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Beastmaster Dedication Feat 2


Archetype​Dedication​
Source Pathfinder Player Core 2
Prerequisites trained in Nature

You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.

Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.


BEASTMASTER ANIMAL COMPANIONS

If you're playing a beastmaster, you determine the statistics and abilities of your animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.

You attract the loyalty of animals, and as your powers increase, you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances.

Additional Feats: 4th Animal Empathy (Ranger), Initiate Warden(Heal Companion and Magic Hide only); 6th Advanced Warden (Enlarge Companion only), Companion's Cry; 14th Side by Side. Warden spells granted by these feats are beastmaster focus spells for you.


Beastmaster Animal Companions
If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 206–211 of Player Core. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.

Beastmaster Dedication Feat 2

Prerequisites trained in Nature


You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.

Certain beastmaster feats give you focus spells. When you gain your first beastmaster focus spell, you become trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for beastmaster archetype spells is Charisma, and they are primal spells. You can Refocus by feeding, playing with, or otherwise tending to an animal companion.

Source: Pathfinder Player Core 2

Additional Companion Feat 4

Source: Pathfinder Player Core 2

Heal Animal Feat 4

Source: Pathfinder Advanced Player's Guide

Mature Beastmaster Companion Feat 4

Source: Pathfinder Player Core 2

Spirit of the Beast Feat 4

Source: Pathfinder Howl of the Wild

Beastmaster's Trance Feat 6

Source: Pathfinder Player Core 2

Bestial Protection Feat 6

Source: Pathfinder Howl of the Wild

Nature's Precision Feat 6

Source: Pathfinder Howl of the Wild

Swift Guardian Feat 6

Source: Pathfinder Player Core 2

Tenacious Endurance Feat 6

Source: Pathfinder Howl of the Wild

Incredible Beastmaster Companion Feat 8

Source: Pathfinder Player Core 2

Pack Movement Feat 8

Source: Pathfinder Howl of the Wild

Beastmaster Bond Feat 10

Source: Pathfinder Player Core 2

Ferocious Charge Feat 10

Source: Pathfinder Howl of the Wild

Running Kick Feat 10

Source: Pathfinder Howl of the Wild

Sinking Jaws Feat 10

Source: Pathfinder Howl of the Wild

Sweeping Tail Feat 10

Source: Pathfinder Howl of the Wild

Vicious Rend Feat 10

Source: Pathfinder Howl of the Wild

Beastmaster's Call Feat 12

Source: Pathfinder Player Core 2

Billowing Wings Feat 12

Source: Pathfinder Howl of the Wild

Specialized Beastmaster Companion Feat 14

Source: Pathfinder Player Core 2

Lead the Pack Feat 16

Source: Pathfinder Player Core 2

Heightened Instincts Feat 18

Source: Pathfinder Howl of the Wild

Pack Takedown Feat 20

Source: Pathfinder Howl of the Wild


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.