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13:36 Animal Companions have the minion trait which prevents them from using more than two actions per turn so you actually can't command an animal companion twice.
To add to this, the Companion's Cry feat reinforces this, as it allows you to spend two actions commanding an animal to give it three actions. If you could command an animal more than once per turn, using that feat would be strictly worse than just commanding the animal twice.
My table's Champion took Beastmaster as his 12th level archetype feat (free archetype), and it's been really wholesome to watch him try to keep his new riding drake out of trouble. The extra actions and mobility are cool, but the drake is really vulnerable compared to a Champion at that point in the game, and seeing him self-conscious and protective over his new friend has been both interesting and funny. That lizard is gonna need some therapy when the party gets back from Hell.
My current and all time favorite PC so far is a Leshy Barbarian named Greeting of Snowfall (Greet for short) with a Raccoon (Badger) companion named Racket. Beastmaster Dedication is a blast and adds a ton to RP.
A "beastmaster" that is a dragon tamer Druid. And they have 4 kinds of Dragon Wyrmlings they keep in a pocket monster ball that functions like a bag of holding for animal companions and familiars. (Holds 6 animal companions and/or familiars in a pocket dimension that keeps them happy and content while in there.) It's kinda based on a Pokeball and pokemon party rules.
6:20 I like to home brew explain that an animal companion is really a companionship with a nature spirit that inhabits an animal, and calling the companion across the continent or swapping companions is asking the spirit to inhabit a different animal or it can be another nature spirit.
My home brew answer to Lead The Pack: No actions spent to Command = No actions for Companions. 1 action spent to Command = 2 actions total for Companions (divided as you wish between them). 2 actions spent on Command = 4 actions for Companions (again, divided as you wish), but only one companion may attack multiple times this round. 3 actions spent on Command = 6 actions for Companions (divided evenly between them).
Lead the pack and Beastmaster's Call. If one of your companions is adjacent to a target, you can summon an astral one that gives support, have another give support and have the last one move in and support for the ultimate team takedown. Also it will be very hard to move out of that square because of all the friends around the target, basically forcing the monster to attack an animal instead of an ally or to try and tumble.
In my group we have a Dwarf Ranger that took Beastmaster (Free archetype alt rules) and we homebrewed it that she just has both Wolves with her at all times, but can, generally only command one at a time. Its a bit powerful, we also with a Champion who has a Falcon Companion, but our group is also more narrative focused and it works for us.
I only used this archetype on one of my characters. I played a gymnast-swashbucker with a wolf companion. Starting at level 8 my companion could use its advanced maneuver to knock enemies prone, if it hit its last attack (without a saving throw, skill check or size restriction), which was a perfect setup for my exemplary finisher. Plus I got a attack of opportunity, when the enemy got up from prone. It was probably my favorite melee build I have seen.
I'm willing to bet that the planetary range is a QoL change to accompany the increased duration. Is it likely your beast is going to run half a planet away? No. But thank god we don't need to bother precisely tracking distance for a full hour.
I think the real advantage that kind of got glossed over is the extra body on board provided by the second companion. HP, flanking, all that. Sure you don't get 5 action turns and 3 attacks at max to-hit, but you do get way more tactical options, since you're controlling 3x as much space as a single PC.
@@jakem4648 Wouldn't it be FOUR(4) attacks in a single turn?! Two from animal companions and 2 from the PC themselves, depending on the situation of course!
Im actually playing a beastmaster and I have to say it's super fun. My class also gives me a animal companion, I currently have a dire wolf and a regisaur which uses the tyrannosaurus stats. I love my dm.
Lead the back also restricts you to just stride or strike when you command both, so even if your companions had something like the cat's Cat Pounce allowing them to stride and strike as one action you can't do it do to that restriction. Still, having your companions stealthed at the start of the encounter sounds like a neat idea, then your can individually order them to pounce+attack on your first and second turn before finally on your third turn being able to make both strike with no MAP.
A creature with the minion trait is locked to a max of two actions per turn. So even if you command an animal twice in a turn it can't use the extra actions.
