Beastwarden Class

The relationship between sentient and non-sentient begins, between civilized beings and creatures of the wild, is tenuous at best. On colonized worlds, creatures are often enslaved, exploited, or driven to extinction. Through his connection to the Force the beastwarden can communicate with non-sentient creatures, coexist with them, and form everlasting bonds of friendship with them. Often mistaken for a hermit, the beastwarden strives to find a niche in the natural ecology of his world, all the while protecting it from the depredations of those who would ravage it.

The beastwarden shuns hyperdrives, ion engines, repulsorlifts, and even mechanized vehicles. To him, the only reliable means of transportation is a stalwart mount. Animals and other creatures are the beastwarden’s kindred spirits, without which the beastwarden’s life is empty. The beastwarden lives in harmony with beasts not because he must, but because it’s in his blood.

A beastwarden lives a rugged, rural life. He travels in the company of herd animals, maintains delicate relations with savage predators, respects nature’s scavengers, and realizes the importance of even the lowliest vermin. The beastwarden’s most important bond is with his trusted familiar. Preferring the company of his animal familiar above all others, the beastwarden allows his sense of wanderlust to lead him to various corners of his world in search of new life and new adventures.

To qualify for the Beastwarden prestige class, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Empathy 5 ranks, Handle Animal 8 ranks, Knowledge (Wilderness Lore) 5 ranks
Feats: Force-Sensitive, Sense

Game Rule Information
Vitality: A Beastwarden gains 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Beastwarden’s class skills (and the key ability for each skill) are as follows.
Climb (Str), Craft* (Int), Handle Animal (Cha), Knowledge* (Int), Listen (Wis), Profession* (Wis), Read/Write Language, Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier
Note: All Alter Skills are cross-class skills

Class Features
The following are features of the Beastwarden prestige class.

Starting Feats
The Beastwarden gains the following feats.
Weapon Group Proficiency (Primitive Weapons)

A familiar is a normal creature (herd animal, predator, scavenger, or vermin) linked to the Beastwarden through the Force. The Beastwarden attracts a familiar by spending a Force Point. The familiar must be native to the ecosystem and takes 2d6 rounds to reach the Beastwarden. The Beastwarden can only have one familiar at a time.

The summoned familiar cannot have move levels than the Beastwarden’s class level, but it gains a level each time the Beastwarden gains a level in this prestige class. The Beastwarden can dismiss his familiar at any time but does not regain the Force Point he spent to summon it. A dismissed familiar loses all of the special benefits listed below, as well as any levels gained while linked to the Beastwarden. The Beastwarden can spend another Force point to attract a new familiar, if desired.

If the Beastwarden’s familiar is killed, the Beastwarden must succeed Fortitude save (DC 15 + the familiar’s level) or be fatigued for 1d6 hours. If he fails the save by 10 or more, he is exhausted instead.

The GM should use (or allow the Beastwarden’s player to use) the creature creation rules in the creature section to generate statistics for the familiar. Apply the following additional Benefits to the familiar.

  • Defense: The familiar gains the Beastwarden’s class bonus to Defense.
  • Vitality Points: The familiar has half of the Beastwarden’s vitality points (rounded down)
  • Base Attack Bonus: Use the base attack bonus imparted by the Beastwarden’s class level or the creature’s base attack bonus, whichever is higher.
  • Saving Throws: The familiar uses the base saving throw bonuses imparted by the Beastwarden’s class level if they’re better than its own. The familiar uses its own ability modifiers and doesn’t gain the benefit of any of the Beastwarden’s feats that improve saving throws.
  • Feats: The familiar gains the Force-Sensitive feat. If the familiar’s Dexterity is higher than its Strength, it gains the Weapon Finesse feat for its primary attack.
  • Intelligence: The familiar’s Intelligence becomes 5 + the Beastwarden’s class level; if the familiar’s normal Intelligence score is higher, it retains its own Intelligence score.
  • Converse with Beastwarden: The Beastwarden can converse with her familiar as though he was using the Beast Language feat.
  • Telepathic Link: The Beastwarden can establish a telepathic link with his familiar by succeeding at a Telepathy check. The beastwarden and familiar must be within 1,000 meters of one another for the link to work. Establishing the telepathic link cost the Beastwarden 3 vitality points, and the DC of the Telepathy check depends on the distance between the Beastwarden and the familiar (10 meters or less DC 10; 11-100 meters DC 20; 101-1,000 meters DC 30).
  • Speak with Creatures of Its Type: The familiar can communicate with other creatures of the same species (including most template variants).

The Beastwarden gains the following benefits so long as his familiar is within the specified distance.

  • Alertness: the Beastwarden gains a +2 bonus on Listen and Spot checks when the familiar is within 2 meters. These benefits stack with the Alertness feat.
  • Sensory Link: Once per day per class level, the Beastwarden can use her familiar’s senses to perceive its surroundings with a successful Telepathy check (see Telepathic Link, above for vitality costs and DCs based on distance).

