Beastmaster
You attract the loyalty of animals, and as your powers increase, you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances.
Additional Feats: 4th Animal Empathy (Ranger), Initiate Warden(Heal Companion and Magic Hide only); 6th Advanced Warden (Enlarge Companion only), Companion's Cry; 14th Side By Side. Warden spells granted by these feats are beastmaster focus spells for you.
| Beastmaster Animal Companions |
|---|
| If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 206–211 of Player Core. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source. |
Beastmaster Dedication Feat 2
Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.
Source: Pathfinder Player Core 2
Additional Companion Feat 4
Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions (in Beastmaster Dedication) for rules on how having multiple animal companions works.
Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).
Source: Pathfinder Player Core 2
Heal Animal Feat 4
You can heal your animal companion's wounds. You can cast Heal Animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.
Source: Pathfinder Advanced Player's Guide
Mature Beastmaster Companion Feat 4
All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities.
Your animal companion has greater independence. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Strike or Stride (or Burrow, Climb, Fly, or Swim if it has that Speed). It can do this at any point during your turn, as long as you aren't currently taking an action. If it does, that's all the actions it gets that round—you can't Command it later.
Source: Pathfinder Player Core 2
Spirit Of The Beast Feat 4
You imbue your companion with the aspect of another animal. You gain the Spirit Of The Beast focus spell.
Source: Pathfinder Howl of the Wild
Beastmaster's Trance Feat 6
You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell Beastmaster Trance. Increase the number of Focus Points in your focus pool by 1.
Source: Pathfinder Player Core 2
Bestial Protection Feat 6
Your companion's mere presence is enough to rattle creatures that fall under its shadow. When a creature adjacent to your animal companion that's smaller than it targets you with an attack, that creature becomes Frightened 1.
Source: Pathfinder Howl of the Wild
Nature's Precision Feat 6
Your companions pick at an enemy's weak points. When your companion strikes a Off Guard creature with an agile or finesse unarmed attack, it deals an additional 1d4 precision damage (2d4 if the animal companion is specialized). If the companion already deals precision damage, combine the precision damage.
Source: Pathfinder Howl of the Wild
Swift Guardian Feat 6
Trigger You roll initiative.
When danger appears, you quickly send away your active companion and call in a different animal ally. You use Call Companion. The new animal companion typically arrives in the same location as the one that departed, though the GM might adjust this depending on the circumstances and Speeds of the animals. If you have Lead The Pack, you can swap one of your two active companions for an inactive companion.
Source: Pathfinder Player Core 2
Tenacious Endurance Feat 6
You encourage your companion to refuse to yield, against even the mightiest of foes. When one of your animal companions is reduced to 0 Hit Points, if it isn't wounded, it can remain standing with 1 Hit Point and become Wounded 1.
Source: Pathfinder Howl of the Wild
Incredible Beastmaster Companion Feat 8
Your mature animal companions continue to grow and develop. Each of them becomes a nimble or savage animal companion, gaining additional capabilities determined by the type of companion. You choose nimble or savage individually for each companion, including any companion that becomes mature after you take this feat.
Source: Pathfinder Player Core 2
Pack Movement Feat 8
You and your companion move to take down a common enemy. You and your animal companion both Stride. If both of you end your movement within reach of the same creature, you and your animal companion each make a melee Strike against the creature. You can use Pack Movement to Burrow, Climb, Fly, or Swim instead of Stride if both you and your animal companion have the corresponding movement type.
Source: Pathfinder Howl of the Wild
Beastmaster Bond Feat 10
You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
Source: Pathfinder Player Core 2
Ferocious Charge Feat 10
You've taught your companions to charge directly at an enemy. Your companions with a qualifying unarmed Strike learn the Ferocious Charge activity.
Ferocious Charge 2 The companion Strides up to twice its Speed in a straight line and makes an antlers, head, or horn Strike. If it moved at least 20 feet, it deals an additional 1d8 damage. This damage increases to 2d8 if your companion is specialized. The companion can use Ferocious Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if it has the corresponding movement type.
Source: Pathfinder Howl of the Wild
Running Kick Feat 10
Your companion weaves in and out of combat, swiftly attacking before getting to a better position. Your companions with a qualifying unarmed attack learn the Running Kick activity.
