Monster Trainer (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 4-28
Status: Complete
Editing: Mechanical changes on Talk please.
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Monster Trainer[edit]

Hello there! Welcome to the world of monster training! My name is Eiji! People call me the Monster Professor! This world is inhabited by all sorts of monsters! For most people, monsters are XP fodder. Others summon them through spells. Myself... I study monsters as a profession. And you sir, you're going to make these monsters your loyal fighting pets.

A monster trainer is a sort of summoner, but they have no list to summon from but the list they make their own. They capture creatures, transporting them to the mysterious demiplane known as Monbox, where they are summoned once again to fight for the monster trainer. A monster trainer's summons are much stronger than your typical summoning spell and last much longer, but he can only gain them by first capturing them.

Making a Monster Trainer[edit]

Abilities: The monster trainer's formulas and formula DCs are Intelligence based, but the saving throws of many of his talents and his ability to control his monsters is Charisma based. Since he will be a target, a strong Constitution or Dexterity is important. Monster trainers do not usually need Strength unless they like to get into the battle, and Wisdom is less important with their strong Will saves.

Races: While any race is capable, it has caught on mostly in the human communities.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Monster Trainer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special AC
Bonus
Formulas per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Aid Monster 1, Aid Monster (standard action), Catch Monster, Infodex, Trained Monsters, Trainer Focus +0 1
2nd +1 +0 +3 +3 Talent, Trainer Skills +0 2
3rd +2 +1 +3 +3 Aid Monster 2, Formula Toss +0 3
4th +3 +1 +4 +4 Talent +1 3 1
5th +3 +1 +4 +4 Protected Life +1 4 2
6th +4 +2 +5 +5 Aid Monster 3, Talent +1 4 3
7th +5 +2 +5 +5 Tongues, Trainer Focus +2 4 3 1
8th +6/+1 +2 +6 +6 Double Battle, Talent +2 4 4 2
9th +6/+1 +3 +6 +6 Aid Monster 4, Aid Monster (move action) +2 5 4 3
10th +7/+2 +3 +7 +7 Advanced Talent +3 5 4 3 1
11th +8/+3 +3 +7 +7 Detect Power +3 5 4 4 2
12th +9/+4 +4 +8 +8 Advanced Talent +3 5 5 4 3
13th +9/+4 +4 +8 +8 Trainer Focus +4 5 5 4 3 1
14th +10/+5 +4 +9 +9 Advanced Talent +4 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Improved Protected Life +4 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Advanced Talent, Triple Battle +5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Aid Monster (swift action) +5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Advanced Talent +5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Trainer Focus +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Advanced Talent, Champion, Mastercatch +6 5 5 5 5 5 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills taken separately) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Monster Trainer.

Weapon and Armor Proficiency: Monster Trainers are proficient with all simple weapons, with light armor, and with shields (except tower shields).

Formulas: Monster Trainers need to take care of themselves and their monsters while out adventuring, and they do this through formulas. Formulas are similar to spells in that they are prepared and "cast", but are the result of priming magical regents and alchemical fluids, materials, and sprays to use as items in combat. A monster trainer can create only a certain number of formulas of each level per day. His base daily allotment of formulas is given on Table: The Monster Trainer. In addition, he receives bonus formulas per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an monster trainer mixes a formula, he infuses the chemicals and reagents in the formula with magic siphoned from his own magical aura. A formula immediately becomes inert if it leaves the monster trainer’s possession, reactivating as soon as it returns to his keeping—a monster trainer cannot normally pass out his formulas for allies to use (but see the “infusion” talent below). A formula, once created, remains potent for 1 day before becoming inert, so a monster trainer must re-prepare his formulas every day. Mixing an formula takes 10 minutes of work—most monster trainers prepare many formulas at the start of the day or just before going on an adventure, but it’s not uncommon for an monster trainer to keep some (or even all) of his daily formula slots open so that he can prepare formulas in the field as needed.

Although the monster trainer doesn’t actually cast spells, he does have a formula list that determines what formulas he can create. A monster trainer can utilize spell-trigger items if the spell appears on his formula list, but not spell-completion items (unless he uses Use Magic Device to do so). A formula is “cast” by drinking it, spraying it, or applying it as if a potion or oil—the effects of an formula exactly duplicate the spell upon which its formula is based, save that the spell always affects only the target. The monster trainer uses his level as the caster level to determine any effect based on caster level. Creating formula consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular formula. Formulas cannot be made from spells that have focus requirements (monster trainer extracts that duplicate divine spells never have a divine focus requirement).

