Post by Mog Boss on Mar 21, 2019 16:06:35 GMT
Beast Masters are impressive individuals, indeed. Capable of taming beasts, and befriending them - they are truly one with nature. A Beast Master can potentially become a one man army, but must be careful - once a tamed beast dies, it is dead for good. Unlike Summoners, Beast Masters gain strength from numbers - but must be careful how they manage their tamed beasts. Most of a Beast Master's abilities will come directly from the monsters they control.
Note: A beast master cannot control more than one monster at a time of the same letter rank. Meaning that if a beast master had lv 4 catch and control they could control one S or A rank, one B, and one C or D.
Beast Master (Job) The Beastmaster is in tune with nature, they have somewhat heightened senses - and are able to track a given target through the wilderness or even a city as long as they have their scent or know their mannerisms. They are expert trackers. They gain advantage on Animal Handling, and Perception Rolls. In addition, if they are in a forest or plains biome - they gain +2 to hit, and +2 AC.
+40 HP, +30 MP, +30 SP.
Catching a monster: In order to catch a monster a beastmaster will need a net. Depending on the material of the net it will grant a bonus to rolls used to catch a creature. A creature of a larger size will need more nets in order to catch. This equates to how many tiles a creature takes up. Meaning a large creature occupying a 2x2 area will take 4 nets of the same type to catch. Note that using 4 nets in this fashion does not grant a catch boost x4. Once a creature has been weakened enough, meaning their health is under 50% a beastmaster can use a full action to attempt to catch it. They make a nature skill check with any bonuses applied, and compare it to a creature's DC. If they make it over the DC the creature is captured. Once captured the creature is brought back to a pen and need to wait 1 day per rank in order for the creature to be pacified, and able to listen to the user.
Bronze Net: Baseline net needed to catch a creature gives no bonus. (1 leather, 1 bronze)
Iron Net: An improved net gives a bonus of +1 to catch rolls (1 leather, 1 iron)
Steel Net: An even greater net gives a bonus of +2 to catch rolls(1 leather, 1 steel)
Mythril Net: A nearly perfect net gives a bonus of +3 to catch rolls(1 leather, 1 mythril)
Adamantine Net: A perfectly made net. Gives a bonus of +5 to catch rolls(2 leather, 1 adamantine)
Basic Bait – Will attract any monster in the area 600 gil
(Vomp Carrots)
Strong Bait – Will attract C tier or higher monsters in the area 1000 gil
(Vomp Carrots, Gausebit Grass)
Pungent Bait – Will attract B tier or higher monsters in the area 1500 gil
(Tokopekko Wildgrass x2, San d'Orian Carrots, Vomp Carrots)
Effervescent Bait – Will attract A tier or higher monsters in the area 4000 gil
(Tokopekko Wildgrass x4,San d'Orian Carrots x2, Vomp Carrots)
Specialized Bait – Will attract a specific monster that it was designed for 10000 gil
(Tokopekko Wildgrass x4, Garidav Wildgrass x4, Zegham Carrots x4, Sharug Greens x4)
Catch and Control (T1)
This individual is able to catch, and train D rank monsters. This individual can actively control one monster at a time.
Catch and Control (T2)
This individual is able to catch, and train C rank monsters This individual can actively control two monsters at once.
Catch and Control (T3)
This individual is able to catch, and train B rank monsters
Catch and Control (T4)
This individual is able to catch, and train A rank monsters. This individual can actively control three monsters at once.
Catch and Control (T5)
This individual is able to catch and train S rank monsters.
Legendary Control (Unique) (T6)
This individual is able to catch and train a single legendary boss monster in their life-time, and maintain full control over it if they have the skills to catch it.
[Boss monster must not be humanoid.]
Mastered Scent (T1)
This individual has a heightened sense of scent. Through spending time with the natural world and its creatures they have taken on this adaptation. They are capable of memorizing a number of scents equal to their Intelligence stat. They are capable of tracking and recognizing these scents as long as there is some undisturbed trail.
Natural Study (T2)
This individual is capable of diving deep into study of a specific creature. They spend a day gathering knowledge on that creature in specific and roll a naturalist skill check. On a successful roll the individual has “knowledge” on that creature letting them know everything about it including stats and abilities. They also gain advantage on rolls trying to catch the creature.
Bestial Link (T4)
The user has an energetic link to a monster under their control. They are able to determine the emotional state of the monster and determine its basic thoughts. Any positive status effect applied to either the user or the monster is shared between the two. They are also able to give commands mentally and do not need to use their bonus action to do so anymore. This link is active for up to a mile between the user and their creature.
Calm Monster (D)
The user attempts to calm down an aggressive monster. They can make a naturalist roll in order to influence the creature. The DM can decide what DC and what affect the calm with have. This can be making the monster less aggressive and gaining disadvantage, making the monster lose all will to fight, etc.
Strategic Leadership (C)
This individual uses their standard action to give out commands to all their controlled creatures. Any actions the creatures take this turn gain a bonus of the users Charisma mod to their rolls.