Beastmaster/Tricks

A beastmaster learns the use of beastmaster tricks, which typically grant a boon or bonus to the beastmaster, his animal companion, or a nearby ally. At 2nd level, the beastmaster learns one trick, selected from the list below. At 4th level, and every two levels thereafter, he learns another trick. A beastmaster can use these tricks a total number of times per day equal to half his beastmaster level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can’t be retrained. A beastmaster cannot select an individual trick more than once. The following is a list of beastmaster tricks and their effects.
== Table: Beastmaster Tricks ==
Beastmaster Trick 	Benefits
Aiding Attack (Ex) 	The beastmaster can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the beastmaster’s next turn gains a +2 circumstance bonus on that attack roll.
Bestial Swiftness (Ex) 	The beastmaster’s animal companion moves much more swiftly, gaining a +10 foot movement speed.
Bestial Wrath (Ex) 	Prerequisite: Beastmaster 4
The beastmaster’s animal companion, whenever the beastmaster is struck in combat, once per day, the animal companion rages like a berserker for 1 minute.
Bolster Companion (Ex) 	The beastmaster can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the beastmaster to benefit from this trick.
Catfall (Ex) 	The beastmaster can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the beastmaster takes no damage from the fall, he does not fall prone.
Chameleon Step (Ex) 	The beastmaster can move up to twice his speed as a move action. The beastmaster does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.
Cunning Pantomime (Ex) 	As a standard action, the beastmaster can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the beastmaster suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Combat Trick 	A beastmaster that selects this trick gains a bonus combat feat (see Feats). This trick may be selected only once.
Deft Stand (Ex) 	The beastmaster can spend a move action to stand up without provoking attacks of opportunity.
Distracting Attack (Ex) 	The beastmaster can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.
Efficient Tracker (Ex) 	A beastmaster with this trick has spent numerous weeks tracking foes, that he can do it leagues better than anyone else. The beastmaster adds half his beastmaster level to Survival skill checks made to follow or identify tracks.
This stacks with his Track class feature, effectively giving his level as a bonus rather than half.
Heel (Ex) 	The beastmaster can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the beastmaster. The animal companion must be able to see and hear the beastmaster to take this movement.
Hobbling Attack (Ex) 	The beastmaster can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Instinctive Hunter (Ex) 	A beastmaster with this trick can instinctively react to whatever he tracks. When using Survival to track an opponent, the beastmaster is allowed to act in the surprise round if he is ambushed by the creature. He also gains a bonus on initiative checks against creatures he is tracking equal to his Wisdom modifier.
└- Quick Hunter (Ex) 	Prerequisite: Instinctive Hunter
A beastmaster with this trick has a vendetta to take down any creature he tracks. When acting in the surprise round against a tracked creature, the beastmaster may take a move action, standard action, and swift action (not a full-round action), not just a move or standard action (plus a swift action). 
If the beastmaster can already take a standard and a move action during the surprise round, they can instead make a full-round action.
Knowledge of the Wilds (Ex)	Prerequisite: Must have 2 ranks in survival.
A beastmaster with this trick knows more about the beasts he hunts. He can make a Survival check in place of a Knowledge check to identify the traits of animals, magical beasts, monstrous humanoids, plants, and vermin. He may also use this when using Survival to follow tracks.
Master’s Orders (Ex) 	The beastmaster can use this trick as a standard action when he is within 60ft and line of sight of his animal companion, doing so he allows his companion to make another save against one mind-affecting effect that is currently affecting his companion. The beastmaster can only use this trick once per effect.
Prepared Hunter (Ex) 	A beastmaster with this trick is expertly prepared to ambush his foes. When using Survival to track an opponent, if he is able to act within the surprise round, he gains a bonus to his attack and damage rolls equal to half his beastmaster level for that round.
Quick Climb (Ex) 	The beastmaster can climb at his full speed as a move action without penalty.
Quick Healing (Ex): 	As a swift action, the beastmaster can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the beastmaster can administer a potion to an unconscious character as a move action.
Quick Swim (Ex) 	The beastmaster can swim at his full speed as a move action without penalty.
Ranger’s Counsel (Ex) 	Prerequisite: Must have 1 rank in chosen skill.
As a swift action, the beastmaster can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. This bonus lasts for 1 round.
Rattling Strike (Ex) 	The beastmaster can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Second Chance Strike (Ex) 	When he misses with a melee attack, the beastmaster may reroll his attack at a –5 penalty. Using this ability is an immediate action.
Sic ‘Em (Ex) 	The beastmaster can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the beastmaster to make this attack.
Skill Sage (Ex) 	Prerequisite: Must have 1 rank in the skill.
As a free action, the beastmaster can roll twice on any one skill check and take the better result.
Spiritual Bond (Su) 	Prerequisite: Beastmaster 6
The beastmaster with this trick that is adjacent to his animal companion gains Fast Healing 1. This improves to Fast Healing 2 at 12th and Fast Healing 3 at 18th level.
Stag’s Leap (Ex) 	As a free action, the beastmaster can attempt a running jump without moving 10 feet before the jump.
Surprise Shift (Ex) 	The beastmaster can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Tangling Attack (Ex) 	The beastmaster can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.
Thick Hide (Ex) 	The beastmaster’s animal companion has a thicker hide than most, gaining an additional +1 natural armor to AC.
Track Master (Ex) 	Prerequisite: Must have 4 ranks in survival.
A beastmaster with this trick can follow tracks much faster than normal. When using Survival to follow tracks, the beastmaster may move at their full speed without penalty, or double their speed at a -10 to their Survival check. When tracking his quarry, the beastmaster can track at double speed without penalty.
At 11th level, this becomes the Self-Sufficient feat.
At 15th level, he adds his quarry bonus to his Survival check to track his quarry.
Uncanny Senses (Ex) 	As an immediate action, the beastmaster gains a +2 insight bonus on Perception checks plus an additional +2 for every four beastmaster levels after 2nd for 1 round.
Upending Strike (Ex) 	The beastmaster can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex) 	The beastmaster can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The beastmaster can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.