train, or control his animal companions, rather they are his friends and comrades-in-arms. Misunderstood and feared by nobles and common folk alike for his unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor is he comfortable in civilized lands.
Standard. Any outdoor land. Beastmasters tend to walk alone, accompanied only by the fierce natural beasts that are their friends and allies. Traveling the fringes of settled lands, the Beastmaster has small use for the trappings of civilization, but even less for the minions of evil, particularly those of a magical or priestly nature. Thus, a Beastmaster will often find himself aiding the oppressed or enslaved, and pitted against the cruelties of evil priests or wizards and their allies.
Hunter, Fisher. A Beastmaster is initially limited to weapons that he can make himself: axe (any), club, dagger, dart, javelin, knife, quarterstaff, sling, or spear.
None, but see Special Benefits. Agriculture, Bowyer/Fletcher, Endurance, Hunting, Leather working, Running, Swimming, Weather Sense. Optional: See Weaponsmithing (Crude) in the Mountain Man section).
Armorer, Etiquette, Heraldry, Navigation, Weaponsmithing. The Beastmaster starts only with leather armor and weapons he
Standard. None, but see Special Benefits.
The Beastmaster has a +5% chance to hide in natural surroundings. Although a Beastmaster receives no special followers at high level, he can acquire normal or giant animals as henchmen. He may acquire them at any level, and their number depends on his Charisma. If these animals are slain or driven away, they can be replaced by new animals without penalty (though this may take some time).
The Beastmaster can establish telepathic communication with any normal or giant animal within 30', if he does nothing else in the round. The animal must have a minimum Intelligence of 1. This has the following bene its:
The Beastmaster can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.
The Beastmaster can recruit an animal he has befriended as a henchman if he is not at his limit and if the creature fails a saving throw vs. rods. The saving throw is penalized by -1 for every three levels of experience the Beastmaster has earned. At the DM's option, animals may present themselves for recruitment in the same way that followers appear to other rangers.
The Beastmaster forms a mental bond with any animal he recruits as a henchman. There is no distance limit, but this ability does not cross planar boundaries. This bond has the following effects:
The Beastmaster can communicate directly with any animal henchman to which