If you have free archetype, this archetype is great. It gives you a lot and is also thematically really cool. Keeping it strong can be a challenge without that as it does get feat intensive, but its quite fun. Leaf Druids can also get a tree companion and thats just really fun. :D
@@JacksonOwex Considering that the archetype requires a level 2, level 4, and level 8 feat for gaining/upgrading your companion; this means that before level 10, the only even level feat that doesn't have a 'recommended' companion gain/upgrade is at level 6.. And many campaigns spend much of their playtime in the earlier levels rather than the later levels.
Yeah it’s strong, but tell me my Leshy Leaf Druid with Beast Master for an Arboreal companion pulling the “don’t talk to me, or my brother, or my son ever again” meme isn’t a fun idea I should inflict on my GM next campaign.
I played a beast master ranger with three pets: a bird, a boar 🐗 and a snake 🐍. I was a one man army! I absolutely loved the character and everything about the beast master arch.
I have a druid and we are using free architypes. I took animal as my druid circle at level one, then at level 2 I took Order Explorer and took wild. This has basically allowed me to get two druid circles though the animal one is about 2 levels lower. It's been fun. (level 2 gave me 2 animals so I took a ground attacker and a flyer to scout if needed.)
Lead the Pack with a Bow, especially if you're using like two Bears or something tanky like that. Also just using your companions to keep the rest of your party from taking damage isn't bad.
I chose beastmaster for my first character and by level 6 she had a riding drake a bird and a big cat. It was like playing pathfinder pokemon. So much fun
Beast master bond with legendary nature means you have planetary range telepathy. Which seems to me like you can perceive your companion from any distance to cast the beast master trance from any distance. If I am understanding what they mean by you can perceive the companion.
just want to point out the support benefit of some companions is a flanking bonus, so at the very least even if the spirit companion doesn't actually exist you can always summon the one whos support benefit is to flank.
Can you switch between your active companions during your turn? Fore example if you have 4 companions and you use two of them with lead the pack. Can you choose the other two with lead the pack, too? Because its says that the first two choosen can't act again until next turn. Thanks for the deep dive into the archetypes!
Call Companion takes a full minute to switch one active companion for a different companion. So you can't use or activate other companions during combat. One at a time, then two on the field at once with Lead the Pack.
Beastmaster is pretty much the best archetype for most casters since animal companions provide a great answer to the third action question. Additionally small casters riding medium dromeosaurs are almost broken.
Can confirm it's great in casters. I played a goblin bard who rode a wolf animal companion. At level 4 with the mature animal companion feat, I got a free stride action each turn which really freed up the action economy. I was able to dart around the battle field while casting cantrips and spells.
Sadly, Paizo chose to nerf Nimble Animal Companions in their most recent errata for the Core Rulebook, released back in June. Savage Companions were virtually unplayable at higher levels, with Nimble Companions essentially becoming mandatory just so a player’s pretty animal could stick around. To fix this issue they nerfed the Nimble Companion’s Master Proficiency, reducing its AC by two. In other words, they’ve now reduced the survivability of both these types of Animal Companions at higher levels instead of finding a way to make the Savage Companion playable at high levels. I’ve got a couple players that took the Beastmaster Archetype and are at these high levels, and now their combat tactics have changed from, “how do I help contribute to the fight to stop this enemy” to “how do I keep my buddy alive.” I’m not a DM who actively tries to screw players and their fun toys over, but sometimes things can’t be helped. Savage Companions at high levels are so prone to crit hits it’s almost comical. But now their Nimble-style pals take a step back. Already we’ve seen the effect of this nerf straight up increase the amount of crit kills on a Nimble companion. And I get it, we’re talking about combat, where participants can die, especially in this system. But this errata has, in practice, completely erased the playability of Animal Companions at high level. It’s literally made core subclasses for two Classes (Druid, Ranger) useless in the later portion of the game. And sure, you can spend all your actions trying to keep your pal up, but that just reduces the effectiveness of your character. Likewise, yes, you can just go grab a new Animal Companion, but what fun is that? These friends aren’t just shields. How fun is roleplaying the death of your Animal Companion over and over? What’s the point of sucking the soul out of their roleplay value? I just wanted to bring this up because most people seem unaware of the changes. And sure, for a great many tables that don’t move into high level play, it won’t matter much. But for those that do, good luck??!! Admittedly, long term this won’t matter at my table because I house rule Savage Companions to bring them on point with pre-errata Nimble Companions at high level. My players typically don’t have to constantly fear heartfelt goodbyes to their bear buddy late in the game in favor of choosing an animal they don’t like simply because it’s the only type that will survive. But that’s a house rule, and one many DMs can’t (via Society play) or won’t use. But yeah, I wanted to bring this up because it significantly reduces the fun of Animal Companions both for Classes and a few Archetypes, at least at high level play. While my house rules remain in effect for a couple players, others kindly agreed to play with the new errata enforced, just so we could properly measure the effects. It’s been rough.
