The World of Tel-Avi
While there are many strange forms of magic in Tel-Avi, none may be more unusual that that practiced by the Eldritch Tamer. Eldritch Tamers possess no arcane power of their own, nor can they tap into the divine power of the gods, nor the unearthly powers of a witch’s patron. Instead, an Eldritch Tamer captures living creatures and binds them to his service, forcing them to fight for him and using their essence to power his spells.
Adventures: Eldritch Tamers, more so than any other class, are driven to seek out and confront dangerous creatures, for their magic will not work without such monsters to power them. While they may be greedy or selfless, heroic or villainous, the drive to find and capture ever stronger creatures is inherent in all eldritch tamers. Many Eldritch Tamers take up the profession at a very young age, as soon as they are physically capable of subduing their first creature. As one famous tamer said, “You got to catch ’em all, so you might as well start young.”
Characteristics: Eldritch Tamers are nothing without their bound creatures. In combat they call on an ever increasing arsenal of eldritch beasts to fight on their behalf, sending the creatures into battle, while at the same time tapping them for their arcane energies. Despite their frailty and inexperience in combat, eldritch tamers are masters in the use of nonlethal force to subdue and capture their enemies.
Alignment: While many outsiders view the capture and enslavement of living creatures as inherently evil, Eldritch Tamers may be of any alignment. Evil Eldritch Tamers capture and bind creatures indiscriminately, binding even sentient humanoids to their service, calling on their “slaves” only when needed and driving them to the brink of death in their service.
Good tamers take advantage of their skill at nonlethal combat to avoid unnecessary deaths. They often form close relationships with their bound creatures, leaving them to walk freely even when they are not needed, and caring for them as one would a child or beloved pet.
Background: Eldritch Tamers may come from any background. Often they are young and inexperienced relative to their adventuring companions, relying heavily on their bound creatures to carry them through life. Many rural folk, forced to live in close proximity with domesticated animals and dangerous beasts alike, turn to the life of an Eldritch Tamer.
Races: Any race may become Eldritch Tamers.
Other Classes: Eldritch Tamers tend to get along well with witches and summoners, with whom they share many similarities. They also, especially at low levels, prefer to travel in the company of a good mix of classes to protect them and help them subdue new creatures to bind. Eldritch Tamers tend to often work at odds with rangers or druids, who object to their exploitation of natural creatures. Likewise they tend to work at cross purposes with gourmands, who prefer to kill and eat their prey rather than capturing them alive.
Game Rule Information:
Gourmands have the following game statistics.
Hit Die: d8.
Base Attack Bonus: Average.
Base Fortitude Saves: Poor.
Base Reflex Saves: Good.
Base Will Saves: Poor.
Starting Wealth: 2d6 x10gp
Starting Age: Intuitive.
|Table 1-34: The Eldritch Tamer||Spells|
|1||Tame Eldritch Beast, Bludgeoner, Beast Spells||1|
|2||Speak with Eldritch Beast, Merciful Spells||2|
|3||Bestiary, Subduing Beast||3|
|5||Far Casting (30-ft.)||4||2|
|10||Far Casting (40-ft.)||5||4||3||1|
|15||Far Casting (50-ft.)||5||5||5||4||3|
|20||Legendary Beast, Far Casting (60-ft.)||5||5||5||5||5||5|
An eldritch tamer’s class skills (and the key ability for each skill) are: Acrobatics (Dex), Appraise (Int), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int modifier.
The following are class features of the Eldritch Tamer.
- Weapon and Armor Proficiency: Eldritch Tamers are proficient with all simple weapons and with the aklys, bolas, lasso, mancatcher, net, sap, and whip. They are not proficient with any type of armor or shield. Armor interferes with an eldritch tamer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
- Beast Spells: An eldritch tamer casts arcane spells. An eldritch tamer knows no spells of his own, but instead can use his spell slots to cast spells known by his eldritch beasts. He can cast any spell known by one of his currently active eldritch beasts without preparing them ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To cast a spell, an eldritch tamer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch tamer’s spell is 10 + the spell level + the eldritch tamer’s Charisma modifier.
An eldritch tamer can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1-34. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
An eldritch tamer’s selection of spells is limited by the number of eldritch beasts he controls. Each eldritch beast learns one spell of each spell level and the eldritch tamer may only cast spells known by the eldritch beast which he currently has summoned, and then only when the beast is within 20 feet.
When casting any beast spell, the tamer may choose to have the spells originate from his eldritch beast as if it were the caster, so long as the beast is within 20 feet. The distance from an eldritch beast at which the eldritch tamer can cast his spells increases by 10 feet at 5th level and every five levels thereafter (to a maximum of 60 feet at 20th level).
- Tame Eldritch Beast (Su): The primary ability of an eldritch tamer is the ability to subdue and capture creatures, and bind them with an eldritch spirit, transforming them into eldritch beasts. Any creature successfully can be made into an eldritch beast. The process of binding a creature as an eldritch beast causes the creature’s form, personality, and abilities to be transformed into an eldritch beast of the tamer’s choosing, completely replacing the abilities of the original creature. Regardless of their shape or original creature type, all eldritch beasts have the magical beast type and gain the extraplanar subtype (and may gain additional subtypes based on the eldritch spirit bound to them).
