Beast Tamer

Bard Archetype

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Fortitude
Low
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Will
High
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Reflex
High
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Base Attack Bonus
Average
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HP per level
5/ Level
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HP
8
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Max level of Spells
6
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Caster ability
Charisma
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Beast Tamer is a class in Pathfinder: Wrath of the Righteous. Beast Tamers can use abilities that boosts his and ally's abilities in a range. They are fit for any role but work best as supports.

 

"Bards originate from a variety of backgrounds, including former shepherds, street charmers, and such. Those who find animals a more appreciative audience than humans are usually become known as beast tamers. Such bards can greatly enhance the abilities of their beastly allies through inspiring performances. "

  

Beast Tamer Information

 

Beast Tamer Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Spell

Level 1  0  0  +2 +2 Bard ProficienciesCantrips, Inspire FerocityBardic KnowledgeDetect Magic, Spontaneous Summoning, Beast Call, Summon Nature's Ally I 1
Level 2  1 0 +3 +3 Augment Summoning 2
Level 3  +2 +1 +3 +3 Summon Nature's Ally II 3
Level 4  +3 +1 +4 +4   3/1
Level 5  +3 +1 +4 +4 Inspire Ferocity, Summon Nature's Ally III 4/2
Level 6  +4 +2 +5 +5 Bard TalentFascinate 4/3
Level 7  +5 +2 +5 +5 Bardic Performance (Move Action), Summon Nature's Ally IV 4/3/1
Level 8  +6/+1 +2 +6 +6   4/4/2
Level 9  +6/+1 +3 +6 +6 Inspire Greatness, Summon Nature's Ally V 5/4/3
Level 10  +7/+2 +3 +7 +7 Inspire Ferocity, Jack of All Trades 5/4/3/1
Level 11  +8/+3 +3 +7 +7 Summon Nature's Ally VI 5/4/4/2
Level 12  +9/+4 +4 +8 +8 Soothing Performance 5/5/4/3
Level 13  +9/+4 +4 +8 +8 Bardic Performance (Swift Action), Summon Nature's Ally VII 5/5/4/3/1
Level 14  +10/+5 +4 +9 +9 Inspire Ferocity, Bard Talent 5/5/4/4/2
Level 15  +11/+6/+1 +5 +9 +9  Inspire Heroics, Summon Nature's Ally VIII 5/5/5/4/3
Level 16  +12/+7/+2 +5 +10 +10   5/5/5/4/3/1
Level 17  +12/+7/+2 +5 +10 +10 Inspire Ferocity, Summon Nature's Ally IX 5/5/5/4/4/2
Level 18  +13/+8/+3 +6 +11 +11 Inspire Ferocity, Bard Talent 5/5/5/5/4/3
Level 19  +14/+9/+4 +6 +11 +11   5/5/5/5/5/4
Level 20  +15/+10/+5 +6 +12 +12 Deadly Performance 5/5/5/5/5/5

 

 

Beast Tamer Abilities

 

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Bard Proficiencies

A bard is proficient with all simple weapons, plus the longsword, rapier, short sword and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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Cantrips

Bards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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Bardic Knowledge

A bard adds half his class level (minimum 1) to all Knowledge and Lore skill checks and may make all Knowledge and Lore skill checks untrained.

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Spontaneous Summoning

A beast tamer can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can spend a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

 

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Summon Nature's Ally I

This spell summons to your side a natural mite. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

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Summon Nature's Ally II

This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Nature's Ally III

This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Nature's Ally IV

This spell summons to your side a natural dire boar, 1d3 natural leopards, or 1d4+1 natural giant frogs. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

 

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Summon Nature's Ally V

This spell summons to your side a natural manticore, 1d3 natural dire boars, or 1d4+1 natural leopards. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Nature's Ally VI

This spell summons to your side a natural smilodon, 1d3 natural manticores, or 1d4+1 natural dire boars. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Nature's Ally VII

This spell summons to your side a natural mastodon, 1d3 natural smilodons, or 1d4+1 natural manticores. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Summon Nature's Ally VIII

This spell summons to your side a natural nereid, 1d3 natural mastodons, or 1d4+1 natural smilodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

 

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Summon Nature's Ally IX

This spell summons to your side a natural hamadryad, 1d3 natural nereids, or 1d4+1 natural mastodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

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Augment Summoning

Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

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Inspire Ferocity

At 10th level inspire ferocity grants all affected allies the effect of the magic fang spell. In addition, all natural attacks count as if they were silver and cold iron.
At 14th level inspire ferocity makes all natural attacks by affected allies count as if they were adamantine.
At 18th level inspire ferocity grants all affected allies the effect of the greater magic fang spell.

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Inspire Greatness

A bard of 9th level or higher can use his performance to inspire greatness in all allies within 30 feet, granting extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if an, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.

 

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Soothing Performance

A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure of serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance.

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Inspire Heroics

A bard of 15th level or higher can inspire tremendous heroism in all allies within 30 feet. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance.

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Bard Talent

As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.

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Deadly Performance

A bard of 20th level can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will Save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect . If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies.

 

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Beast Call

Starting at 1st level, a beast tamer can cast summon nature's ally I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 bard levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). A beast tamer cannot have more than one summon spell active in this way at a time; if she uses another, any existing summon immediately ends.

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Bard Talent

As a bard gains experience, she learns a number of talents that aid her and confound her foes. At 2nd level, a bard gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the bard gains an additional rogue talent. A bard cannot select a rogue talent that modifies the sneak attack ability.

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Lore Master (Bard)

At 5th level, the Bard becomes a master of lore and can take 10 on any Knowledge or Lore skill check that he has ranks in. A Bard can choose not to take 10 and can just instead roll normally.

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Bardic Performance (Move Action)

A 7th level, a bard can start a bardic performance as a move action instead of a standard action.

 

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Bardic Performance (Swift Action)

At 13th level, a bard can start a bardic performance as a swift action.

 

 

 

 




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