The following is a home-made profession for Warhammer Quest created by myself to provide a Warrior that corresponds to the "Beastmasters" from the Wood Elf army from Warhammer Fantasy Battle. In summary, the Beastmaster is a Wood Elf even more closely attuned to nature than other Elves, to the point where he has developed limited shape-shifting abilities, and a telepathic link to an animal companion. At this writing, this profession is still "experimental", having not yet been tested in actual play, so caution should be exercised before integrating this Warrior type into an existing campaign.

The Beastmaster

by T. Jordan "Greywolf" Peacock
14 AUG 95

Wood Elf shapeshifter with animal companion

Of the Wood Elves of Loren, few can inspire fear in their enemies quite so effectively as the Beastmasters. These are Elves who are even more closely attuned to nature than their kin, to the point where they have developed limited shape-shifting abilities and a telepathic bond with an animal companion of their chosen totem.

Most Beastmasters develop more empathy for animals than for Elves or any other races, and spend so much time in the wilderness that they eventually lose all contact with civilization -- and, indeed, some Beastmasters with shape- shifting ability eventually become almost indistinguishable from their totem animal, only being able to revert to Elf form for short periods of time.

In combat against foes of the Wood Elves, the Beastmasters are quite unnerving. They carry no weapons, and need none. In close combat, bones snap, fur sprouts on skin, and a hand transforms into a sharp claw or talon. After a terrible slash, the Beastmaster shifts back once more, leaving no evidence of the unearthly transformation save for the terrible wounds left behind.

There are some Beastmasters who are able to strike a balance between nature and society, who are still distanced from concentrations of civilization in the form of Settlements, but who are still capable of associating with other Warriors --and to venture forth to use their special powers to fight the forces of Chaos. Such Warriors may be somewhat out of their element in the dungeons - - As they are complete ascetics, the treasures of the dungeons hold little to no appeal for them.

-*- STARTING AS A BEASTMASTER -*-

BEASTMASTER STATISTICS

Wounds

  1D6+7  

Move

4

Weapon Skill       

4

Ballistic Skill

6+

Strength

4

Toughness

3(4)

Initiative

6

Attacks

1(2)

Equipment

None.

Weapon

None (Claws inflict 1D6+4 Wounds).

Armour 

Thick Furs, giving +1 Toughness.

Pinning

Breaks from pinning on a roll of 4+.

Special Rules

When not using a weapon, the Beastmaster gains +1 Attack with his claws. These count as "magical" attacks, capable of harming creatures unharmed by normal weapons.

The Beastmaster is accompanied by an animal companion of his chosen totem (bear, wildcat or hawk), with which he shares a telepathic link.

ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT FOE 2 3 3 4 4 4 4 4 5 5

-*- BEASTMASTER ADVANCED PROFILES -*-

Battle Level Gold WS BS Str Damage
Dice
T Wounds I A Luck Will Skills Pin
1

0

4 6+ 4 1 3(4) 1D6+7 6 1(2)   2 0 6+
2 2,000 4 6+ 4 1 3(4) 2D6+7 6 1(2) 1 2 1 4+
3 4,000 4 4+ 4 1 3(4) 2D6+7  6 2(3) 2 3 1 4+
4 8,000 4 4+ 4 1 4(5) 3D6+7 7 2(3) 2 3 2 4+
5* 12,000 5 4+ 4 2 4(5) 3D6+7 7 3(4) 2 4 2 3+
6 18,000 5 3+ 4 2 4(5) 4D6+7 8 3 3 4 3 3+
7 24,000 5 3+ 4 2 4(5) 4D6+7 8 3(4) 3 4 4 2+
8 32,000 6 3+ 4 2 4(5) 5D6+7 8 4(5) 3 4 4 2+
9 45,000 6 2+ 4 3 4(5) 5D6+7 9 4(5) 3 4 4 A
10 50,000 6 2+ 4 3 4(5) 6D6+7 9 4(5) 4 4 5 A

* At Battle-Level 5 a Beastmaster gets +1 Movement, taking it to 5.

-*- TOTEM AND ANIMAL COMPANION -*-

Upon character creation, the player should choose a totem for his Warrior, either Bear, Wildcat or Hawk. There could be other animal types to choose from, but the difference would only be in appearance and name -- all other statistics would remain the same. (At the GM's discretion, new animal types might be introduced, though -- but try to offset any new advantages with balancing disadvantages.)

The Beastmaster will have an animal companion appropriate to his totem, represented by a separate model. These two share a telepathic link, so the animal companion acts as a separate Warrior, essentially. (In a role-play session, keep in mind that this animal companion is still an NPC. While for the most part the Warrior is free to move the animal companion and direct his attacks during combat, the GM is still free to determine the animal's actions in certain situations. It is, after all, still a beast.)

