pvgttm-web/src/pages/classes/beast-walker.md
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---
title: Beast Walker
description: The Beast Walker class for OSR gaming.
date_pub: 2024-03-05T22:35:07.000-04:00
section: classes
content_type: feature
short_code: cbw
---
An adventurer who possesses a special bond with one (or more) animal companions.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------- | --------------------------- |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Core Features
- **Friend to Animals**: +1 bonus to reaction rolls with animals (non-intelligent creatures).
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save |
| :---: | :----: | :-: | :--: |
| 1 | 1d8 | 0 | 11 |
| 2 | 2d8 | 0 | 11 |
| 3 | 3d8 | 0 | 11 |
| 4 | 4d8 | 0 | 11 |
| 5 | 5d8 | +2 | 9 |
| 6 | 6d8 | +2 | 9 |
| 7 | 7d8 | +2 | 9 |
| 8 | 9d8 | +2 | 9 |
| 9 | 9d8 | +5 | 7 |
| 10 | 9d8+2 | +5 | 7 |
| 11 | 9d8+4 | +5 | 7 |
| 12 | 9d8+6 | +5 | 7 |
| 13 | 9d8+8 | +7 | 5 |
| 14 | 9d8+10 | +7 | 5 |
[Beast Walker Features]
</div>
### Animal Companions
- To establish connection, must make a peaceful approach towards a single animal, and succeed on a [skilled INT or WIS check](/rules/adventuring.html#skilled-ability-checks).
- Companions may be wild or domestic.
- Companions may be magical or giant, at the GM's discretion.
- May have up to one animal companion per level.
- Total HD of companions may not exceed level.
- If a companion is dismissed or dies, may establish connection with new animal.
- Companions follow everywhere.
- Companions can understand and execute basic commands.
- Companions will fight to the death to defend their beast walker.
- Companions do not check morale.
### Class Skills
- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion.
- Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight.
- **Mighty Attack**: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
### Speak with Animals
- Can be understood by animals (non-magical creatures).
- From 2nd level, can understand the speech of animals.
- From 4th level, can empathically speak to any animals in sight (without words).
- Communication is limited by intelligence of the animal being spoken to.
### Stronghold
After 9th level, may construct a stronghold in the wilderness.
- Automatically befriends all creatures within 5 mile radius.
- They may perform simple tasks for beast walker (carry messages, warn about intruders, etc).
- In exchange, they expect to be protected from harm by beast walker.