Greater Tame
Keywords:
GREATER_TAME, GREATER-TAME
This skill allows a beastmaster to approach an animal or pack of animals as if they were one of their own. Greater tame also allows a beastmaster to possibly tame a mob that is not ordinally not tamable. This is an automatic ability granted to Beastmasters.
RP Combat Information
As a passive ability, Beastmasters gain advantage on any check to domesticate or pacify a wild animal in rp-combat. Additionally, they may use the skill in an active fashion.The Beastmaster must take a full round to commune with nature and feel the emotions of the creatures before this goes into effect as follows:
Spell Type: Self Only
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: n/a
Damage Type: n/a
Automatic Hit / Saving Throw: n/a
Remarks: Takes one full round to activate and the beastmaster may not do anything else for one full round. Attacks against the beastmaster get advantage during this round of concentration. They must do TWO Failure Checks, one at starting the action and one at ending the action and the skill activates at the end of the beastmaster's second round.
If they make both failure rolls, Greater Tame is automatically successful on 1 creature. The Beastmaster can control this creature for the duration of the combat and may have this creature as a pet. Animals and Creatures of the pack (of same type of animal) will not attack the Beastmaster. Note: This does not extend to other player or NPC companions, but will extend to the Beastmaster's pet. Their Pet count may not go above their allowance in combat.
RP Combat Information
As a passive ability, Beastmasters gain advantage on any check to domesticate or pacify a wild animal in rp-combat. Additionally, they may use the skill in an active fashion.The Beastmaster must take a full round to commune with nature and feel the emotions of the creatures before this goes into effect as follows:
Spell Type: Self Only
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: n/a
Damage Type: n/a
Automatic Hit / Saving Throw: n/a
Remarks: Takes one full round to activate and the beastmaster may not do anything else for one full round. Attacks against the beastmaster get advantage during this round of concentration. They must do TWO Failure Checks, one at starting the action and one at ending the action and the skill activates at the end of the beastmaster's second round.
If they make both failure rolls, Greater Tame is automatically successful on 1 creature. The Beastmaster can control this creature for the duration of the combat and may have this creature as a pet. Animals and Creatures of the pack (of same type of animal) will not attack the Beastmaster. Note: This does not extend to other player or NPC companions, but will extend to the Beastmaster's pet. Their Pet count may not go above their allowance in combat.