Author Topic: Beast Heart Adept  (Read 8175 times)

Offline Cyrocloud

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Beast Heart Adept
« on: September 15, 2013, 12:02:51 PM »
Hey, I was toying around with the idea of a BHA in prestige E6, and thought it would be cool to make a level 20 build and was curious what you guy’s thoughts were.  Oh, human paragon is there is handle animal is always a class skill.

Monster rancher
Human
Human Paragon 1/Bard 3/Crusader1/BHA10/Bloodlines 3/Crusader +2
IL 11? Inspire Courage +10 Effective Beast Heart Level (EBHAL)13
6 Maneuvers known
5 lvl 2 or below
1 lvl 6 or below
2 stances
1 lvl 1, and 1 lvl6 or below
BaB 16
Feats
Human)Draconic Heritage (Pyroclastic)
Flaw)Dragontouched
Flaw)Combat Reflexes
1)Animal Affinity
3)Dragonfire Inspiration
Bonus)Song of the Heart
6)Words of Creation
9)Combat Expertise
12)Imp Trip
15) Song of the White Raven
18) Exotic weap pro (spiked chain) or Standstill or Extra Bardic Music?

Companions.

1 Girallion EBHL 11, 17 HD (127 hp), 17 BaB, 32 STR AC 26, attacks 4 Unarmed 2d8+11 16 claws 1d4+5, 4 bites 1d8+5, rend 2d4+22 every time two claws hit, feats imp unarmed strike, sup unarmed strike, soulmeld Sphinx Claws, open chakra hands, rapid strike, imp rapid strike, multiattack. Skill total 20, didn't assign any of the 3 stat points.

2 Wyvern EBHAL 5, 11 HD (115 hp),+ 11 BAB 23 STR AC 22, attacks 3 unarmed strike 2d6 +6, sting 1d6+3+poison, bite 2d8+3, 2 wings 1d8+3, 2 talons 2d6+3, feats imp unarmed strike, sup unarmed strike, soulmeld Sphinx Claws, open chakra hands, multiattack(bonus). Skills total 56,  UMD +15 (14 ranks -1CHA +2 masterwork item). If you DM allows you to add an extra point to your abilities every 4 HD,  you could add it to CHA and swap out sup unarmed strike for skill focus (UMD) and get a +19 to UMD so he will never fail to activate a wand or staff. +1 stat points unassigned

3 Owl bear EBHAL 5, 8HD (100hp), +8 BAB 25 STR AC 19, attacks 2 Unarmed Strike 3d6+7, 2 claws 1d6+3, bite 1d8+3, feats imp unarmed strike, sup unarmed strike, imp nat attack unarmed strike. Skill total 11. +1 Stat point unassigned

The only equipment that is necessary is badge of valor and vest of legends, and the gist of it is I sing some inspire courage so they can actually hit things, then use dragonfire inspiration sonic or fire for +10d6 (+3 Effective Bard level 14 (3 bard, 3 crusader, 3 bloodlines, 5 vest of legends) +1 badge of valor +1 song of the heart all x2 with words of creation) on every hit, you could do both sonic and fire, it’s a personal call I suppose. The Wyvern also has a decent amount of skills, I’m not sure what class skills are for dragons but I figured UMD is a good one to grab, and maybe one in speak language so he can speak common. So if everything hits that's like a bonus +370d6 a round (+740d6 if both are inspirations are used), plus how ever many AoA are taken by the Rancher.

I suppose you could switch the Girallion and Wyvern, but I think the hit you take from the Girallion losing 4 HD might be greater than  the Wyvern gaining  4, not  sure on that.

If natural bond is house ruled to work with Monstrous Companion take it and swap out one level of blood lines for another of crusader for more maneuvers, and have and EBHA level of 15. Both the Wyvern and Owlbear would get another feat too, I'd say rapid strike for the Wyvern, imp natural attack (claw) or on the Girallion and I'm not sure what for the Owlbear.

 I suppose you could swap out the two crusader levels for uncanny trickster or legacy champion to get an EBHAL of 17 if the natural bond is allowed which would be an extra  2 HD, +2 con/str, +2 NA , 1 skill tricks, and an additional feat  for all companions, so drop imp natural attack and pick up rapidstirke and the sphinx claw set on the owl bear, improved rapid strike on the Wyvern maybe skill focus (UMD) so you can get  +22 UMD, and probably imp natural attack (unarmed strike) or on the Girallion.  But you will only have +8 inspire courage, and you won't have access to high level white raven maneuvers which are really nice with this many melee chargers.

