magic, gained at 6th level; the first totem shape selected must be the same form as that of their totem.
Animal Handling: This is identical to the ranger ability.
Nature Lore: Druids may use the pseudomagical applications of herbalism, and gemstone magic, but are restricted in their alchemical functions. Other uses of this ability are unchanged from the C&C PHB.
Scriptlore (Intelligence): A druid is well versed in a variety of writings, including magical ones. For all purposes, this ability functions as the decipher script ability, however, a check need not be made for magical writing, other than for comprehension; what this means, essentially, is that a druid can view a script and know if it is magical in nature, but not necessarily what the script says. This ability also allows the druid the use of both forms of runecasting.
Legend Lore: Druids gain the bard ability of the same name at 10th level.
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Druid
Primal Fury: At 4th level a druid gains the barbarian ability of the same name, including obtaining subsequent "primal" abilities at a rate of one per four levels. The order of preogression is identical to that of the barbarian.
Totem Magic: Druids may use the rules for totemic magic, gained at 6th level; the first totem shape selected must be the same form as that of their totem.
Animal Handling: This is identical to the ranger ability.
Nature Lore: Druids may use the pseudomagical applications of herbalism, and gemstone magic, but are restricted in their alchemical functions. Other uses of this ability are unchanged from the C&C PHB.
Scriptlore (Intelligence): A druid is well versed in a variety of writings, including magical ones. For all purposes, this ability functions as the decipher script ability, however, a check need not be made for magical writing, other than for comprehension; what this means, essentially, is that a druid can view a script and know if it is magical in nature, but not necessarily what the script says. This ability also allows the druid the use of both forms of runecasting.
Legend Lore: Druids gain the bard ability of the same name at 10th level.
R-
_________________
Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
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House Rules & Whatnots
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If you were looking for the "beastsoul" you won't find it, as I didn't post it, since all it is is a combined druid-ranger. Well, a Doldrums version of that, anyway. They are expensive to XP, but they have some naughty abilities. OH, I guess there are some slight changes, like HD and whatnot... so I can see a reason to post it. Maybe when I get through the rest of the races, which will be when I have time. There are only like 4 "melded" classes in the Doldrums, which are effectively the same thing as sieg's "two classes as one" thing, in Crusader #3, but I was calling them that a long time ago.