Binding a creature as an eldritch beast requires a ceremony lasting one minute per hit die of the creature being bound, during which time the creature must remain helpless. Thus creatures to be bound are typically knocked unconcious or put to sleep before beginning. At the end of the ceremony, the tamer must make an opposed Charisma check against the creature (with a +1 bonus for every level he is above the target’s hit dice, and vice versa). If the check fails, the creature is not bound, though he may try again as long as it remains helpless. If the check succeeds, the creature becomes an eldritch beast in the tamer’s service. Bound eldritch beasts immediately vanish into an extraplanar space from which the tamer can summon them when needed. An eldritch tamer can bind a maximum number of eldritch beasts equal to 3 + his Charisma modifier (minimum 1). If the tamer attempts to bind more eldritch beasts than allowed, he must dismiss one or more of his existing eldritch beasts.
Once bound, the newly created eldritch beast can be summoned by the tamer at any time as a standard action and behaves as a summoned creature. The eldritch beast remains until dismissed by the summoner (a standard action), dispelled (with a successful dispel magic, dismissal, or similar magic), or killed. Eldritch beasts heal at the rate of 1 hit point per hour when not summoned. The eldritch beast’s Hit Dice, saving throws, skills, feats, and abilities are tied to the tamer’s class level and increase as the tamer gains levels.
An eldritch tamer may choose to free one of his bound eldritch beasts at any time. Freeing a beast requires a ceremony lasting 1 minute, and causes the creature to revert to its original form and abilities in whatever state it was in at the time it was bound (asleep, unconcious, etc.) An eldritch beast that is killed remains in the material plane and can be raised by any normal means. When an eldritch beast dies, the tamer may choose to immediately free it (returning it to its original form and abilities), or keep it bound in the hopes of raising it. A deceased eldritch beast does not count against the number of eldritch beasts that a tamer may have summoned at any given time.
Each eldritch tamer begins with a single eldritch beast already tamed. This beast may be of any shape, but must have a Fire, Water, Thunder, or Grass spirit. The ability scores of this starting beast do not receive modifiers for a base creature.
- Bludgeoner: At 1st level, the Eldritch Tamer specializes in using blunt weapons to subdue his opponents. He gains Bludgeoner as a bonus feat.
- Merciful Spells: At 2nd level, the Eldritch Tamer gains Merciful Spell as a bonus feat.
- Speak with Eldritch Beasts (Su): At 2nd level, an eldritch tamer gains the benefits of a continuously active tongues spell, which only works with regards to eldritch beasts (either his own or another tamer’s). Further, the eldritch tamer’s speech is understandable by any eldritch beast even if they do not normally have a language (even oozes and other eldritch beasts not normally capable of communicating can understand his speech). This ability does not apply to any creature not already bound as an eldritch beast.
- Bestiary (Ex): Starting at 3rd level, the Eldritch Tamer gains a bonus equal to one-half his class level on all Knowledge skill checks, when making skill checks to identify the abilities and weaknesses of creatures.
- Subduing Beast (Su): Starting at 3rd level, if the Eldritch Tamer deals at least 1 point of nonlethal damage to a creature, he may choose to have all damage dealt against that creatyre by his eldritch beasts be nonlethal as well.
- Double Team (Ex): Starting at 4th level, the Eldritch Tamer is able to have two eldritch beasts summoned at any given time, even in combat. He can summon two eldritch beasts with a single full-round action.
- Spirit Specialization (Ex): At 6th level, an eldrtich tamer can choose a single eldritch spirit type to specialize in. The eldritch tamer gains a +2 bonus on all Bluff, Diplomacy, Handle Animal, Knowledge, Perception, Sense Motive, and Survival checks related to eldritch beasts with the chosen spirit type (either his own or those possessed by another tamer).
An eldritch tamer can choose a second spirit type at 12th level, and a third at 18th. In addition, at each such interval, the bonus against any one specialized spirit type (including the one just selected, if so desired) increases by +2.
An eldritch tamer can control one extra eldritch beast of any spirit type he is specialized in.
- Evolution (Su): At 8th level, and again at 16th level, each of the Eldritch Tamer’s bound beasts transforms into a larger and more powerful version. The specific details of evolution for each eldritch beast form and spirit are detailed under Eldritch Beasts.
- Quick Rotation (Ex): Starting at 9th level, the Eldritch Tamer can recall a summoned eldritch beast as a move action, rather than a standard action.
- Dual Spirit (Su): Starting at 11th level, each creature that an Eldritch Tamer binds as an eldritch beast gains two spirits of the tamer’s choice, rather than just one. Any limitations or requirements on spirit types based on the captured creature’s type or subtypes still apply. Each beast still only knows a single spell of each level, despite have multiple types, though these spells can be selected from either list.
- Triple Team (Ex): Starting at 14th level, the Eldritch Tamer is able to have three eldritch beasts summoned at any given time, even in combat. He can summon three eldritch beasts with a single full-round action.
- Reactive Rotation (Ex): Starting at 19th evel, the Eldritch Tamer can recall a summoned eldritch beast as an immediate action. The tamer may use this ability in response to an attack directed at his eldritch beast, but before the results of the attack are determined, allowing the beast to avoid all effects of the attack.
- Legendary Beast (Su): At 20th level, the Eldritch Tamer gains the ability to bind a Legendary Beast. Only creatures of 20HD or more may be bound as a legendary beast, and the tamer may bind only one such beast ever. If the Legendary Beast is killed, it cannot be replaced (though it can be raised or resurrected normally). The Legendary Beast is a unique creature, and functions as any other eldritch beast, save that it is advanced to 20 hit dice, is size huge, gains a +4 bonus on all ability scores, and gains damage reduction 10/epic. The legendary beast does not count against the total number of eldritch beasts that the tamer may have bound at one time. In addition, the Legendary Beast knows one spell of each spell level for each of its two types.