I'm kind of curious as too if I should just have 2 crusader levels taken at the end instead so that it is Hum Par1/Bard 4/BHA10/Blood 3/Crusader 2, that way the he is IL 11 upon all his intial maneuvers known, and get a stance lvl 6 stance at the final level too.
« Last Edit: September 17, 2013, 11:19:39 AM by Cyrocloud »

Offline Lunarambling

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Re: Beast Heart Adept
« Reply #1 on: September 15, 2013, 06:32:18 PM »
I know next to nothing about E6. However, I will add my two cents about pets. I like the Ankheg. It can be very useful. The acid spittle, and the burrowing can be a great boon. It can choose to burrow at half speed to make usable tunnels. It can provide a great a pretty safe sleeping space if nothing else. Have it spend a couple hours at the end of the day creating a giant maze of tunnels underground, then create a chamber in that maze to sleep in. You and the party are safe from most potential encounters. I don't have a list, but I can't think of a great deal of creatures that burrow to hunt. Generally, they live in the burrow, and pop out to hunt. So, if you were going to run into them, you would have done so anyway.

Offline Cyrocloud

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Re: Beast Heart Adept
« Reply #2 on: September 15, 2013, 09:38:08 PM »
Yeah Ankheg is pretty solid, this isn't an E6 build, I just added filler at the top of my thoughts I guess. 

Offline Tweedledope

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Re: Beast Heart Adept
« Reply #3 on: September 16, 2013, 06:31:19 PM »
    Beast Heart Adept Handbook[/size]

    The Basics
    What is a Beast Heart Adept?[/b]

    Essentially, the Beast Heart Adept is the monster trainers in Dungeons and Dragons.  They use their Monster Empathy (described below) in similar ways that Druid's use Wild Empathy.  They gain several monstrous companions some of which are very strong.  It is a very interesting concept and quite an interesting prestige class design.

    Gameplay Statistics
    d8 HD
    4+Int Skills (Similar to Ranger)
    Full BAB
    Good Fort and Will

    Prerequisites
    Skills:  Handle Animal 5 ranks, Knowledge (Arcana & Dungeoneering) 4 ranks
    Feats:  Animal Affinity
    Special:  Live in a dungeon for one week alone.

    Preferable Entrances:
    The main obstacle to overcome here is the Handle Animal 8 ranks requirement.  The feat requirement is rather useless and the Knowledges can be subsumed with the Monster Lore ability described below.

    Entry Classes
    Barbarian
    Druid
    Fighter
    Paladin
    Ranger
    Knight
    Spirit Shaman
    Weretouched Master*

    All of them offer Handle Animal as a class skill.  As far as I know, that's the only way to get it as a class skill too.  At least a 1 level dip is required in one of these classes.  Weretouched Master gets special note because it gives Wild Empathy without requiring it.  Might make for a very interesting Shifter BHA but, not too spectacular.

    Level-by-Level Analysis
    [list=1]
    • Monstrous Companion - Gain a Monstrous Companion similar to the Druid's animal companion.
      [indent][sblock=Monstrous Companions]This is a list of the possible monstrous companions.  They're listed in no particular order save for the order presented in the Dungeonscapes supplement.  Personal commentary is listed for each.
      [sblock=1st Level]Ankheg
      Magical Beast
      Large-Sized
      3d10 + Con
      20' Burrow
      +9 NA
      21 Str, 17 Con
      Bite plus Acid
      Darkvision, Low-light Vision, Tremorsense 60'

      Probably the best dungeoneering type 1st level choice.  Strong attack, high strength, tremorsense, burrow and high natural armor.  These all get increased quite nicely.  11d10 HD, +17 NA, 29 Str, 25 Con at 10th level.

      Blink Dog
      Magical Beast
      Medium
      4d10 + Con
      +3 NA
      10 Str, 10 Con
      Blink, Dimension Door, Low-light Vision, Scent

      Meh, a so-so choice.  Low strength, low con, low NA, but that blink and Dimension Door is awfully handy.

      Giant Eagle
      Large Magical Beast
      4d10 + Con
      Fly 80'
      +3 NA
      18 Str, 12 Con
      Low-light Vision, Evasion

      Again, a mediocre choice.  The fly speed is nice but, there are better choices for flight.

