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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I should probably start by disclaiming that this isn't for anything official. This isn't me trying to gather ideas for a supplement -- it's just that our gaming group may have a beastmaster entering our DF game in the near future.
With that said, what would be some good power-ups for the beastmaster? For those unfamiliar with the template, see "In All Series-Ness" in Pyramid #3/60: Dungeon Fantasy III. What makes this tricky is that it already starts with a fairly wide range of options: the Animal spell college plus a power comprising summonable Allies, Alternate Form, Danger Sense, Detect Animals, Discriminatory Smell, Speak With Animals, and animal-focused Mind Control, Mind Reading, and Telesend. One way to go might be adding access to more "animal-like" abilities, such as the things that familiars grant you. But then again, the beastmaster could already just take a familiar to get that! In fact, I was musing on an idea where the beastmaster takes a "totem animal" and then gets just its abilities . . . before realizing that mechanically, that would just be an Ally-less familiar.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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| Tags |
| dungeon fantasy, pyramid 3/60 |
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