PropertyValue
rdf:type
rdfs:label
  • Beastlord
rdfs:comment
  • Beastlord is a unique class which combines some powers from the Monk and Shaman classes along with a powerful pet. Beastlords can imbue their pets with powers and combat enemies with hand-to-hand skills or with weapons. They can "de-buff" enemies with spells, and possess modest healing abilities. This diverse array of skills allows Beastlords to be effective solo adventurers at many levels as well as being handy in a group. Six races can be beastlords, Barbarians, Iksars, Ogres, Trolls, Vah Shir, and Wood Elves.
  • Beastlords are characters living in the Midwest in 2197.
  • The Beastlord was a quasi-mythical entity among the A'Mar, Human inhabitants of the moon Lamus. It was said to be the "the mightiest of gundarks," and as a coming-of-age ritual, young A'Mar, both male and female, went on a Beastlord's Hunt to try and find it.
  • A Beastlord is a warrior who has developed a bond or gained control over a single animal, known as a Warder. The warder stays with or nearby the Beastlord from the earliest stages of their development and it is this 'pet' that makes a Beastlord into a powerful fighting force; as the Beastlord advances in strength and experience so does their warder companion. When fighting side by side, the two make a formidable opponent and the damage they can inflict is nearly unrivalled when considered with the beastlords other benefits to a party. Beastlord Races Barbarian, Iksar, Ogre, Troll, Vah Shir
  • Beastlords are the strongest and most tyrannical leaders of the Beastmen tribes, all of whom are large, hairy, musclebound brutes possessed of a raw and savage might that far outshadows the rest of his brutish kin. They carry themselves with swaggering confidence, revelling in their own superiority over lesser beasts. Their thick, hairy skulls are crowned with magnificent sets of horns as sharp and hard as any blade, and their robust and heavily-thewed bodies are covered with scar tissue and crudely rendered tattoos.[1a]
  • “You and your beast companion are like twin aspects of one being, acting in perfect accord. Any separateness is an illusion of space and time—a seeming that might one day be erased."[MP:151] Prerequisite: 21st level, ranger, Beast Mastery class feature Ultimate Understanding (21st level): Once per round, you can take a minor action to command your beast companion to take a standard action, a move action, or a minor action.
dcterms:subject
ondeath
  • empty
Apparel
  • Clothing
wares
  • no
otheritem
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Games
  • FOT
Weapon
Races
  • Barbarian, Iksar, Ogre, Troll, Vah Shir
Role
  • Raiders
  • Melee Hybrid
Text
  • The Wellspring
Sex
  • Female
  • Male
Missions
replenish
  • -
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dbkwik:clickerheroes/property/wikiPageUsesTemplate
Available
  • -
Title
  • Beastlord
added
  • Shadows of Luclin
dialogue
dbkwik:everquest/property/wikiPageUsesTemplate
Image
  • Icon class beastlord.gif
int
  • The Wellspring
url
  • default.asp?x=starwars/article/sw20031218wellspring
Race
Locations
  • * Quincy * Mardin
Location
missions involved
  • * Quincy * Mardin
alignment(s)
  • Neutral
abstract
  • Beastlord is a unique class which combines some powers from the Monk and Shaman classes along with a powerful pet. Beastlords can imbue their pets with powers and combat enemies with hand-to-hand skills or with weapons. They can "de-buff" enemies with spells, and possess modest healing abilities. This diverse array of skills allows Beastlords to be effective solo adventurers at many levels as well as being handy in a group. Six races can be beastlords, Barbarians, Iksars, Ogres, Trolls, Vah Shir, and Wood Elves.
  • Beastlords are characters living in the Midwest in 2197.
  • The Beastlord was a quasi-mythical entity among the A'Mar, Human inhabitants of the moon Lamus. It was said to be the "the mightiest of gundarks," and as a coming-of-age ritual, young A'Mar, both male and female, went on a Beastlord's Hunt to try and find it.
