Advanced Dungeons & Dragons 2nd Edition Wiki
Advanced Dungeons & Dragons 2nd Edition Wiki
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Beastmaster Psionicist[]

Domesticated and wild animals are important to Athasian society. Creatures such as mekillots, inixes, and crodlus are vital to warfare, trade, and labor. Exotic creatures like tembo and kirre can be found as guard animals and arena combatants in decadent cities. Nomads revere the creatures of their lands and seek to understand them through the Way.

The beastmaster is a psionicist with an affinity for animals of all kinds. He can calm a raging mekillot with a few soothing words. or turn the most loyal guard creatures to his side. He is an outsider who is more comfortable with his animal charges than with any humanoid companionship.

Humans, dwarves, elves, half-elves, halflings, and thri-kreen may select the beastmaster kit. Thri-kreen have an affinity for insects and insect-like monsters instead of mammalian or reptilian creatures. Beastmasters may be of any alignment; evil beastmasters tend to work through fear and intimidation.

Role: Psionicists who work with animal subjects are valued. Most beastmasters are not natives of the cities, but instead come from small villages or nomadic tribes-a background in which the young psionicist has extensive experience and contact with the animals he understands so well.

Good-aligned beastmasters are defenders of animal rights and carefully weigh the use of their powers. If an animal's life must be disturbed to accomplish the character's goal, the psionicist tries to return the creature to its original situation when finished. Evil beast masters perceive animals as nothing more than tools to be used and then discarded.

Beastmasters are withdrawn and have difficulty dealing with human society. They often make people around them uncomfortable.

Preferred Disciplines: Beastmasters must select Telepathy as their primary discipline. Psychometabolism is favored as a secondary discipline.

Weapon Proficiencies: Since they are often called upon to capture their subjects, beastmasters must take proficiency in the lasso, net, bola, or whip. Other allowed weapons include the dagger, knife, club, spear, short sword, sling, or bow.

Nonweapon Proficiencies:

Equipment: No special requirements.

Special Benefits: Beastmasters enjoy several talents that make their task easier. First of all, they may use the animal empathy ability of the ranger class. If the animal is wild or trained to attack, it receives a saving throw versus rods modified by -1 for every three experience levels the psionicist possesses, just like the ranger ability. Evil beastmasters generally cow animals rather than befriend them, but the effects are identical.

Secondly, the beastmaster receives a +1 bonus to his power score anytime he uses a Telepathic science or devotion against an animal subject. If he is trying to initiate Contact (power score: Wisdom), his power score becomes Wisdom +1.

Beastmasters may learn the warrior proficiencies recommended under "Nonweapon Proficiencies" without paying the one-slot penalty for selecting a proficiency out of group.

Special Hindrances: Beastmasters have difficulty using their Telepathic powers on sentient subjects and suffer a -1 penalty to the power score of any science or devotion used against an intelligent opponent. Secondly, the beastmaster's awkwardness imposes a -2 reaction check penalty when dealing with urban characters. Encounters in a city-state count. but meetings with desert nomads or villagers would not.

Wealth Options: The beastmaster begins play with 3d4 × 30 ceramic pieces.

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