• Beastmasters in Depth

  • Josh often uses them as pre-mades in his demo games!

  • A “pet class” that can revolve around animal companions.

  • Potential for added complexity and breaking the action economy.

  • Inspired at least in part by the eponymous Beastmaster, Dar from film and TV.

  • Animal companions are independent characters. While the player may roll dice and generally guide their actions, the GM should have veto authority.

  • Object lesson in animal companion problems: Josh’s wife got a dyre!

  • Karma Ritual and Important Attributes

  • Both urban and wilderness, but still trend “feral”.

  • Half-Magic

  • No free talent, higher Durability.

  • Novice Discipline talents.

  • Unarmed Combat and Claw Shape is their combat style.

  • Reason for the +3 bonus to Claw Shape.

  • The awkward status of Dominate Beast.

  • A character’s Discipline should inform the Narrative expression of their talents.

  • Novice talent options.

  • The weaknesses of animal companions in earlier editions.

  • There is lots of conceptual space for the Beastmaster.

  • Pet talents are options to avoid forcing people to take pets if they don’t want.

  • Lots of unique and flavorful options, possible to swap Discipline talents for options.

  • Enhance Animal Companion as a way of addressing previously mentioned weaknesses.

  • Sidebar: Not everything is about animal companion combat prowess!

  • Journeyman special ability: Cat’s Grace

  • Journeyman Discipline Talents

  • Animal Talk is a Journeyman talent?

  • Claw Frenzy buzzsaw of death.

  • Journeyman talent options.

  • More pet talents as options.

  • Beastmasters have higher Charisma, but aren’t really a social Discipline; they lack talents to support it.

  • Animals don’t deal with artifice, white lies, and social lubrication.

  • Beastmasters often take after animals and are blunt and forthright.

  • Special and iconic in the world of Earthdawn.

  • Decent fighters, but lack as many combat support talents as Warriors or Swordmaster.

  • GM advice: Beastmasters often don’t need magic weapons, but armor and defensive items are valued.

  • GM advice: Think of ways to leverage animals and the information that can provide to put the spotlight on the Beastmaster.

  • GM advice: Reskin the stat block for one animal to make others.

  • Cave crabs are NOT suitable animal companions.

Email: edsgpodcast@gmail.com

Twitter: @EarthdawnG

Josh on Twitter: @mataxes

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