      Giant Owl
      Large Magical Beast
      4d10 + Con
      Fly 70'
      +3 NA
      Str 18, Con 12
      Superior Low-Light Vision

      Same as the Giant Eagle...I wouldn't take it.

      Hippogriff
      Large Magical Beast
      4d10 + Con
      50' base; 100' Fly
      +4 NA
      Str 18, Con 16
      Darkvision, Low-light Vision, Scent

      Strong choice.  Fast movement and outrageously fast flying speed.  Stats are nice too.  This is my second favorite first level choice.

      Krenshar
      Medium Magical Beast
      4d10 + Con
      +3 NA
      11 Str, 11 Con
      Scare, Darkvision, Low-light Vision, Scent

      Crap...utter crap when compared to the other choices.

      Otyugh
      Large Sized Aberration
      6d8 + Con
      +8 NA
      Str 11, Con 13
      Constrict, Disease, Improved Grab, 15' Reach with tentacle attack

      I love the Otyugh if only for the flavor.  It's the only non-Magical Beast choice at 1st level and is actually quite a bruiser.  The strength and con are rather low but the HD scale nicely.  My third favorite choice and definite first for flavor.

      Owlbear
      Large Magical Beast
      5d10 + Con
      +5 NA
      21 Str, 21 Con
      Improved Grab, Scent

      Very strong bruiser.  The high HD make it nice for a first leveler but, I'd still go with Ankheg.

      Pegasus
      Large Magical Beast
      4d10 + Con
      60' base; 120' Fly
      +3 NA
      18 Str, 16 Con
      Darkvision, Low-light Vision, Scent
      At Will - Detect Good, Detect Evil

      Very solid choice for above-ground adventures.  Not my cup of tea, however.  That fly speed is absolutely amazing and the base 60' speed makes it one hell of a mount.  I would probably chose this as one of my Extra Monstrous Companions.

      Worg
      Large Magical Beast
      4d10 + Con
      50' Base
      +2 NA
      17 Str, 15 Con
      Trip (like the wolf), Darkvision, Low-light Vision, Scent

      Another so-so choice.  It's basically a beefed up wolf.  Not the best choice.  Great for a goblinoid though!
      [/sblock]
      [sblock=3rd Level or Higher (Level -2)]
      Digester
      Medium Magical Beast
      8d10 + Con
      60' Base Movement
      +5 NA
      17 Str, 17 Con
      1d8 Claw damage, Acid Spray, Darkvision 60', Acid Immunity, Low-light Vision, Scent

      Decent choice for the 3rd level or higher slot.  They get better though.

      Girallon
      Large Magical Beast
      7d10 + Con
      40' base; 40' climb
      +4 NA
      22 Str, 14 Con
      Rend

      Terrible claw damage (1d4?!) but it does get 4 attacks and rend damage.  A good candidate if you chose INA.  The next one is my favorite for this level..Girallon's are neat however.  Climb speed is a plus.

      Manticore
      Large Magical Beast
      6d10 + Con
      30' base; 50' fly
      +6 NA
      20 Str, 19 Con
      6 spikes/round for 4 rounds per 24 hour period!
      Darkvision, Low-light vision, Scent

      My favorite choice for this tier.  The multitude of attacks (ranged at that) make it a strong choice.  High str, high con, fly speed, what's not to like?

      Winter Wolf
      Large Magical Beast
      6d10 + Con
      50' base
      +5 NA
      18 Str, 16 Con
      Bite + Cold damage, Breath Weapon, Freezing Bite, Trip, Darkvision, Immunity to Cold (Vulnerability to Fire), Scent

      Meh, okay I guess.  Good for an ice-based campaign but, anything with vulernability is a turn off to me.
      [/sblock]
      [sblock=5th Level or Higher (Level -4)]
      Chimera
      Large Magical Beast
      9d10 + Con
      30' Base, 50' Fly
      +9 NA
      19 Str, 17 Con
      Bite, Bite, Gore, Claw, Claw
      Breath Weapon, Darkvision, Low-light Vision, Scent

      Great choice!  Tons of natural attacks, fly speed, high HD, and a breath weapon!  Sign me up!