To learn or use an formula, an monster trainer must have an Intelligence score equal to at least 10 + the formula's level. The Difficulty Class for a saving throw against an monster trainer’s formula is 10 + the formula level + the monster trainer’s Intelligence modifier. A monster trainer may know any number of formulas. He stores his formulas in his infodex (see below). He must refer to this book whenever he prepares an formula but not when he uses it. An monster trainer begins play with three 1st level formulas of his choice, plus a number of additional formulas equal to his Intelligence modifier. At each new monster trainer level, he gains two new formulas of any level that he can create. An monster trainer can also add formulas to his infodex just like a wizard adds spells to his spellbook, using the same costs and time requirements. An monster trainer can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from an infodex. An monster trainer does not need to decipher arcane writings before copying them.

Formulas are unaffected by arcane spell failure. All formulas have a range of touch (or ranged touch if thrown with Formula Toss), and if they normally apply to many targets they now only apply to one target, much like potions. Area effects are as normal, except with their new range. Metamagic feats function on formulas as if they were spells. Monster Trainers choose their formulas from the following list:

1st—aid, calm animals, charm animal, create water, cure light wounds, divine favor, endure elements, enlarge type (as enlarge person but any specific type), entropic shield, grease, hide from animals, hide from undead, jump, lesser restoration, longstrider, mage armor, magic aura, magic fang, magic weapon, protection from arrows, protection from chaos/evil/good/law, reduce type (as reduce person but any specific type), remove fear, sanctuary, shield, shield of faith

2nd—align weapon, barkskin, bear's endurance, blur, bull's strength, cat's grace, cure moderate wounds, create food and water, delay poison, eagle's splendor, false life, find traps, fox's cunning, gentle repose, haste, invisibility, keen edge, make whole, owl's wisdom, remove paralysis, resist energy, see invisibility, spider climb, soften earth and stone, undetectable alignment, water breathing

3rd—blink, charm monster, cure serious wounds, dispel magic, displacement, fly, gaseous form, greater magic fang, greater magic weapon, magic circle against chaos/evil/good/law, magic vestment, remove blindness/deafness, remove curse, remove disease, resilient sphere, shrink item

4th—animal growth, blight, break enchantment, cure critical wounds, death ward, dimensional anchor, dismissal, freedom of movement, giant vermin, greater invisibility, hold monster, mage's faithful hound, neutralize poison, plane shift, poison, raise dead, repel vermin, restoration, spell immunity, stoneskin, tongues

5th—baleful polymorph, disrupting weapon, feeblemind, greater dispel magic, greater plane shiftSpC, heal, heroes' feast, mind fog, overland flight, polymorph, spell resistance, true seeing

6th—antilife shell, animate objects, banishment, energy immunitySpC, fire seeds, flesh to stone, greater heroism, liveoak, regenerate, repulsion, resurrection, statue, stone to flesh, superior resistanceSpC, transformation

Aid Monster (Ex): A monster trainer is able to boost the morale of his monsters, enabling them to achieve above and beyond their limitations. As a standard action a monster trainer can give his trained monster in 60 feet encouragement, battle tactics, and more to grant one of the following bonuses:

  • +1 morale bonus to attack
  • +2 morale bonus to damage
  • +1 dodge bonus to AC
  • +2 morale bonus on a skill or ability check
  • +3 temporary hp

The bonuses from your aid last for 1 round. The monster must be able to see or hear you to gain the bonus. At 3rd level and every three levels beyond, you gain another instance of the bonus. You can choose the same bonus, or two different bonuses. For example a 6th level monster trainer with aid monster 3 can pick +1 to attack, and +1 dodge to AC, or +3 to attack, or +1 to attack, +3 hp, and +2 damage, or any other combination. When he reaches 10th level and 20th level and gains the ability to release additional monster he can spread the bonuses among one or more of the trained monsters within range, such as having +3 to attack on one monster and +1 dodge and +3 hp on another monster (for a total of 6 in bonuses).