I'm playing a wizard as first time pf2 ever game and I was considering taking druid dip for the extra spells and a badger named Logan! Just so our drawf fighter would have a flanking buddy, now I wonder if this is more what I want
Would Beastmaster Bond's telepathic connection count as perceiving your animal companion so you can use Beastmasters Trance? As it says "one of your animal companions you can perceive" and not "one [...] you can observe"
For lead the pack it's useful because you have two (probably Large) companions taking up space and soaking damage even if they do nothing. But for offense it's meh. It's like having a portable, movable, at will wall spell that takes up 8 squares of terrain, denies enemy movement through it without a high acrobatics check, and has several hundred HP and high AC.
The way I thought it, Lead the pack would be useful if you could give both animal companions 2 actions as long as they shared the same MAP (or if they shared the Beastmaster's MAP) A flurry beastmaster ranger with lead the pack could bring some serious horde vibes into the game table, I suppose. And hasted it could be even more of hell: hunt prey, stride, strike, lead the pack (2x stride and 2x strike) all to a max of -3 on MAP 3 GEEZ
"Lead the Pack" is Awesome, specifically if you're playing a Ranger. The ranger can use Companions Cry on one, and Lead the Pack on the other. This only adding 2 actions, and those actions must be Companion actions. But it's stil pretty awesome to give your animals 5 actions to spend murdering your enemies! Lol
Just a petty note. The telepathic feat do not get unlimited range. It says planetary, as in anywhere on the same planet. Pathfinder has both interstellar and interdimentional travel, who both could take one party out of range.
This man is awesome. He can make a video about furries and convince you to play a furry. He can describe the ad and make you desire it with all your soul. Is this... IRL legendary diplomacy?
*sings* Purple worm Purple worm I love my Purple worn We tunnel and play Waste the hours away Until we find good prey. Then we hunt, hunt, hunt As the prey runs they grunt, grunt, grunt. Oohhhh Purple worm Purple worm I love my Purple worm. -a song by me, when I haz a pet Purple worm *tosses dwarves on the altar of sacrifice in hopes a Purple worm like the smell and comes and bes my friend!*
I'll be honest when Free Archetype started becoming the norm, I kinda foresaw a lot of beastmaster only parties. While cool and fun and awesome, this archetype is overclocked by comparison. I'm not exactly sure how to address that beyond just talking honestly at the table.
The beastmaster is not that op!, Animal companions are not meat shields, if they go down in battle that 1-6sh feats that are put on hold till the next fight or week. ,nor are their attacks so insanely good.. and they also eat up healing resources/ exploring activities...
I gotta disagree on your take for lead the pack. Just like at the start how you mention a whole party with Beastmaster effectively has 4 extra characters on the field that same group all with lead the pack would have 8 extra characters on the field. It doesn't really matter that you don't get extra actions from the feat the benefit is in having an extra character in play. Since it's level 16 that's about another 150HP with a fairly decent AC meat shield in play, it practical a 50% HP increase to your character's build. Giving you extra options on it's unique animal abilities. Also it makes flanking the enemies that much easier or putting a wall between you and your enemies. If you get warden spell Enlarge animal you can have 2 Huge animals on the field with 15 foot reach.
