Beast Control

“Druids are kinda like clerics…. Except not at all.”

Range: 120 feet
Hand Requirement: One

SubpowerDescription
Natural Communion (affinity)You gain a psionic ability to sense, commune, and otherwise deal with animals and the like, such as underlings. You can interchangeably use your psionic skill or Animal Handling for those abilities where necessary. This affinity works with the psion’s other senses; the SM may require such a check to sense animals they do not sense otherwise, or to persuade animals to act against their natural instinct, at the SM’s discretion. Additionally at the SM’s discretion, you can spend a lesser slot to automatically pass some check where this affinity came into play, sense the exact locations of all animals within range, or otherwise supercharge your animalistic gift to attempt something extraordinary with your ability you normally would not be able to do. This affinity is used as a free action if an action cost must be specified.
Beastmaster (at-will)Pd2+PCMMinor action: Command your Bestial Allies to each make a melee weapon attack (range: 5 ft.) against a target in range.
Beastmaster (lesser)Major action: Summon a loyal Bestial Ally minion. They are Medium-sized creatures with Level*5 hit points and AC/resistances of 12+P. They use your base speed plus 10, use 2P for any skill checks, and move during your turn as you will them, but do not attack on their own. They last for 24 hours or until dismissed as a free action. You can only have two Bestial Allies at a time. While they cannot be used to fight if outside your range, they can otherwise still be interacted with and follow orders like any other loyal animals.
Skinwalker (channeled)Channeled action: You expand your affinity, allowing you to also perceive through the senses of the animals with which you can commune, for as long as you maintain the channel.
Skinwalker (lesser)Channeled action: You expand your affinity in a curious way. For the next hour, you can also take direct, fine-tuned control of a creature with which you can commune. Mundane creatures and your Bestial Ally can be controlled without much incident, but powerful animals might shrug off your control, at the SM’s discretion. You are not capable of fighting as the creature while controlling them in this way, though individual hostile actions may be possible, also at the SM’s discretion. Your actual body is left Incapacitated while in control of another creature, and creatures controlled this way are more difficult to control and use when outside your range; at your SM’s discretion, you may have to make a check to perform actions that might ordinarily be second nature to the host creature.
Sensory Overload (at-will)Major action: Make an attack against a target’s Will resistance. If you break resistance, the target is Blinded, Crippled (half), and Deafened for 1 round.
Sensory Overload (lesser)Major action: Make an attack against a target’s Will resistance. If you break resistance, the target is Blinded, Deafened, Exposed, Stuck, and Weakened until the end of your next turn.
Naturalism (at-will)Pd3+PCMMajor action: You grant an ally half the listed damage as temporary hit points.
Naturalism (channeled)Channeled action: Your expand your affinity to gain a sixth sense for landscapes and natural environments, similar to animals’ magnetoreception. You can interchangeably use your psionic skill or Survival for those abilities where necessary, and the SM may require such a check to tell specific details about an environment, find some lost locale, sense changes in the weather, or some other use for this sixth sense, at the SM’s discretion.
Naturalism (lesser)Pd4+PCMMajor action: You heal yourself and two other allies within range for half the listed damage. If a recipient of the healing is a Bestial Ally, heal them for the full amount instead.
Pack Tactics (at-will)Reaction: As a reaction to an attack being made against a target, if the attacker has any allies and/or minions adjacent to that target, they gain +3 to the attack roll.
Pack Tactics (lesser)Reaction: As a reaction to your Bestial Ally attacking a target, your attack rolls and skill checks against them have advantage for 1 round.
Pack Tactics (lesser)Pd3+PCMMajor action: You Aim, but instead of targeting yourself or an ally to grant the bonus, you target an enemy within range and the Aim die is usable by anyone who attacks them. This lasts for 1 minute. Once per round, whenever two separate creatures land damaging attacks on them, the second of those attacks adds the listed damage to the damage roll.
Feral Instinct (at-will)Reaction: As a reaction to an incoming attack roll against a resistance, impose -2 to the attack roll. Free action: Whenever you Assail for a Bestial Ally, it applies to both.
Feral Instinct (lesser)Free action: Grant yourself and your Bestial Allies +1 crit range for 1 minute. This effect cannot stack.
Feral Instinct (greater)Free action: Empower your Bestial Allies. They are healed to full, gain Aegis (PCS/2), and gain +1 die size to damage rolls. Commanding your allies to attack with at-will Beastmaster has its action cost changed from a minor action to a free action that can be done once per round on your turn. This lasts for 1 minute.
Therianthropy (greater)Full-round action: Why limit yourself to lycanthropy? You shapeshift into a bipedal, animalistic form influenced by the shape of your Bestial Allies. For the next 1 minute, your base speed is increased by 10 ft., you have +2 to AC/resistances, and whenever you command your Bestial Allies to attack, you can perform a separate minor action alongside it.
Notes: The exact nature of your Bestial Allies is up to you and your SM. As long as they can be called or summoned, and can be replaced or revived or resummoned if killed (or said to flee or some other explanation that takes it off the field), it will suffice.