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PFS StandardBeastmaster

Source Advanced Player's Guide pg. 160
You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.

PFS StandardBeastmaster Dedication Feat 2

ArchetypeDedication
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites trained in Nature

You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear here. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.

Certain beastmaster feats give you primal focus spells. The rules for focus spells appear here. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.

Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.

PFS StandardAdditional Companion Feat 4

Archetype
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Beastmaster Dedication

Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.

Special You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).

PFS StandardHeal Animal Feat 4

Archetype
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Beastmaster Dedication

You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.

PFS StandardMature Beastmaster Companion Feat 4

Archetype
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Beastmaster Dedication

All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.

PFS StandardBeastmaster's Trance Feat 6

Archetype
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Beastmaster Dedication

You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1.

PFS StandardIncredible Beastmaster's Companion Feat 8

Archetype
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Mature Beastmaster Companion

Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.

PFS StandardBeastmaster Bond Feat 10

ArchetypeDivinationMentalPrimal
Source Advanced Player's Guide pg. 160
Archetype Beastmaster
Prerequisites Beastmaster Dedication

You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.

PFS StandardBeastmaster's Call Single ActionFeat 12

ArchetypeAuditoryConcentratePrimal
Source Advanced Player's Guide pg. 161
Archetype Beastmaster
Frequency once per turn
Prerequisites Beastmaster Dedication, Call Companion

You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.

PFS StandardSpecialized Beastmaster Companion Feat 14

Archetype
Source Advanced Player's Guide pg. 161
Archetype Beastmaster
Prerequisites Incredible Beastmaster Companion

Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).

Special You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.

PFS StandardLead the Pack Feat 16

UncommonArchetype
Source Advanced Player's Guide pg. 161
Archetype Beastmaster
Prerequisites Mature Beastmaster Companion, you have multiple animal companions

You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.

Additional Feats

Source Advanced Player's Guide pg. 149
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.

Note: Warden spells granted by these feats are beastmaster focus spells for you.

PFS StandardMagic Hide Feat 4*

Ranger
* This version of the Magic Hide feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 132
Prerequisites an animal companion, warden spells

You can defend your companion in battle. You gain the magic hide warden spell. Increase the number of Focus Points in your focus pool by 1.

PFS StandardWild Empathy Feat 4*

Ranger
* This version of the Wild Empathy feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 172 1.1

You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

PFS StandardCompanion's Cry Feat 6*

Ranger
* This version of the Companion's Cry feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 172 1.1
Prerequisites an animal companion

You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.

PFS StandardEnlarge Companion Feat 10*

Ranger
* This version of the Enlarge Companion feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 132
Prerequisites an animal companion, warden spells

You make your companion enormous. You gain the enlarge companion warden spell. Increase the number of Focus Points in your focus pool by 1.

PFS StandardSide by Side (Druid) Feat 14*

Druid
* This version of the Side by Side (Druid) feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 138 1.1
Prerequisites Animal Companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.