A couple of comments. Your MAP actually does apply to your animal companion and vice versa. Im also fairly certain you cant command an animal more than once per turn, making Lead the Pack feel more redundant, but I could be getting that wrong.
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Great video, you missed the opportunity to say "they're not just making a bestiary, but a best-friend-iary"
13:36 Animal Companions have the minion trait which prevents them from using more than two actions per turn so you actually can't command an animal companion twice.
Thanks for the clarification, that's actually a pretty big balancing point for Beastmaster.
Came for this
To add to this, the Companion's Cry feat reinforces this, as it allows you to spend two actions commanding an animal to give it three actions. If you could command an animal more than once per turn, using that feat would be strictly worse than just commanding the animal twice.
Perhaps Nonat should have watched the very video that he recommended xD
Aren't you commanding two animals though in the example at that timestamp? Or are you only able to use that on one minion at a time?
My first character was a beastmaster purely because i wanted a pet, In the end my dwarfs emotional support scorpion managed to outlive the whole party
Until it sank into the river...
😂😂😂😂
My table's Champion took Beastmaster as his 12th level archetype feat (free archetype), and it's been really wholesome to watch him try to keep his new riding drake out of trouble. The extra actions and mobility are cool, but the drake is really vulnerable compared to a Champion at that point in the game, and seeing him self-conscious and protective over his new friend has been both interesting and funny. That lizard is gonna need some therapy when the party gets back from Hell.
My current and all time favorite PC so far is a Leshy Barbarian named Greeting of Snowfall (Greet for short) with a Raccoon (Badger) companion named Racket. Beastmaster Dedication is a blast and adds a ton to RP.
A "beastmaster" that is a dragon tamer Druid. And they have 4 kinds of Dragon Wyrmlings they keep in a pocket monster ball that functions like a bag of holding for animal companions and familiars. (Holds 6 animal companions and/or familiars in a pocket dimension that keeps them happy and content while in there.) It's kinda based on a Pokeball and pokemon party rules.
6:20 I like to home brew explain that an animal companion is really a companionship with a nature spirit that inhabits an animal, and calling the companion across the continent or swapping companions is asking the spirit to inhabit a different animal or it can be another nature spirit.
Your dog is so adorable!
12:16 You companion is already nimble or savage, it instead gains a specialization, and the beastmaster can take it multiple times (same as druid)
Mammoth Lord is also an amazing archetype if you want to use an animal companion.
My home brew answer to Lead The Pack:
No actions spent to Command = No actions for Companions.
1 action spent to Command = 2 actions total for Companions (divided as you wish between them).
2 actions spent on Command = 4 actions for Companions (again, divided as you wish), but only one companion may attack multiple times this round.
3 actions spent on Command = 6 actions for Companions (divided evenly between them).
Lead the pack and Beastmaster's Call. If one of your companions is adjacent to a target, you can summon an astral one that gives support, have another give support and have the last one move in and support for the ultimate team takedown. Also it will be very hard to move out of that square because of all the friends around the target, basically forcing the monster to attack an animal instead of an ally or to try and tumble.
Only 24 seconds in, already love the video
"We all need more monsters to throw at our players."
Actually, I need more players to throw at my monsters.
[Cries in scheduling conflicts]
Even before the fade in from your "nap" I was expecting a dog to wake you by licking your face. So close!
Let's go Monstrous Beasts! With your support we can make it a reality!
In my group we have a Dwarf Ranger that took Beastmaster (Free archetype alt rules) and we homebrewed it that she just has both Wolves with her at all times, but can, generally only command one at a time. Its a bit powerful, we also with a Champion who has a Falcon Companion, but our group is also more narrative focused and it works for us.
I only used this archetype on one of my characters. I played a gymnast-swashbucker with a wolf companion. Starting at level 8 my companion could use its advanced maneuver to knock enemies prone, if it hit its last attack (without a saving throw, skill check or size restriction), which was a perfect setup for my exemplary finisher. Plus I got a attack of opportunity, when the enemy got up from prone. It was probably my favorite melee build I have seen.
