Jiix Extra Sheet+Standard Actions+Extraordinary Abilities+Beastmastery

The Beastmastery sphere focuses on all forms of animal handling.

Unlike most other spheres which rest squarely on the related core rules, talents and abilities granted by the Beastmastery sphere override certain skill functions (particularly Handle Animal and Ride). No additional checks are required outside of those listed in the associated ability. Some abilities call out joint actions. These actions require both the user and his animal ally to pay the requisite action cost.

Animal Allies: Some talents and abilities reference animal allies; your animal companions, familiars, tame creatures, and any creature actively serving as your mount with an Intelligence score of 2 or less are considered your animal allies. Animal allies always act on your initiative.

Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, and familiars cannot gain this sphere or talents from this sphere.

When you first take the Beastmastery sphere, choose one of the following packages: Handle Animal or Ride.

You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Handle Animal, you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature.

You also gain the following ability:

Tame

You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.

You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.

You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.

This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.

You gain 5 ranks in the Ride skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Ride you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature. When using the handle or push functions of the Handle Animal skill on a creature you are mounted on, you may substitute your Ride skill modifier for your Handle Animal skill modifier.

Additionally, you gain the following ability:

Defensive Rider

When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher. Associated Feat: Mounted Combat.

Talents with the (ride) tag grant new ways to interact with your mount.

You gain a familiar as the wizard class feature, treating your base attack bonus as your arcane spellcaster level. This familiar must be an animal and retains the animal type rather than becoming a magic beast, and does not gain an Intelligence bonus, nor the share spells, deliver touch spells, or scry on familiar abilities normally granted to a familiar. If this familiar is dismissed, lost or dies, it can be replaced 1 week later at no cost. This familiar always counts as an animal ally.

If you already possess a familiar or gain one at a later time, you may add your base attack bonus to your arcane caster level to a maximum of your character level to determine your familiar’s abilities. You may choose to grant your familiar all the normal benefits of being a familiar, including type, Intelligence, and special abilities, (assuming your alternate method of gaining a familiar does not also lose these benefits), but doing so also incurs the normal replacement cost should the familiar die. Abilities that grant talents temporarily, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon can not be used to gain this talent.

Talents possessing a tag or tags matching one of the Beastmastery packages cannot be taken unless you possess one of the tagged packages.

Note: You took the Handle Animal package, so you don't have access to the ride package.