Catch Monster (Sp): A monster trainer has discovered how to tap into the demiplane known as Monbox, a multidimensional menger sponge which can hold creatures and subdue them, allowing the monster trainer to call them like summoned creatures. To do this, a monster trainer uses special abjurative magics to generate a sphere of force in his hand, which is thrown at the target. The range increment of this ability is 20 feet, and it is thrown as any thrown weapon. With a successful ranged touch attack, the monster trainer makes a special caster level check (1d20 + caster level) against 10 + the opponent's current hp total as the DC. If the result is higher, the creature makes a Will save (DC 10 + ½ HD + Charisma) or is entrapped in a sphere of force which quickly implodes into a small glass bead which flies back to the monster trainer's hand. With the successful capture of the creature, you can then subsequently prepare and summon the creature. Spell resistance applies, making creatures with spell resistance difficult to capture, and golems downright impossible to capture.

You can only capture a creature that has a CR equal to your HD −3 (minimum CR 1), and no more than twice your caster level in HD. You can only capture creatures of the Animal and Magical Beast types, but through certain talents you can expand your catching selection to include nearly any creature. No matter how many creatures you capture, you can only have 6 ready at one time. If you have 6 readied monsters and you capture another monster, that monster is sent to the Monbox demiplane for you to retrieve later. As one might imagine, capturing monsters does end up with much paperwork, but the process has been simplified so you only need to work with the basic bestiary entries of the monster.

Monster trainers begin play with one CR 1 monster already captured. He expands his list on his own by capturing more. Certain creatures cannot be caught due to abnormalities in the universe. Creatures with class levels cannot be caught, but standard monsters with racial HD should all be catchable. One unique exception is the Tarrasque. While no one is known to have ever caught such a creature (they would need to be level 24), it is said that it is indeed possible. However, after 1d10 days, the creature vanishes from the control of the monster trainer, re-appearing elsewhere to cause havoc. If this is true, it explains why no monster trainer has been confirmed to own the tarrasque.

Infodex: A monster trainer gains a mystical device known as an infodex, which acts as both spellbook, a bestiary, and as the medium to channel monsters to and from the Monbox demiplate. A monster trainer receives one for free at level 1, appearing as a rectangular flat crystal on which illusionary images and data is displayed. Infodexes can also be made out of mirrors, books, or any other object with the approximate size and shape of a book. The standard crystal infodex has hardness 8 and 10 hp, with +1 hp per caster level. If the infodex is ever destroyed, you cannot access the Monbox to gain information, switch out your trained monsters, or prepare new formulas, but you can still summon the monsters you have prepared. You can re-create the infodex by spending 200 xp and 24 hours working on any valid object, which becomes your new infodex.

Trained Monsters (Sp): A monster trainer wouldn't be a trainer if he didn't capture and train monsters. Through the use of the catch monster ability, the monster trainer can get one or more monsters to work for him. This ability functions like summon monster, but the duration is permanent and he can only select monsters which he has prepared. He can prepare up to 6 monsters at a time; any other monsters which are captured remain in the Monbox demiplane on standby. To prepare monsters, a monster trainer must spend 30 minutes in focus on his infodex to call the correct creatures, which are contained in small magical beads. He may switch creatures out once per day, regaining the ability after 8 hours of rest.

A monster trainer can effectively call his trained monsters to his side at will, but he may only have one monster out at a time. If he summons another trained monster, his first trained monster vanishes and automatically returns to the monster trainer. Like summoned monsters, they vanish but do not actually die when they fall under 0 hp. Unlike summoned monsters, they retain their damage and status effects until the monster trainer can rest or switch them out with other creatures from Monbox or heal them with curative abilities. Any creature which is switched to or pulled out of the Monbox comes fully healed. Monsters can also be equipped with items, provided they have the magic item slots for them. It is an expensive business equipping your monsters, but you may wish to do so. Items remain on the monster even while they are sent to Monbox, and can be retrieved when you summon them again.

Monsters with Int scores above 3 still retain a measure of their free will. While most monsters cooperate, monsters with an aspect of their alignment opposite of yours (such as a LG trainer with a chaotic or an evil monster) may attempt to resist orders which are contrary to their nature, such as saving orphans for an evil creature. They may make an opposed Charisma check, and ignore your orders for 1 round on a successful attempt.

Trained monsters do not grow with experience. Instead, they get set bonuses for how far your caster level exceeds their CR. Effectively a template, these simple templates can be applied to any monster entry on the fly, making paperwork easier. Trained monsters gain additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice, but do not gain increases in size.