Running Kick 2 This companion Strides up to twice its Speed and makes a hoof, foot, or talon Strike at any point during the movement. This movement doesn't provoke reactions from a creature damaged by the Strike.
Source: Pathfinder Howl of the Wild
Sinking Jaws Feat 10
Like how a constrictor wraps itself around its next meal, your companion tightens its teeth around its constrained prey to squeeze the life out of it. Your companions with a qualifying unarmed attack learn the Sinking Jaws activity.
Sinking Jaws 1
Requirements This companion has a creature Grabbed or Restrained with its jaws or fangs
Effect This companion's grabbed or restrained foe takes piercing damage equal to the companion's level plus Strength modifier.
Source: Pathfinder Howl of the Wild
Sweeping Tail Feat 10
Your companion swings its tail powerfully. Your companions with a qualifying unarmed attack learn the Sweeping Tail activity.
Sweeping Tail 2 This companion makes two tail Strikes against different creatures within its reach, increasing its multiple attack penalty as normal. On a hit, it pushes a target back 5 feet or 10 feet on a critical hit. This is forced movement.
Source: Pathfinder Howl of the Wild
Vicious Rend Feat 10
Your companion sinks its claws and rips. Your companions with a qualifying unarmed attack learn the Vicious Rend activity.
Vicious Rend 2 Make two claw, fist, pincer, or talon Strikes against the same target, applying the multiple attack penalty as normal. If both Strikes hit, the target takes an additional 1d6 persistent bleed damage. This damage increases to 2d6 if your companion is specialized.
Source: Pathfinder Howl of the Wild
Beastmaster's Call Feat 12
Frequency once per turn
You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.
Source: Pathfinder Player Core 2
Billowing Wings Feat 12
You've trained your winged companions to gather air in their wings, whipping up a concentrated gust of wind at opponents, potentially staggering them. Your companions with wings gain a gust ranged unarmed attack, which deals 1d4 bludgeoning damage with a range of 30 feet and has the air and propulsive traits. On a critical hit, the target is pushed back 5 feet. This is forced movement.
Source: Pathfinder Howl of the Wild
Specialized Beastmaster Companion Feat 14
Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice. Choose the specialization separately for each companion, including any companion that becomes specialized after you take this feat.
Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
Source: Pathfinder Player Core 2
Lead The Pack Feat 16
You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both.
When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.
Source: Pathfinder Player Core 2
Heightened Instincts Feat 18
You've worked to sharpen your companions' instincts to supernatural levels. When one of your companions rolls a success on a saving throw, it gets a critical success instead.
Source: Pathfinder Howl of the Wild
Pack Takedown Feat 20
Requirements You have two active companions.
The pack is strongest when it acts as one, and like a group of hungry wolves, you work together to bring down a single target. If you and both of your active companions threaten the same creature, each of you makes a melee Strike against it. The creature is Off Guard against all of these attacks. If more than one attack hits, combine the damage from all successful Strikes, and apply resistances and weaknesses only once.
Source: Pathfinder Howl of the Wild
Beastmaster Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Beastmaster Dedication | 2 | Common | |
| Additional Companion | 4 | Common | |
| Heal Animal | 4 | Common | |
| Mature Beastmaster Companion | 4 | Common | |
| Spirit of the Beast | 4 | Common | |
| Beastmaster's Trance | 6 | Common | |
| Bestial Protection | 6 | Common | |
| Nature's Precision | 6 | Common | |
| Swift Guardian | 6 | Common | |
| Tenacious Endurance | 6 | Common | |
| Incredible Beastmaster Companion | 8 | Common | |
| Pack Movement | 8 | Common | |
| Beastmaster Bond | 10 | Common | |
| Ferocious Charge | 10 | Common | |
| Running Kick | 10 | Common | |
| Sinking Jaws | 10 | Common | |
| Sweeping Tail | 10 | Common | |
| Vicious Rend | 10 | Common | |
| Beastmaster's Call | 12 | Common | |
| Billowing Wings | 12 | Common | |
| Specialized Beastmaster Companion | 14 | Common | |
| Lead the Pack | 16 | Uncommon | |
| Heightened Instincts | 18 | Common | |
| Pack Takedown | 20 | Common |