I'm willing to bet that the planetary range is a QoL change to accompany the increased duration. Is it likely your beast is going to run half a planet away? No. But thank god we don't need to bother precisely tracking distance for a full hour.
I get what you say about Lead the Pack. There is a fair amount in PF2 that gets held back by game balance.
I think the real advantage that kind of got glossed over is the extra body on board provided by the second companion. HP, flanking, all that. Sure you don't get 5 action turns and 3 attacks at max to-hit, but you do get way more tactical options, since you're controlling 3x as much space as a single PC.
@@jakem4648 Wouldn't it be FOUR(4) attacks in a single turn?! Two from animal companions and 2 from the PC themselves, depending on the situation of course!
Im actually playing a beastmaster and I have to say it's super fun. My class also gives me a animal companion, I currently have a dire wolf and a regisaur which uses the tyrannosaurus stats. I love my dm.
still want to play a gnome summoner with beast master just to have an eidolon, a familiar and a companion on level 2 xD
Lead the back also restricts you to just stride or strike when you command both, so even if your companions had something like the cat's Cat Pounce allowing them to stride and strike as one action you can't do it do to that restriction. Still, having your companions stealthed at the start of the encounter sounds like a neat idea, then your can individually order them to pounce+attack on your first and second turn before finally on your third turn being able to make both strike with no MAP.
Small but important distinction... Heal Companion is Heal using d10s not d8s as normal, so it is slightly better baseline.
You choose Beastmaster because you want to become strong
I choose Beastmaster because I want doggo
We are not the same
A creature with the minion trait is locked to a max of two actions per turn. So even if you command an animal twice in a turn it can't use the extra actions.
If you have free archetype, this archetype is great. It gives you a lot and is also thematically really cool.
Keeping it strong can be a challenge without that as it does get feat intensive, but its quite fun. Leaf Druids can also get a tree companion and thats just really fun. :D
Doesn't feel all that intense to me but okay!
@@JacksonOwex Considering that the archetype requires a level 2, level 4, and level 8 feat for gaining/upgrading your companion; this means that before level 10, the only even level feat that doesn't have a 'recommended' companion gain/upgrade is at level 6..
And many campaigns spend much of their playtime in the earlier levels rather than the later levels.
Yeah it’s strong, but tell me my Leshy Leaf Druid with Beast Master for an Arboreal companion pulling the “don’t talk to me, or my brother, or my son ever again” meme isn’t a fun idea I should inflict on my GM next campaign.
I played a beast master ranger with three pets: a bird, a boar 🐗 and a snake 🐍. I was a one man army! I absolutely loved the character and everything about the beast master arch.
I have a druid and we are using free architypes. I took animal as my druid circle at level one, then at level 2 I took Order Explorer and took wild. This has basically allowed me to get two druid circles though the animal one is about 2 levels lower. It's been fun. (level 2 gave me 2 animals so I took a ground attacker and a flyer to scout if needed.)
Lead the Pack with a Bow, especially if you're using like two Bears or something tanky like that. Also just using your companions to keep the rest of your party from taking damage isn't bad.
I chose beastmaster for my first character and by level 6 she had a riding drake a bird and a big cat. It was like playing pathfinder pokemon. So much fun
Beast master bond with legendary nature means you have planetary range telepathy. Which seems to me like you can perceive your companion from any distance to cast the beast master trance from any distance. If I am understanding what they mean by you can perceive the companion.
just want to point out the support benefit of some companions is a flanking bonus, so at the very least even if the spirit companion doesn't actually exist you can always summon the one whos support benefit is to flank.
Can you switch between your active companions during your turn? Fore example if you have 4 companions and you use two of them with lead the pack. Can you choose the other two with lead the pack, too? Because its says that the first two choosen can't act again until next turn. Thanks for the deep dive into the archetypes!
Call Companion takes a full minute to switch one active companion for a different companion. So you can't use or activate other companions during combat. One at a time, then two on the field at once with Lead the Pack.
