Beastmaster

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. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.

Additional Feats: 4th Magic Hide, Wild Empathy; 6th Companion’s Cry; 10th Enlarge Companion; 14th Side by Side. Warden spells granted by these feats are beastmaster focus spells for you.

Beastmaster Dedication Feat 2

Source PRG2:APG

Archetype Dedication

Prerequisite(s) 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 primal focus spells. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don’t already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.

Special You can’t select another dedication feat until you have gained two other feats from the beastmaster archetype.

Additional Companion Feat 4

Source PRG2:APG

Archetype

Prerequisite(s) Beastmaster Dedication

Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.

Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).

Heal Animal Feat 4

Source PRG2:APG

Archetype

Prerequisite(s) Beastmaster Dedication

Mature Beastmaster Companion Feat 4

Source PRG2:APG

Archetype

Prerequisite(s) Beastmaster Dedication

All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.

Beastmaster’s Trance Feat 6

Source PRG2:APG

Archetype

Prerequisite(s) Beastmaster Dedication

You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses.

You gain the focus spell beastmaster trance.

Increase the number of Focus Points in your focus pool by 1.

Incredible Beastmaster Companion Feat 8

Source PRG2:APG

Archetype

Prerequisite(s) Mature Beastmaster Companion

Your mature animal companions continue to grow and develop.

They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.

Beastmaster Bond Feat 10

Source PRG2:APG

Archetype Divination Mental Primal

Prerequisite(s) Beastmaster Dedication

Beastmaster’s Call [one-action] Feat 12

Source PRG2:APG

Archetype Auditory Concentrate Primal

Prerequisite(s) Beastmaster Dedication, Call Companion

Frequency once per turn

You quickly call in a primal projection of a non-active companion to provide the companion’s support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.

Specialized Beastmaster Companion Feat 14

Source PRG2:APG

Archetype

Prerequisite(s) Incredible Beastmaster Companion

Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).

Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.

Lead the Pack Feat 16

Uncommon Archetype

Prerequisite(s) Mature Beastmaster Companion, you have multiple animal companions You can have up to two animal companions active at once.

However, when you do, it’s slightly more difficult to Command them. If you don’t Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike.

Either way, you can’t Command an Animal to make either companion act again until your next turn.

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.

Call Companion

Source PRG2:APG

Exploration

You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. You can communicate telepathically with your animal companions within 100 feet. If you’re legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.

Beastmaster Focus Spells

Beastmaster Trance Focus 3

Source PRG2:APG

Archetype Concentrate Divination Mental

Cast [three-actions] somatic, verbal

Range 1 mile; Targets one of your animal companions you can perceive

Duration sustained up to 1 minute

You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt Perception checks using your own Perception, but you have any special senses the target has, such as low-light vision or darkvision. This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes.

For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you flat-footed. You can’t take actions with the attack or move traits.

Heightened (6th) Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the auditory trait.

Heightened (8th) Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance.

Section 15: Copyright Notice
Pathfinder Advanced Player’s Guide © 2020, Paizo Inc.; Authors: Amirali Attar Olyaee, Alexander Augunas, Kate Baker, Brian Bauman, Logan Bonner, Carlos Cabrera, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Jesse Decker, Fabby Garza Marroquín, Steven Hammond, Sasha Laranoa Harving, Joan Hong, Nicolas Hornyak, Vanessa Hoskins, James Jacobs, Erik Keith, Lyz Liddell, Luis Loza, Ron Lundeen, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Jessica Redekop, Mikhail Rekun, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Jason Tondro, Clark Valentine, and Andrew White.