The bond between Beastmaster and animal companion is very strong -- such that if the animal companion is slain, this is a severe blow to the Beastmaster, such that his will to live is greatly impacted. He immediately loses 1D6 from his Starting Wounds score permanently. He may not attract another animal companion; however, if some means should be used to resurrect the animal companion, such as with a Dawnstone or the Resurrection spell, these lost Wounds may be regained.

If the Beastmaster should be slain, his animal companion will immediately flee (after paying its respects). Even if a Resurrection spell or other means of restoring life is available (such as a Dawnstone), the beast is beyond understanding such concepts, and will leave anyway, therefore being gone for the remainder of the adventure. However, if the Beastmaster should be brought back to life and survive to the end of the adventure, he will meet up with his animal companion once more between dungeons.

Neither the Beastmaster nor the animal companion gains any experience or gold for monsters defeated by the animal companion. There are no "Battle- Levels" for the animal companion. However, the animal companion does benefit from its master's advancement in Battle-Levels in a special way: The animal companion has a number of Luck points equal to whatever Luck points the Beastmaster would have at his given Battle-Level. (If the Beastmaster ever is in a situation where he permanently gains or loses Luck points, this has no bearing on the animal companion's total.) These Luck points are usable only by the animal companion against spells, attacks, etc. that would directly affect it -- It can't expend Luck points to help its master, although the Beastmaster /may/ spend Luck points to help his animal companion.

Also, the Beastmaster might choose for a given adventure to let his animal companion wait outside of the dungeon. If he chooses this, he cannot change his mind and have his animal companion come up in the middle of the dungeon -- He can only rejoin the animal companion upon leaving the dungeon once more.

Animal companions have no use for gold, of course, and cannot use weapons or armor. The only item they might be able to use would be a necklace, talisman or amulet worn about the neck.

The Beastmaster and animal companion work very well together in battles during journeys. While an animal companion is with the Beastmaster, add +1 to his score for determining the outcome of diced battles (as a result of Hazards).

The statistics for each animal vary depending upon the totem:

-*- BEAR -*-

Wounds

20

Move

4

Weapon Skill       

3

Ballistic Skill

-

Strength

5

Toughness

4

Initiative

3

Attacks

1

Damage

  1D6(2D6 6+)  

Pinning

6+

Special Rules

On a natural roll of 6 to hit, the Bear inflicts 2D6+4 Wounds on a target, as he manages to grapple and "hug" the target with its crushing strength.

ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT 2 3 4 4 4 4 5 5 5 6

-*- WILDCAT -*-

Wounds 10
Move 6
Weapon Skill         4
Ballistic Skill -
Strength 3
Toughness 3
Initiative 6
Attacks 1
Damage 1D6
Pinning   Auto  

Special Rules

The Wildcat may Leap two spaces (over a model or obstacle in the intervening space) once per turn, counting as 1 space of its normal movement.

ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT 2 3 3 4 4 4 4 4 5 5

-*- HAWK -*-

Wounds

3

Move

8

Weapon Skill       

  3(10)  

Ballistic Skill

-

Strength

-

Toughness

1

Initiative

8

Attacks

1

Damage

1D6

Pinning

Auto

Special Rules

Each turn, the Hawk may make an attack, striking at any enemy model within 8 spaces of the Beastmaster. Upon a successful strike, it inflicts 1D6 Wounds at WS 3, with no modifiers for armor. It immediately returns to its master's hand, whether it is successful or not. While with the Beastmaster, the Hawk is not subject to any attacks (even area-effect blasts won't harm it) -- except at the GM's discretion, of course. If the Beastmaster is struck down, it flies away, returning once more if he is somehow healed.

If, however, the Hawk is played as a separate model, it has the statistics as listed above, as well as the special ability of Flight. Its WS is treated as 10 for any models that attack it, though, when making its own attacks, it only has an actual WS of 3.

ENEMY'S WS 1 2 3 4 5 6 7 8 9 10
TO HIT 2 3 4 4 4 4 5 5 5 6

-*- BEASTMASTER'S SKILLS -*-

The Beastmaster has the following skills available to him as he goes up his Battle-Levels. To determine which specific skill he learns when given the opportunity roll 2D6. If the Beastmaster gains multiple skills that allow him to "cast spells", he still only has the same amount of power to draw from each turn.

2 ASPECT

Beastmasters become more and more like their chosen totem, and you are no exception.