A best-friendiary?
quick, write that down, write that down! I'm making sure that's in the final book
Beat me to it lol
Beastmaster is pretty much the best archetype for most casters since animal companions provide a great answer to the third action question. Additionally small casters riding medium dromeosaurs are almost broken.
Can confirm it's great in casters. I played a goblin bard who rode a wolf animal companion. At level 4 with the mature animal companion feat, I got a free stride action each turn which really freed up the action economy.
I was able to dart around the battle field while casting cantrips and spells.
Sadly, Paizo chose to nerf Nimble Animal Companions in their most recent errata for the Core Rulebook, released back in June. Savage Companions were virtually unplayable at higher levels, with Nimble Companions essentially becoming mandatory just so a player’s pretty animal could stick around. To fix this issue they nerfed the Nimble Companion’s Master Proficiency, reducing its AC by two. In other words, they’ve now reduced the survivability of both these types of Animal Companions at higher levels instead of finding a way to make the Savage Companion playable at high levels.
I’ve got a couple players that took the Beastmaster Archetype and are at these high levels, and now their combat tactics have changed from, “how do I help contribute to the fight to stop this enemy” to “how do I keep my buddy alive.” I’m not a DM who actively tries to screw players and their fun toys over, but sometimes things can’t be helped. Savage Companions at high levels are so prone to crit hits it’s almost comical. But now their Nimble-style pals take a step back. Already we’ve seen the effect of this nerf straight up increase the amount of crit kills on a Nimble companion.
And I get it, we’re talking about combat, where participants can die, especially in this system. But this errata has, in practice, completely erased the playability of Animal Companions at high level. It’s literally made core subclasses for two Classes (Druid, Ranger) useless in the later portion of the game. And sure, you can spend all your actions trying to keep your pal up, but that just reduces the effectiveness of your character.
Likewise, yes, you can just go grab a new Animal Companion, but what fun is that? These friends aren’t just shields. How fun is roleplaying the death of your Animal Companion over and over? What’s the point of sucking the soul out of their roleplay value?
I just wanted to bring this up because most people seem unaware of the changes. And sure, for a great many tables that don’t move into high level play, it won’t matter much. But for those that do, good luck??!!
Admittedly, long term this won’t matter at my table because I house rule Savage Companions to bring them on point with pre-errata Nimble Companions at high level. My players typically don’t have to constantly fear heartfelt goodbyes to their bear buddy late in the game in favor of choosing an animal they don’t like simply because it’s the only type that will survive. But that’s a house rule, and one many DMs can’t (via Society play) or won’t use.
But yeah, I wanted to bring this up because it significantly reduces the fun of Animal Companions both for Classes and a few Archetypes, at least at high level play. While my house rules remain in effect for a couple players, others kindly agreed to play with the new errata enforced, just so we could properly measure the effects. It’s been rough.
Does Barding help with AC?
A bestie-ary!
I'm playing a wizard as first time pf2 ever game and I was considering taking druid dip for the extra spells and a badger named Logan! Just so our drawf fighter would have a flanking buddy, now I wonder if this is more what I want
4 beast masters with 4 animal companions would be so cool! Just send wave after wave of birds and cats and dinosaurs at your enemies!
Yeah I'm running extinction curse and gave my players free archetypes and 2 of 6 players took beast master because circus.
Would Beastmaster Bond's telepathic connection count as perceiving your animal companion so you can use Beastmasters Trance?
As it says "one of your animal companions you can perceive" and not "one [...] you can observe"
For lead the pack it's useful because you have two (probably Large) companions taking up space and soaking damage even if they do nothing. But for offense it's meh. It's like having a portable, movable, at will wall spell that takes up 8 squares of terrain, denies enemy movement through it without a high acrobatics check, and has several hundred HP and high AC.
A friend of mine is actually doing this one. Now I Interested.
They should call it a bestfriendiary.
please gimme more archetypes
Best companion ever
Monstrous Beasts!! AAAAHHH!!!