  • “You and your beast companion are like twin aspects of one being, acting in perfect accord. Any separateness is an illusion of space and time—a seeming that might one day be erased."[MP:151] Prerequisite: 21st level, ranger, Beast Mastery class feature Beastlord Apotheosis: When your final task is complete, you have proven that humanoid and beast are not separate. You and your companion act as a single being split into two bodies. Those who tell your story give an account of how the two of you illustrated this truth by becoming one. In fact, they whisper that what became apparent in the end was always so. You manifest a spirit that encompasses the values your beast companion symbolizes, and you merge with the beast exemplified by your nature. In so doing, you take the shape of a great spirit of nature, pristine and immortal. Your shape is thereafter as you wish it to be—person, beast, two at one time, or an amalgam thereof. Forever, you endure in the wild places of the world as a guardian and an inspiration. Perhaps you’ll be an exarch of Melora, or you’ll remain distinct from any deity, an example of a creature unique to the world. Those who follow your model hold you in mind when they travel and fight alongside their own beast companions. They, and others who revere nature and its creatures, look to you as an archetype and a guide. Ultimate Understanding (21st level): Once per round, you can take a minor action to command your beast companion to take a standard action, a move action, or a minor action. Fused Fate (24th level): Whenever an effect targets you, you can choose for it to target your beast companion in addition to you or instead of you, as long as the beast is within 20 squares of you and you can see it. Shared Life (30th level): As long as either you or your beast companion has at least 1 hit point, the other can’t be killed, regardless of negative hit points or failed death saving throws. Keep track of negative hit points and failed death saving throws as normal; if you both are reduced to 0 hit points or fewer, the negative hit points and failed death saving throws immediately take effect.
  • Beastlords are the strongest and most tyrannical leaders of the Beastmen tribes, all of whom are large, hairy, musclebound brutes possessed of a raw and savage might that far outshadows the rest of his brutish kin. They carry themselves with swaggering confidence, revelling in their own superiority over lesser beasts. Their thick, hairy skulls are crowned with magnificent sets of horns as sharp and hard as any blade, and their robust and heavily-thewed bodies are covered with scar tissue and crudely rendered tattoos.[1a] Many Beastmen champions bear a reward or Gift of Chaos, setting them apart from the rest of the herd. The threat of violence is implicit in their every gesture. A Beastlord commands such an impressive aura that he commands not one, but several warherds under his command, for it is a common ritual for all Wargors to compete each other in deadly duels to see who shall lead the herd on the warpath.[1a] When battle is joined, the Beastlords lead the warherd from the front, usually accompanied by a retinue of his most vicious Bestigors. Experts in single combat, they seek out the leaders of the enemy armies, taking brutal satisfaction in smashing the warriors of lesser races into the dirt and taking their heads as grisly trophies. By slaying the leaders of the foe the Beastlords not only prove their supremacy over the civilised races but also gain the notice of the Dark Gods themselves.[1a]
  • A Beastlord is a warrior who has developed a bond or gained control over a single animal, known as a Warder. The warder stays with or nearby the Beastlord from the earliest stages of their development and it is this 'pet' that makes a Beastlord into a powerful fighting force; as the Beastlord advances in strength and experience so does their warder companion. When fighting side by side, the two make a formidable opponent and the damage they can inflict is nearly unrivalled when considered with the beastlords other benefits to a party. Beastlords possess the same ability to call upon the Mystical forces as a Shaman and though their powers are not as strong, they can make a significant contribution in combination with their combat ability. They are not limited to only casting damaging spells on their enemies as they possess a great variety of beneficial ones too, including those that have the power to aid both health and mana regeneration. Many of a beastlord's beneficial spells impact not only the Beastlord and warder but their entire party, allowing them to be both a very able solo adventurer and an effective group member. Though the two are rarely apart a Beastlord may at times suffer from the reliance on a warder. While they are capable of making a reasonable contribution without them, their effectiveness is greatly reduced. Unfortunately Beastlords take a long time to develop the ability to control their warder effectively when already engaged in battle and because of this may not be able to summon them when engagements need to be carefully controlled. In the warder is their major strength but also their only real weakness, despite this Beastlords are a valuable asset in a party and one of the most capable adventurers on Norrath when hunting alone or in small groups. Beastlord Races Barbarian, Iksar, Ogre, Troll, Vah Shir
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