Depending upon your chosen totem, one of your basic attributes is increased. For the Bear, the Beastmaster's Strength is increased by one point permanently. For the Wildcat, Move is increased by one point permanently. For the Hawk, Initiative is increased by one point permanently.

3 NIGHT VISION

Like the creatures of the wild, your senses are keen and perceptive, even beyond those of your kin among the Wood Elves.

Your Warrior is capable of seeing even in the dark, capable of exploring and fighting even without the Barbarian's lantern.

4 BEAST MAGIC

Drawing upon the intangible forces of life, you invoke the image of your totem in the form of a spell of great power.

Your Warrior gains limited spellcasting ability, learning to cast a single spell in a similar manner to the Wizard. Your Warrior's Current Power is equal to the power roll, plus his Battle-Level. On a power roll of 1, your Warrior has no power at all for this turn (unlike the Wizard). You do not have any reserve Power points at all. Even if you have enough power points for additional castings, you may not cast your spell more than once per turn.

The spell gained depends upon your Warriors' totem. For the Bear, there is Ogre Strength (p. 54 of Roleplay Book). For the Wildcat, there is Speed (p. 55 of Roleplay Book). For the Hawk, the spell is Wings of Power (p. 57 of Roleplay Book).

5 SHAPE SHIFT

Your bones pop and shift and your body contorts as you take on the living form of your totem.

Your Warrior gains a magical ability to transform himself into a beast of his chosen totem, gaining its special abilities and form. Your Warrior retains all of his current characteristics (including Wounds, etc.) as well as his mental link to his animal companion (though the Hawk, of course, can't perch on his shoulder anymore). He can even retain his ability to speak to the other Warriors.

However, any items in his possession other than his basic clothing (which has been ritually prepared to survive this transformation and to blend in with his fur/feathers naturally) and possibly a magical necklace or amulet worn about the neck will be unusable. (Such items are considered dropped immediately, and their location should be noted in case the Warrior leaves the area before having a chance to retrieve them.) The Warrior cannot use weapons or any magical items (aside from the aforementioned magical necklace or amulet worn about the neck), though he may use his normal powers.

This special ability is technically a spell, with a Casting Level of 5, used in the same manner as the "Beast Magic" spell ability. In order to shift back to Elven form, the Beastmaster must cast this spell again in a subsequent turn. This spell can only be cast once per turn and only on the Beastmaster himself. A successful Dispel is capable of forcing the Beastmaster back to his Elven form (and a Destroy Spell Scroll would prevent him from using this power at all for the remainder of the adventure).

6 HERBLORE

You rub the foul-smelling salve into your companion's wound, reassuring him that even if the concoction does sting it is doing him good.

This skill allows your Warrior to try to heal himself or a wounded companion. Roll 1D6 on the following table.

Roll

Result

1

The wounded Warrior reacts badly to the salve and takes another 1D6 Wounds.

2-3

Nothing happens.

4-5

The salve works and the wounded Warrior regains 1D6 Wounds.

6

The treatment is even better than expected and the wounded Warrior regains 2D6 Wounds.

This skill may be used once per turn.

7 FOREST-WALKER

Brushing aside the undergrowth, you find an almost invisible deer track leading straight to the next village and cutting a good seven days off the journey.

This skill allows your Warrior to find almost hidden short cuts in the trek between dungeons. When travelling to a Settlement, this skill allows your Warrior to reduce the journey time by one week. In addition, on the journey he finds enough herbs to make 1D6 healing potions. Each potion restores a number of Wounds equal to the Beastmaster's Battle-level.

8 DODGE

Waiting until the last instant, you dodge the incoming blow, sending it crashing harmlessly into the wall just inches away from you.

If a Monster successfully hits your Warrior in hand-to-hand or with a ranged attack, roll 1D6. On a natural roll of 6, the blow misses entirely, causing no damage.

9 FRENZY

Calling upon a primal spirit long ago suppressed by the Elven psyche, you let loose your hidden bestial nature, lashing out at your enemies with unmatched abandon.

At the start of each turn of combat, you may attempt to enter a state of Frenzy. Roll 1D6. On a natural roll of 6+, you enter a state of Frenzy, doubling your total Attacks per turn. However, while in this state, you are completely oblivious to everything save but a mindless blood-lust -- You may do nothing except move toward the nearest opponent and engage it in hand-to-hand combat. You may not break pinning, you may not flee, you may not bypass one opponent to reach another one farther away, you may not use ranged attacks, and you may not use any special skills, spells, magic items or other special equipment. This state lasts until all Monsters on the board section and within line of sight have been defeated or have retreated.

