Beast Lord Dedication Feat 12
Source Pathfinder War of Immortals
Prerequisites a mature animal companion or an advanced construct companion
Your Calling has united your destiny with a companion, harnessing a connection between you that links your minds, hearts, and souls. Choose a companion that qualified you for this feat as your united companion. Your united companion increases its Intelligence modifier to +0 or by 1 if its Intelligence modifier is greater than +0. It gains the ability to understand a language that you know and can communicate with you, but only you can understand your companion when it speaks, as it uses chirps, grunts, or other noises to convey its meaning. If you or your united companion are conscious and within 30 feet of each other and either must attempt a saving throw against a mental effect, both you and your united companion attempt the saving throw. The target of the effect uses the best result; this also applies if both you and your united companion must attempt a saving throw against the same effect.
The tales of connections between man and creature are numerous across the lands, often carrying with them legends of the exploits of companions as they protect that which is dearest to them. A beast lord is defined by their bond with their companion, an unshakable union that cannot be broken. This link can be brought forth through deific intervention, a traumatic shared event between companions that solidified their connection in magic, or even simply through a powerful friendship.
A beast lord is not simply a title by which to measure those who unite with their companions, it is a collective merging of minds and souls. It's been proposed that while the heart of one companion still beats, the other's cannot cease, two drums in a perpetual song forever destined to be together as one. Stories of beast lords see them arising from their long-lost or secret dens to protect the lands, other companions, or lost members of their domains even long after most believed them dead and gone. These legends suggest that while even one life still lives, regardless of how many generations have passed, a beast lord can return to defend, and sometimes lead, those under their protection.
While this archetype is called βbeast lord,β your companion need not be an animal. A wizened druid might preach the Green Faith alongside a similarly weathered arboreal companion. An elven ranger might patrol the skies above their forest home on a riding drake. An ingenious inventor might construct a robotic ally to aid in his workshop. What is important is that the beast lord has a strong bond with a companion, and that the two work hand-in-hand, almost sharing one mind.
Across the Inner Sea Region, Adowyn (untamed female human hunter) and Leryn (protective male wolf companion) travel protecting sacred natural lands and hunting those unfortunate enough to draw their ire. Their most recent exploits involved stopping an illegal strip-mining operation in the foothills of the Mindspin Mountains.
In the Mwangi Expanse, a young kobold named of Vidni (charismatic nonbinary kobold merchant) travels in hopes of selling their varied wares, keeping their most trusted friend and bodyguard Hew (fearsome male gorilla companion) close. The two have found some success in Senghor, and are saving up to buy their first trading ship.
In the Verduran Forest of Avistan, Gal (clever female centaur ranger) moves hoof in hoof with her boar companion Jinx (steadfast female boar companion), plunging tusk and arrow into the hearts of any would-be intruders. They are friendly with the local druids who reside on the Isle of Arenway, but aren't beholden to their politics.
In Alkenstar, the inventor Dr. Ashley Arrowbaud (distractable female human inventor) labored for years within her laboratory until she one day emerged with a large, arthropod-shaped metal creature marked SC-04910 (sturdy genderless construct companion) who almost has a will of its own. The two have recently begun to discover the sinister actions of a secret society that includes members of the administration of Dr. Arrowbaud's alma mater, Blythir College.
Any of these characters may be, or may one day become, beast lords. By sharing a deep connection and the same goals, each pair may find a cause or quest that is important to them, which could eventually transform them into figures of legend. Tales of their exploits may inspire a similar connection in others, who might soon become another beast lord.
You have forged your own union with a loyal companion. The two of you share every burden, every strife, and a clear destiny. That future, no matter what foes you face, lands you protect, or quests you pursue, always shares the commonality of your undying connection to each other. Though there will be enemies who seek to drive you apart or even send you into the hands of Pharasma, they will not be able to dissolve your partnership as long as you and your companion remain true to one another. You are one unit, one body and one mind, and the tribulations and trials set against you will quickly crumble through the power of your union.
You need not travel alone, though others won't truly understand the connection you have with one another. You and your companion may make other friends or even form intimate relationships outside of this bond. Those ties will always be secondary, however, and that may cause some jealousy or resentment. But nothing like that will ever drive a wedge between you and your companion. Those who shun or ostracize you for your bond will eventually see its power when you rise to become figures of myth whose stories will be told for the rest of eternity.
| We are one Life, United for Eternity |
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The beast lord mythic destiny is themed around a character who has united with a companion, making them two halves of a whole. While this may be a union between a single animal, your union could be formed with another type of companion. Your soul might be united with a bear you once sought to kill, forever bonded after a fierce battle. Perhaps you're revered as the matron wolf to a pup that follows your discerning leadership. Maybe you're the creator of a metal construct, whose internal programming is tethered to your deepest emotions. The truth of it is, all that really matters is your empathic union to your companion and the epic adventures you will face together. |
| Unorthodox Companions |
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Animal companions can run the gamut from beasts to plant creatures to elementals, but Pathfinder Book of the Dead introduces the concept of undead companions. While they aren't technically the same, undead companions function the same way as animal companions in most ways. At your GM's discretion, you can take the beast lord mythic destiny if you have an undead companion, adding "mature undead companion" to the list of prerequisites for the dedication feat. |
Beast Lord Dedication Feat 12
Prerequisites a mature animal companion or an advanced construct companion
Your Calling has united your destiny with a companion, harnessing a connection between you that links your minds, hearts, and souls. Choose a companion that qualified you for this feat as your united companion. Your united companion increases its Intelligence modifier to +0 or by 1 if its Intelligence modifier is greater than +0. It gains the ability to understand a language that you know and can communicate with you, but only you can understand your companion when it speaks, as it uses chirps, grunts, or other noises to convey its meaning. If you or your united companion are conscious and within 30 feet of each other and either must attempt a saving throw against a mental effect, both you and your united companion attempt the saving throw. The target of the effect uses the best result; this also applies if both you and your united companion must attempt a saving throw against the same effect.
Source: Pathfinder War of Immortals
Chosen Ward Feat 14
Source: Pathfinder War of Immortals
Guarded Domain Feat 14
Source: Pathfinder War of Immortals
We Are One Feat 14
Source: Pathfinder War of Immortals
Bat Around Feat 16
Source: Pathfinder War of Immortals
Defend Our Union Feat 16
Source: Pathfinder War of Immortals
Telepathic Union Feat 16
Source: Pathfinder War of Immortals
Unified Stance Feat 16
Source: Pathfinder War of Immortals
Creature of Myth Feat 18
Source: Pathfinder War of Immortals
Pack of the Beast Lord Feat 18
Source: Pathfinder War of Immortals
One Life, Two Vessels Feat 20
Source: Pathfinder War of Immortals
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
DestinyThe destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.