The way I thought it, Lead the pack would be useful if you could give both animal companions 2 actions as long as they shared the same MAP (or if they shared the Beastmaster's MAP)
A flurry beastmaster ranger with lead the pack could bring some serious horde vibes into the game table, I suppose. And hasted it could be even more of hell: hunt prey, stride, strike, lead the pack (2x stride and 2x strike) all to a max of -3 on MAP 3
GEEZ
"Lead the Pack" is Awesome, specifically if you're playing a Ranger.
The ranger can use Companions Cry on one, and Lead the Pack on the other.
This only adding 2 actions, and those actions must be Companion actions. But it's stil pretty awesome to give your animals 5 actions to spend murdering your enemies! Lol
This man has canines so sharp and so clean I literally had to stop and wonder why mine look like dull nubs.
An owlbear... animal companion?!
Heal companion is Heal plus Healing Hands feat :3
The disaster tour guide has an indepth video on animal companions
Just a petty note.
The telepathic feat do not get unlimited range.
It says planetary, as in anywhere on the same planet.
Pathfinder has both interstellar and interdimentional travel, who both could take one party out of range.
when you said "they're not just making a bestiary" I was hoping you were about to follow it up with "they're making a best friend-iary"
Time to channel your inner Rexxar
It's High No... I mean... MISHA, ATTACK!
At the time of joining the mailing list, it said "Join 100 other people"... halfway there!
Nonat1 rly going hard into the furry market /j
its... BEASTiary... not BESTiary... right?
This man is awesome. He can make a video about furries and convince you to play a furry. He can describe the ad and make you desire it with all your soul.
Is this... IRL legendary diplomacy?
No, I think you're just a furry.
*sings*
Purple worm
Purple worm
I love my Purple worn
We tunnel and play
Waste the hours away
Until we find good prey.
Then we hunt, hunt, hunt
As the prey runs
they grunt, grunt, grunt.
Oohhhh
Purple worm
Purple worm
I love my Purple worm.
-a song by me, when I haz a pet Purple worm
*tosses dwarves on the altar of sacrifice in hopes a Purple worm like the smell and comes and bes my friend!*
Guess I can make Dar
I'll be honest when Free Archetype started becoming the norm, I kinda foresaw a lot of beastmaster only parties. While cool and fun and awesome, this archetype is overclocked by comparison. I'm not exactly sure how to address that beyond just talking honestly at the table.
The beastmaster is not that op!, Animal companions are not meat shields, if they go down in battle that 1-6sh feats that are put on hold till the next fight or week. ,nor are their attacks so insanely good.. and they also eat up healing resources/ exploring activities...
$10 for ya if you make a video about animal companions. You know im good for it.
Now then. Would companions cry + lead the pack give 3 actions between the 2 companions?
#91 on backerkit
Thank you so much!
The sponsor is selling a bestie-ary
Health pool from lead the pack
I gotta disagree on your take for lead the pack. Just like at the start how you mention a whole party with Beastmaster effectively has 4 extra characters on the field that same group all with lead the pack would have 8 extra characters on the field.
It doesn't really matter that you don't get extra actions from the feat the benefit is in having an extra character in play. Since it's level 16 that's about another 150HP with a fairly decent AC meat shield in play, it practical a 50% HP increase to your character's build. Giving you extra options on it's unique animal abilities. Also it makes flanking the enemies that much easier or putting a wall between you and your enemies. If you get warden spell Enlarge animal you can have 2 Huge animals on the field with 15 foot reach.
Video has dog. Must like
I think you are mixing up "attack at full bonus" and "attack at no penalty" to say "attack at full penalty" when you mean the opposite.
A couple of comments. Your MAP actually does apply to your animal companion and vice versa. Im also fairly certain you cant command an animal more than once per turn, making Lead the Pack feel more redundant, but I could be getting that wrong.
Shared MAP only applies to animal companions you are riding.
Best Friendiary?
Beastmaster is not the most overpowered, because hellknight exists lmao
Dog! :D
Fun fact: Beastmasters can rank up their animal companions faster than Champions.
Okay so are we gonna talk about the gameboyer### email address? How old were you when you made this? lmao
Fix your mustache!!