Coat of Nine-Hides    (Human Female Beast Master)
Character Information   
Name: Coat of Nine-Hides XP/Next lvl: 3800 / 7600
Class: Beast Master HP:curr/max 23 / 23
Alignment: Neutral AC:reg/rear/no shield 0 / 0 / 0
Race: Human Level: 3
Age: Height:
Weight: Gender: Female
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 13 (+5 XP; +1 Melee, Dmg, Doors)
INT: 14 (+1 language)
WIS: 5 (-2 Magic-based Saves)
DEX: 10 ()
CON: 18 ()
CHR: 11 (Max Retainers: 4; Morale: 7)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
11 14 12 16 15

Notes: Saves as Cleric. Low Wisdom: -2 to all magic-based Saves.

Description and Background   
Description:
A filthy waif in ragged furs.

Background:
Abandoned in the wilderness as an infant, swaddled in a coat of nine pelts (badger, bear, cat, deer, fox, mole, hare, rat, and weasel). Raised by exactly these beasts until she came of age and ventured out of the forest.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Spear 1 1d6/ n n Double damage when set against a charge.
Dagger 1 1d4/ n n
Equipment
Qty Item Location
1 Coat of Pelts (as leather armor) worn
1 Spear
1 Dagger
1 Waterkin belt
1 Small Sack (holds 200 coins) belt


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 2 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Restrictions
No man-made armor or shields.

Primitive weapons only: spears, clubs, daggers, and short bows.

Use the Monster Attacks matrix as if a monster of the same hit dice (max. 9+ HD monster at 10th level or greater).

Half Starting gold.

No non-animal hirelings or retainers.
Monster Attack Matrix
(AC)Roll

HD 3+/4
(9)7 (8)8 (7)9 (6)10 (5)11 (4)12 (3)13 (2)14 (1)15 (0)16 (-1)17 (-2)18 (-3)19 (-4)20
Special Abilities
Special Senses: Only Surprised on 1-in-6.

Camouflage: 2-in-6 undetected in shadows/with cover; 90 undetected in underbrush/cover. Outdoors only.

Pelts as Armor: AC of slain animal -1. Same bulk as leather armor (movement rate of 90').

Foraging: Automatic success in wilderness.

Tracking: Automatically identify and interpret animal tracks.
Animal Languages
Feline (cats, lions, tigers)

Mustelid (weasels, badgers, wolverines, ferrets)

Ursine (bears and their prehistoric kin)
Calling
By crying out in the animal's language, the beastmaster can summon any desired (and present) animal within a radius of 1 mile. The hit dice of the animal summoned cannot exceed twice the level of the beastmaster; multiple animals of the same type may be summoned as long as they do not exceed this hit dice limit. The animal(s) arrive in 1D10 rounds.
Befriending
The character can make a Reaction roll for any animal(s) present whose language is known. Success (9+) indicates the animal will serve the beastmaster for 24 hours, to the best of its ability (Morale 7). The character can befriend a number of animals at one time that do not exceed twice the beastmaster’s level of experience in total hit dice. Animals with hit dice exceeding the beastmaster’s level cannot be befriended.
Mastering
The character can make an animal a permanent retainer with a successful Reaction roll (just like hiring an NPC). The animal cannot have more hit dice than the beastmaster’s level and characters cannot master more animals than their maximum retainer limit (4). Mastered animals released from service remain friendly, but can never again be mastered by the same beastmaster.