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.
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
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.
ArchetypeThis feat belongs to an archetype.
DedicationEach 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.