      Wyvern
      Large Dragon
      7d12 + Con
      20' base; 60' fly
      +8 NA
      19 Str, 15 Con
      Sting, Bite, Wing, Wing, Talon, Talon
      POISON is one of the most devastating in the game (2d6 Con primary/secondary!), Improved Grab, Darkvision, Low-light Vision, Scent

      I'd grab this bad boy just for the poison.  Hell, with your Monster Empathy check you could milk its' poison and have a tight little business going there.  Did I mention that you get to advance its' Dragon hit dice?  Very strong choice.  At this tier, it's a toss up between the Chimera and the Wyvern because both are strong choices.  I'd probably go with the Wyvern.
      [/sblock]
      [sblock=7th Level or Higher (Level -6)]
      Chuul
      Large Aberration
      11d8 + Con
      30' base; 20' Swim
      +10 NA
      20 Str, 18 Con
      Constrict, Improved Grab, Paralytic Tentacles
      Amphibious, Darkvision, Immunity to Poison

      Only choice with a swim speed.  Second highest base hit dice and a good overall choice.  I just have trouble walking around with one of the Crab People...creep.

      Destrachan
      Large Aberration
      8d8 + Con
      +8 NA
      18 Str, 16 Con
      Destructive Harmonics
      Blindsight 100', Immune to effects based on sight, +4 to saves vs. sonic effects

      The only reason I'd ever take this is for that 100' blindsight...otherwise it's pretty crappy.

      Dragonne
      Large Magical Beast
      9d10 + Con
      40' base; 30' Fly
      +7 NA
      19 Str, 17 Con
      Bite, Claw, Claw
      Pounce, Roar (save or be fatigued/exhausted)
      Darkvision, Low-light Vision, Scent

      Meh...it seems the best choices are gained earlier on.  I'm not diggin' this guy either.
      [/sblock]
      [sblock=9th Level or Higher (Level -8)]
      Behir
      Huge Magical Beast
      9d10 + Con
      40' base; 15' climb
      +11 NA
      26 Str
      21 Con
      1 Lousy Attack
      Breath Weapon (once every 10 rounds...lame)
      Constrict, Improved Grab, Rake, Swallow Whole
      Can't be tripped, Darkvision, Immune to Electricity, Low-light Vision, Scent

      Huge size isn't so good for underground.  The strength is rather pathetic for such a large creature.  It gets only one attack (essentially).  Pretty lame if you ask me.  Looks cool though!

      Gray Render
      Large Magical Beast
      10d10 + Con
      +10 NA
      23 Str, 24 Con
      Bite, Claw, Claw
      Improved Grab, Rend
      Darkvision, Low-light Vision, Scent

      The attack routine is pretty good but, it's too little too late.  Since it's the top tier it never gains bonus HD, str, con or anything otherwise...meh.

      Yrthak
      Huge Magical Beast
      12d10 + Con
      20' base; 60' Fly
      +8 NA
      20 Str, 17 Con
      Bite, Claw, Claw or Sonic Lance
      Explosion
      Blindsight 120', Immune to effects based on sight

      Too little, too late.  Same as the Gray Render and Behir.[/sblock][/sblock]
      [/indent]Monster Empathy - Wild Empathy for Magical Beasts.  If you already have Wild Empathy, it stacks for influencing animals and magical beasts and you take no penalty for magical beasts.  If you don't have it, you get a -4 to influence animals.  +2 synergy thanks to 5 ranks in Handle Animal.  I like this ability because I can now have a reliable Gorgon pet. :D
      Monster Handler - Handle Animal works on any magical beast or aberration with a 1 or 2 intelligence.
    • Monster Lore - Make a level check (based on prestige class level) + Int to identify monsters instead of a knowledge check.  Stacks with Lore and Bardic Knowledge.
    • Alternative Monstrous Companion
    • Monstrous Flank - When you and your monstrous companion flank, you both get +2 to attack and damage.
    • Extra Monstrous Companion
    • Nothing gained here...
    • Monstrous Tactics - When your monstrous companions hit a target, that target provokes an AoO from you!  Since you can have three monstrous companions, technically, if each hits a different target within your reach, you can get three AoO.  Additionally, your monstrous companions don't provide cover to your enemies in combat.  Very nice.
    • Sigh...dead level.
    • Extra Monstrous Companion
    • Monstrous Team-up - All of your allies gain benefits of your Monstrous Flank and Monstrous Tactics abilities.  VERY, VERY NICE!
    Build Advice
    This is where I need your help!
    Half-Orc Druid substitution level allows you to add your Str to Handle Animal checks.  It only seems reasonable, though not RAW, to allow it to work for Monster Handler as well.

