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Earthdawn Survival Guide

112 EpisodesProduced by Josh H & Dan BWebsite

A semi-official podcast dedicated to the Earthdawn role-playing game, hosted by Dan Boice and Earthdawn developer Josh Harrison.Whether it's rules basics, setting lore, or behind-the-scenes insights, this is the place to start building your legend.

1:11:42

EDSG Episode 19: Beastmasters

* Beastmasters in Depth

* Josh often uses them as pre-mades in his demo games!

* A “pet class” that can revolve around animal companions.

* Potential for added complexity and breaking the action economy.

* Inspired at least in part by the eponymous Beastmaster, Dar from film and TV.

* Animal companions are independent characters. While the player may roll dice and generally guide their actions, the GM should have veto authority.

* Object lesson in animal companion problems: Josh’s wife got a dyre!

* Karma Ritual and Important Attributes

* Both urban and wilderness, but still trend “feral”.

* Half-Magic

* No free talent, higher Durability.

* Novice Discipline talents.

* Unarmed Combat and Claw Shape is their combat style.

* Reason for the +3 bonus to Claw Shape.

* The awkward status of Dominate Beast.

* A character’s Discipline should inform the Narrative expression of their talents.

* Novice talent options.

* The weaknesses of animal companions in earlier editions.

* There is lots of conceptual space for the Beastmaster.

* Pet talents are options to avoid forcing people to take pets if they don’t want.

* Lots of unique and flavorful options, possible to swap Discipline talents for options.

* Enhance Animal Companion as a way of addressing previously mentioned weaknesses.

* Sidebar: Not everything is about animal companion combat prowess!

* Journeyman special ability: Cat’s Grace

* Journeyman Discipline Talents

* Animal Talk is a Journeyman talent?

* Claw Frenzy buzzsaw of death.

* Journeyman talent options.

* More pet talents as options.

* Beastmasters have higher Charisma, but aren’t really a social Discipline; they lack talents to support it.

* Animals don’t deal with artifice, white lies, and social lubrication.

* Beastmasters often take after animals and are blunt and forthright.

* Special and iconic in the world of Earthdawn.

* Decent fighters, but lack as many combat support talents as Warriors or Swordmaster.

* GM advice: Beastmasters often don’t need magic weapons, but armor and defensive items are valued.

* GM advice: Think of ways to leverage animals and the information that can provide to put the spotlight on the Beastmaster.

* GM advice: Reskin the stat block for one animal to make others.

* Cave crabs are NOT suitable animal companions.

Email: edsgpodcast@gmail.com

Twitter: @EarthdawnG

Josh on Twitter: @mataxes

Get product information, developer blogs, and more at www.fasagames.com

FASA Games on Facebook

FASA Games Discord Channel

Earthdawn Guild Facebook Group

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