Bonus Feat
The Beastwarden gains a bonus feat at 2nd, 6th, and 10th. This feat must be selected from the following list, and the Beastwarden must meet any prerequisites.
Alertness, Animal Affinity, Aware, Beast Language, Chitinous, Control, Endurance, Force Mind, Improved Darkvision, Improved Force Mind, Improved Low-Light Vision, Mounted Combat, Ride-By Attack, Rugged, Sense, Spirited Charge, Thick Hide, Trample

Increased Speed
A Beastwarden is fleet of foot. His base speed increases by 2 meters at 3rd level, and again at 8th level. This speed increase does not apply to secondary modes of movement such as climbing, flying, or swimming.

Herd Animal Companion
At 4th level, the Beastwarden gains the service of a loyal herd animal, which can serve as a mount of beast of burden. The herd animal can be up to tow size categories larger that the Beastwarden and must have a level equal to or less than the Beastwarden. Lastly, the herd animal must be an indigenous creature; a Beastwarden can’t call a bantha if no such creature exists on his world.

The Beastwarden contacts the herd animal through the Force, and it arrives 1d12 hours after it is called. The Beastwarden need not make Handle Animal checks to control or “push” the beast, and the animal remains with the Beastwarden until it dies or until the Beastwarden releases it from service. A Beastwarden who loses or dismisses her herd animal companion can call another, but the Beastwarden can have only one “called" herd animal at a time. The herd animal courageously defends the Beastwarden when necessary but will not perform any task that would clearly kill it (such as jumping off a precipice or crossing a river of acid). The herd animal willingly carries up to a heavy load.

The herd animal bucks and attempts to throw anyone other than the Beastwarden who mounts it. An unwelcome rider must succeed at a Ride check (DC 20) each round on his action or be thrown form the beast, taking 2d6 points of damage from the fall. If the Beastwarden has the Beast Language feat, he can convince the herd animal to transport someone other than him; this requires a successful Handle Animal check (DC 15).

A Beastwarden without the Beast Language feat cannot communicate anything more than simple commands (such as “Stop” or “Run”) to the herd animal.

Typical herd animals include banthas, tauntauns, and reeks.

Mounted Defense
At 4th level and above, the Beastwarden can add his Beastwarden class bonus to Defense to the Defense of his mount whenever he is riding the beast. This bonus applies only to creatures that have been trained for use as mounts.

Calming Aura
At 5th level, the Beastwarden can draw upon his natural animal affinity to calm beasts, causing hostile and unfriendly creatures to treat him with indifference. The Beastwarden must succeed at a Handle Animal check (DC 15 + the total levels of the targeted creatures). The Beastwarden can affect a number of creatures whose combined levels do not exceed his class level. For example, an 8th level Beastwarden could adjust the attitude of a pair of nexus (4th level predators) with a successful Handle Animal check against DC 23. An indifferent creature will not attack the Beastwarden unless he threatens or harms it.

Using this ability is an attack action that does not provoke attacks of opportunity. A Beastwarden may attempt to calm the same creature only once per hour.

Predator Companion
At 7th level, the Beastwarden gains the service of a loyal predator, which serves both as a guardian and companion. The predator must have a level equal to or less than the Beastwarden. The predator must be an indigenous creature; a Beastwarden can’t call a rancor if no such creature exists on her world.

The Beastwarden contacts the predator through the Force, and it arrives 1d12 hours after it is called. The Beastwarden need not make Handle Animal checks to control or “push” the beast, and the animal remains with the Beastwarden until it dies or until the Beastwarden releases it from service. A Beastwarden who loses or dismisses her predator companion can call another, but the Beastwarden can have only one “called” predator at a time. The predator fights to the death to protect the Beastwarden but refuses to perform any other task that would clearly kill it.

The predator heeds basic commands (Such as “Attack” or “Heel”), but the Beastwarden cannot actually communicate with the creature without the Beast Language feat. The predator poses no threat to the Beastwarden’s familiar and herd animal companion.

Animal Senses
At 9th level, the Beastwarden gains the blindsight (10 meter range) and scent abilities.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +1 +1 +0 Familiar +2 +0
2 +1 +2 +2 +1 Bonus Feat +3 +1
3 +2 +2 +2 +1 Increased Speed (+2 meters) +3 +1
4 +3 +2 +2 +1 Herd Animal Companion, Mount Defense +3 +1
5 +3 +3 +3 +2 Calming Aura +4 +2
6 +4 +3 +3 +2 Bonus Feat +4 +2
7 +5 +4 +4 +2 Predator Companion +4 +2
8 +6 +4 +4 +3 Increased Speed (+2 meters) +5 +3
9 +6 +4 +4 +3 Animal Senses +5 +3
10 +7 +5 +5 +3 Bonus Feat +5 +3
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