10 ROAR

You emit a deep, resounding roar that reverberates off of the dungeon walls, stunning your enemies with its sheer magnitude.

Once per adventure, you may emit an earsplitting roar (or, in the case of a Hawk totem, a shriek) directed at your foes that will cause all enemies on the same board section and adjacent to miss their Attacks (and any enemy spellcasting) for the remainder of the turn. This has no effect on creatures which cause Terror, on the Undead, Daemons, or magically-animated beings.

11 PASSAGE

The swarm of vermin closes upon the Warriors, but as they pause and look up at your stern gaze, suddenly they stop, as if hearing some unspoken command ... and quickly disperse into the darkness.

Any random Event that generates animal types (including Giant Bats, Giant Rats or Giant Spiders, but not Beastmen, or any creatures that are serving as mounts for other Monsters) may be automatically avoided if the Beastmaster immediately chooses to do so.

(For moderated games, at the GM's discretion, this may be used to bypass certain dungeon hazards that involve swarms of animals, or regular encounters with beasts.)

12 TRACKING

Catching faint scents, noticing faint disturbances in the dust, and other markings too faint for your comrades to notice, you stop them from moving further, sensing danger ahead.

For any Monster Event encounter (whether randomly drawn or as part of a normal dungeon room's Monster contingent), if the Beastmaster wishes (once discerning the type of Monster to be encountered), he may attempt to evade the encounter on a natural roll of 6 on 1D6. If he succeeds, the encounter is avoided entirely. If not, the encounter is resolved normally.

(For moderated games, the use of this skill depends entirely on GM discretion. "Avoiding" encounters in this way is merely an abstraction for random dungeons. In a pre-made adventure, this skill should simply allow the Beastmaster an exceptional chance to discern what dangers might lie ahead -- or even to detect the presence of such things as secret doors or hidden caches of treasure -- based on clues that the others cannot perceive. This doesn't mean he can automatically "avoid" anything at all, but he has a pretty good chance of finding or tracking just about anything that isn't magically hidden.)

-*- ADDITIONAL RULES -*-

* The Beastmaster is a complete ascetic, having no use for gold. When he defeats Monsters, all gold is recorded as "experience", which can only be used toward Battle-Level advancement (and cannot be lost due to Hazards or Events). If he acquires any treasure items which cannot be used by him, he will either discard it or give it to another Warrior.

* The Beastmaster will not enter Settlements. The Beastmaster may advance in Battle-Levels between adventures, though, outside of a Settlement.

* The Beastmaster wears no armor (aside from thick furs), and will not use a shield.

* Aside from armor or shields, the Beastmaster may use any item of equipment or magical item available to the Elf.

-*- REPRESENTING YOUR WARRIOR -*-

There are Citadel miniatures available to represent Beastmasters with a wild cat (a female Beastmaster model) or bear totem (a male Beastmaster model). There is also at least one Wood Elf model with a hawk (or falcon) perched on its hand, which would suffice for a "Hawk Totem" Beastmaster. Otherwise, various other miniatures companies manufacture models to represent wild animals, and an Elf model for the Beastmaster himself would be appropriate. If the "Shape Shift" ability is required, an additional model would be handy to represent the Beastmaster in his altered form, but is not necessary.

-*- ROLE-PLAYING TIPS -*-

There is not much in the way of description of what a Beastmaster's personality should be like in Warhammer material, but I would strongly suspect that such a Warrior would not be all that talkative, yet driven by personal morals beyond just a drive to acquire gold and slaughter monsters. The Beastmaster's totem should also play a part -- A wildcat totem might be somewhat aloof, a bear totem might be particularly gruff and sullen, and the hawk totem might be forever quiet, still and watching -- only suddenly bursting into action when danger is spotted. There's a lot of leeway to be found here, and I see a lot of interesting opportunities with this Warrior type.

-*- DISCLAIMERS AND SUCH -*-

Games Workshop, Knights Panther, the Old World, Skaven, Warhammer Quest, Warhammer Fantasy Battle, Battle Magic, Talisman and Advanced HeroQuest are trademarks of Games Workshop, Ltd. Their use here does not constitute a legal challenge to trademark status. This article is copyright 1995 by T. Jordan "Greywolf" Peacock, though it may be freely distributed in unaltered form, so long as proper credit is given and no fees are charged for its use.

I welcome feedback, and would certainly like to hear of your experiences using this or any other home-made professions I've come up with. (Plus, I just like getting mail. =) ) If you'd like to contact me for whatever reason, you can write to me at:

Jordan Peacock 
1610 Parker
Cedar Falls, IA 50613

-*- HAPPY QUESTING! -*-