    This build is going to have some MAD to it.  You need either STR or DEX for your own attacks, CON is always important, INT is for Monstrous Lore, CHA is for Monster Handler unless you can swing the Half-Orc Sub level by your DM.  Wisdom is actually somewhat of a dump stat seeing as how you have good Will saves.  Some of your nature based skills will suffer however (such as Survival).

    The best Monstrous Companion choices are your most basic choices.  If I had to chose my three it would be an Ankheg, Wyvern and a Manticore.  As I explained earlier, that Wyvern is just a cashcrop with wings.  Each dose harvested is worth 3000 GP market value.  You milk it every morning and sell it for at least half that price and you're banking.  Ankheg is just going to be a powerhouse meleer and the Manticore will get your ranged support covered fine.  Another option would be to drop Manticore and go with a Pegasus for the outrageous overland flight speed.  It's all up to you really.

    The true bruisers are going to be your Owlbear, Ankheg and your Girallon.  They are damage hosses.  Remember that your Owlbear and Ankheg are each going to get +8 HD, +8 Natural Armor and +8 Str/Con by 10th level.  Not to mention you can givem them 5 bonus tricks of your choice.

    All in all, the top tier critters are very poor choices.  True, it would be retarded fun to romp around with your pet Gray Render but, it's just not optimized.  I wouldn't take anything over tier 5.  Chimeras and Wyverns are some of the best creatures on the list but, its' hard to pass up all of those bonus HD and such that you lose out because you treat it as if you were 4 levels lower than you actually are.

    A controversial option would be to take levels in either Uncanny Trickster or Legacy Champion to continue to advance your "Effective Beast Heart Adept Level."  However, this has been debated with CustServ and I believe a Sage Advice and has been ruled that it cannot adjust your Prestige Class level above the levels given.  In other words, ask your DM.

    Wrapping Up
    I really love the flavor of this class and it seems that many other people feel the same way about it around these parts that I do.  If you'd like to add anything or even help clean up this handbook, just mention it and I'll be glad to oblige your request.

    -=Tweedledope=-

    Offline Tweedledope

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    Re: Beast Heart Adept
    « Reply #4 on: September 16, 2013, 06:31:50 PM »
    So, yeah, there's my guide...sorry for the crude layout. Doesn't exactly port over perfectly from WotC forums.

    Offline Cagemarrow

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    Re: Beast Heart Adept
    « Reply #5 on: September 17, 2013, 01:32:13 AM »
    You might want to check with the GM to see if they'll allow Natural Bond to add +3 to your effective animal companion level, might be helpful to boost up to the next tier a few levels early.

    Offline Cyrocloud

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    Re: Beast Heart Adept
    « Reply #6 on: September 17, 2013, 10:06:07 AM »
    Yeah I will, but it really depends on if the DM allows an epic progression of BHA and if blood line level increase my BHA level for my companion, since a FAQ said they don't increase a druids animal companion. :???.  And if both are allowed, I might take some uncanny trickster at the end so that I get and EBHAL of 17. So +16 HD +16 STR/DEX +16 NA and 9 tricks, for a base companion. I think this will lower overall damage but the damage at the moment is a little ridiculous, The build probably also needs extra bardic music.

    Offline Nunkuruji

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    Re: Beast Heart Adept
    « Reply #7 on: September 17, 2013, 10:47:36 AM »
    Don't know what to do with BHA in standard, they lack the Animal type, which there are some nice buffs for. I don't care for Pokemon without backing it with casting. I have a soft spot for optimized Arcane Heirophant.

    There are far more interesting options in E6 or E6 PrC. Immediately to mind is Zhentarim Skymage
    Mount HD Cap = Skymage Level + Cha mod + 1.

    Other options might be Aglarondan Griffonrider, Ashworm Dragoon, Beastmaster, Great Rift Skyguard, Skylord.

    One of my PCs that's been working with me to figure out fringe possibilities in E6 PrC also pointed out to me yesterday the Santified One of Ehlonna, which can summon a 17HD Griffon for quite a while. CR pins it at CR8 about on par with a Tyrannosaurus. Not too shabby when you can back it with casting.