Sunday, April 26, 2026

Dar - Beastmaster of Aruk


Male human Ranger 8 / Barbarian 2


Hit Dice: 8d8+16 plus 2d12+4 (70 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Base Attack/Grapple: +9/+12
Attack: Longsword +12 melee (1d8+4/19–20) or dagger +12 ranged (1d4+3/19–20)
Full Attack: Longsword +12/+7 melee (1d8+4/19–20) or 2 daggers +12/+12 ranged (1d4+3/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 1/day, favored enemy (humans +4, monstrous humanoids +2)
Special Qualities: Animal empathy, wild empathy +11, link with companions, share senses, Beast Sight, uncanny dodge, fast movement, track, endurance
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 12
Skills: Handle Animal +14, Survival +13, Listen +11, Spot +11, Hide +10, Move Silently +10, Climb +9, Jump +9
Feats: Track, Endurance, Two-Weapon Fighting, Quick Draw, Alertness
Environment: Temperate plains and forests
Organization: Solitary or with companions (Ruh, Sharak, Podo)
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment:
Languages: Common

Possessions: Leather armor, longsword, bandolier of throwing daggers, beastmaster amulet (bird-men), travel gear

Physical Description:

Dar is a tall, powerfully built man with sun-darkened skin and long, unkempt brown hair that falls past his shoulders. His face is rugged and angular, marked by a constant alertness in his eyes, as if he is always listening to something unseen. His movements are fluid and predatory, more akin to a hunting animal than a trained soldier. He dresses in worn leather armor and simple furs, practical and weather-beaten, with little regard for ornamentation beyond the strange amulet gifted to him by the bird-men.

Lore:

Dar’s life began in violence and prophecy, torn unnaturally from his mother’s womb by dark magic and reborn through the body of a beast. This unnatural birth forever tied his soul to the animal world, granting him a rare and uncanny bond with creatures both wild and tame. Raised in the quiet village of Emur, he grew as a hunter and warrior, unaware of the destiny that stalked him from afar.

The destruction of his village at the hands of the Jun horde shattered whatever simple life he might have led. Left as the sole survivor, Dar did not seek comfort or refuge - he sought vengeance. His journey to Aruk was not one of heroism at the outset, but one of raw, burning retribution. Yet along that path, he gathered companions not through command, but through connection. Beasts came to him not as tools, but as allies.

Dar’s greatest strength lies not in steel or rage, but in his ability to see through the eyes of others - literally and figuratively. Through an instinctive and unexplained gift, he can perceive the world through his animal companions, sharing their senses across distance. This ability makes him an unparalleled scout and hunter, capable of coordinating movement and action with eerie precision.
Though offered a throne after the fall of Maax, Dar refused power. Kingship, to him, is a cage no different than slavery. He belongs not to cities or crowns, but to the wild places of the world, walking a path defined by instinct, loyalty, and the quiet call of the untamed.

• Beast Sight (Ex): Dar can perceive the world through the senses of his bonded animal companions. As a standard action, Dar may shift his awareness into any one of his companions (Ruh, Sharak, or Podo) within 1 mile. While using Beast Sight, Dar perceives through the chosen creature’s senses (including vision, hearing, and scent, if applicable) as if he were physically present in that creature’s space. While Beast Sight is active, Dar’s own body is considered blinded and deafened, and he is treated as flat-footed. He retains awareness of his general condition but cannot perceive his immediate surroundings. Ending Beast Sight is a free action that can be taken at any time, even outside his turn. Dar may maintain Beast Sight for up to 10 minutes per Ranger level per day (80 minutes total), which need not be consecutive. Switching from one companion to another requires a new standard action and counts against this duration. Beast Sight only functions if the companion is on the same plane and within range. If the companion moves beyond 1 mile, the effect immediately ends. Effects that block line of effect (such as solid barriers thicker than 1 foot of stone or 3 feet of earth) disrupt the connection at the DM’s discretion. This ability does not grant control over the companion’s actions, but Dar may issue empathic commands via his link ability as normal. If the companion is stunned, unconscious, or killed, the effect immediately ends, and Dar must succeed on a DC 15 Fortitude save or be dazed for 1 round from the sensory backlash.

Ruh, Black Panther Companion
Large animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 40 ft., climb 20 ft.
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake (1d6+2)
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Hide +8, Move Silently +8, Spot +6, Listen +6, Climb +12
Feats: Alertness, Weapon Focus (claw), Improved Initiative
Environment: Warm forests
Organization: Companion
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large)
Level Adjustment:
Languages:
Possessions:
Physical Description: Ruh is a massive black panther with sleek, shadow-dark fur that seems to swallow light. His eyes gleam with sharp intelligence, and his movements are almost unnaturally silent.
Lore: Ruh is more than a hunting beast - he is Dar’s shadow in living form. Their bond is deep and instinctive, forged not through training but mutual understanding.
In battle, Ruh is a terror of speed and precision, striking from concealment and dragging prey to the ground before it can react.
Through their shared senses, Ruh often acts as Dar’s forward eyes, scouting terrain or stalking enemies long before Dar himself arrives.

Sharak, Golden Eagle Companion
Small animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 10 ft., fly 80 ft. (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/–2
Attack: Talons +5 melee (1d4–1)
Full Attack: Talons +5 melee (1d4–1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, keen sight, link with Dar, share senses
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 8, Dex 17, Con 12, Int 2, Wis 14, Cha 6
Skills: Spot +12, Listen +6
Feats: Alertness, Flyby Attack
Environment: Temperate mountains
Organization: Companion
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Small)
Level Adjustment:
Languages:
Possessions:
Physical Description: Sharak is a broad-winged golden eagle with piercing eyes and a regal bearing, his feathers gleaming even in dim light.
Lore: Sharak serves as Dar’s eyes in the sky, capable of surveying vast distances in moments.
Their bond is particularly strong, with Dar often relying on Sharak’s vision to navigate or locate enemies.
Among the bird-men, Sharak’s presence marked Dar as something sacred or chosen.

Kodo, Ferret Companion (Deceased Heroically)
Tiny animal
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft., climb 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/–11
Attack: Bite +6 melee (1d3–2)
Full Attack: Bite +6 melee (1d3–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +14, Move Silently +10, Climb +8, Listen +5, Spot +5
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Companion
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Tiny)
Level Adjustment:
Languages:
Possessions:
Physical Description: Kodo is a small, quick-bodied ferret with bright, mischievous eyes and restless energy.
Lore: Kodo was one half of a cunning and thieving pair, often retrieving small objects or creating distractions.
Despite his size, Kodo showed remarkable bravery, ultimately sacrificing himself to bring down Maax.
His death marked one of the few moments where Dar’s composure truly broke.

Podo, Ferret Companion
Tiny animal
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft., climb 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/–11
Attack: Bite +6 melee (1d3–2)
Full Attack: Bite +6 melee (1d3–2)
Space/Reach: 2½ ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, scent, link with Dar, share senses
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 6, Dex 19, Con 10, Int 2, Wis 12, Cha 6
Skills: Hide +14, Move Silently +10, Climb +8, Listen +5, Spot +5
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Companion (with offspring)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Tiny)
Level Adjustment:
Languages:
Possessions:
Physical Description: Podo is similar in appearance to Kodo, though slightly leaner, with a sharper, more cautious gaze.
Lore: Podo remains with Dar after the fall of Aruk, carrying on the clever and curious nature of the pair.
She has since given birth, and her instincts have shifted toward protection as much as mischief.
Even so, she remains an invaluable scout and infiltrator in Dar’s travels.

From The Beast Master (1982)

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