Trained monster benefits for every 2 points your caster level exceeds HD
Damage Natural Armor Saving Throws Caster Level and similar Save DCs Max Hp Effective HD for determining effects based on HD
+1 +1 +1 +2 +1 +5 +2

Trainer Focus: Trainers come from all walks of life and in all styles. Some are strong, some are fast, some are charismatic and cool, and more. To other trainers, you are defined by a title, but for others, it's just how you roll. At 1st level, you select a "style" of living and gain a class feature from it. At 7th levels and every six levels beyond (13th, 19th, etc.) you gain another class feature, gaining the benefits as appropriate of your current level. Select from the abilities below:

Athlete (Ex): The monster trainer gains a +1 bonus on all Str and Dex ability and skill checks, plus an additional +1 bonus at 4 HD and every four HD beyond.

Cool Trainer (Ex): The monster trainer gains a +2 bonus on all Charisma based social skill checks, and can use the fascinate ability of the bard, using his Bluff, Diplomacy, or Perform up to 1 time per class level.

Doctor (Ex): The monster trainer gains the lay on hands ability of a paladin of his monster trainer level.

Gambler (Ex): The monster trainer gains the ability to reroll any attack roll, damage roll, or saving throw 1/day. He must accept the result of the second roll, even if it is worse.

Hiker (Ex): The monster trainer gains a climb speed equal to half his land speed, and gains a +8 bonus on Climb checks. He also takes no penalties for thin air at high altitudes.

Karate Master (Ex): The monster trainer gains the Improved Unarmed Strike and deals unarmed strike damage equal to a monk of his monster trainer level.

Magician (Ex): The monster trainer gains one spell per spell level from the sorcerer/wizard spell list 1/day, casting them as arcane spells. He can ignore the arcane spell failure in up to light armor.

Monster Maniac (Ex): The monster trainer gains the Augment Summoning feat.

Park Warden (Ex): The monster trainer gains wild empathy as a druid. At 4 HD he gains woodland stride, at 8 HD he gains trackless step, and at 12 HD he gains resist nature's lure as per the druid class.

Police Officer (Ex): The monster trainer gains the ability to deal nonlethal damage with his weapons without taking the -4 penalty to attack and gains a +2 on social skill checks with lawful creatures. The monster trainer must be non-chaotic to take this ability.

Priest/Nun (Ex): The monster trainer gains a cleric domain, gaining the spells 1/day as divine spells as a cleric of your level. You do not gain the domain special ability.

Psychic (Ex): The monster trainer gains the Wild Talent feat and one psionic power at each level as psi-like abilities 1/day. Unlike normal psi-like abilities, you still need to expend any XP and expensive material components as normal.

Scientist (Ex): The monster trainer gains half his class level to all knowledge checks. This stacks with the infodex class ability, effectively granting him his class level to knowledge checks made to identify monsters.

Soldier (Ex): The monster trainer gains martial weapon proficiency and medium and heavy armor proficiency.

Swimmer (Ex): The monster trainer gains a swim speed equal to his land speed, and gains a +8 bonus on Swim checks. He can hold his breath for three times his Con score.

Thief (Ex): The monster trainer gains half his class level on hide and move silently checks (minimum 1) and can make sleight of hand checks untrained. Sleight of hand is now a class skill. If he has ranks in sleight of hand, he gains a +3 bonus to his skill checks. The monster trainer must be non-lawful to take this ability.

Thug (Ex): The monster trainer gains an additional 2 hp per level.

Traveler (Ex): The monster trainer gains a +10 bonus to speed, and is never fatigued from hustling in overland movement (though he still takes the nonlethal damage).

Talent: At 2nd level and every two levels beyond, the monster trainer receives a talent which grants him special abilities, such as allowing him to catch additional creature types, applying special effects whenever he releases a monster, or augmenting other abilities. Abilities with an asterisk (*) augment the effect of your summonings; you may only apply one effect at a time. Choose from below.

Blinding Release* (Su): When you summon your trained monster, it appears in a burst of blinding light. Every creature within 5 feet of the summoned monster must make a Will save (DC 10 + 1/2 HD + Charisma) or become blinded for 1d4 rounds, save negates.

Capture Basic (Su): The monster trainer can now attempt to capture creatures of the Plant and Vermin type.

Capture Humanshape (Su): The monster trainer can now attempt to capture creatures of the Humanoid, Giant, and Monstrous Humanoid type.

Capture Nature (Su): The monster trainer can now attempt to capture creatures of the Elemental and Fey type.

Capture Object (Su): The monster trainer can now attempt to capture creatures of the Construct type and any corporeal Undead type.

Capture Strange (Su): The monster trainer can now attempt to capture creatures of the Aberration and Ooze type.

Deafening Release* (Su): When you summon your trained monster, it appears in a cacophonic explosion. Every creature within 5 feet of the summoned monster must make a Fortitude save (DC 10 + 1/2 HD + Charisma) or become deaf for 1d4 rounds, save negates.

Explosive Release* (Su): When you summon your trained monster, it appears in a damaging explosion of shrapnel. Every creature within 5 feet of the summoned monster must make a Reflex save (DC 10 + 1/2 HD + Charisma) or take 2 points of force damage per level, save for half.

Healing Release* (Su): When you summon your trained monster, it appears in a burst of healing positive energy. Every creature within 5 feet of the summoned monster heals 1 point per level. Undead are harmed by this energy and take 1 point of damage per level, with a Will save (DC 10 + 1/2 HD + Charisma) for half.

Infusion (Ex): The energy imbued in the monster trainer's formulas stays even if it leaves their hand. Allies may now hold and activate formulas as if they were potions.

Obedience (Ex): The monster trainer receives a +3 bonus on opposed Charisma checks made to control his monsters.

Quick Release* (Su): The monster trainer may summon his trained monsters as a standard action instead of a full-round action.

Sickening Release* (Su): When you summon your trained monster, it appears in a cloud of noxious gas. Every creature within 5 feet of the summoned monster must make a Fortitude save (DC 10 + 1/2 HD + Charisma) or become sickened for 1d4 rounds, save negates.

Unlucky Release* (Su): When you summon your trained monster, it appears with a terrible curse at its coming. Every creature within 5 feet of the summoned monster must make a Will save (DC 10 + 1/2 HD + Charisma) or take a −2 penalty on attack, damage, and saving throws for 1d4 rounds, save negates.

Trainer Knowledge (Ex): At 2nd level, the monster trainer can reference his infodex to identify creatures. He gains half his class level as an insight bonus to knowledge checks made to identify monsters.

Formula Toss (Ex): At 3rd level, a monster trainer is able to deliver his formulas at range by throwing them at his allies. He may apply a formula to another creature in 60 feet.

AC Bonus: At 4th level and every three levels beyond (7th, 10th, etc.) the monster trainer receives a +1 dodge bonus to AC when wearing light or no armor. Monster trainers must be nimble and alert to survive on the battlefield, as they lack direct offensive powers themselves and are only a pain from the monsters they control.

Protected Life (Su): At 5th level, a monster trainer has a spiritual bond to the life of his creature. If he is dropped below 0 hp in combat, he may take an immediate action to apply any remaining damage to his trained monster currently summoned. If the summoned monster "perishes" from this damage, any remaining damage returns to the monster trainer. He may use this ability 1/day.

Tongues (Su): At 7th level, the monster trainer can speak with any of his creatures and others. He is under a constant tongues effect.

Double Battle: At 8th level, the monster trainer becomes capable of releasing up to two trained monsters at the same time. You may summon both monsters in the same action.

Advanced Talent: At 10th level and every two levels beyond, the monster trainer expands the list of talents he can select with the following:

Capture Dragon (Su): The monster trainer can now attempt to capture creatures of the Dragon type.

Capture Outsider (Su): The monster trainer can now attempt to capture creatures of the Outsider type.

Formula Release* (Su): When you summon your trained monster, you may immediately expend one of your formulas. The effect is applied to the summoned monster as if you used it upon them.

Stunning Release* (Su): When you summon your trained monster, it appears in a stunning shockwave. Every creature within 5 feet of the summoned monster must make a Will save (DC 10 + 1/2 HD + Charisma) or become stunned for 1d4 rounds, save negates.

Nauseating Release* (Su): When you summon your trained monster, it appears in a cloud of powerful stench. Every creature within 5 feet of the summoned monster must make a Fortitude save (DC 10 + 1/2 HD + Charisma) or become nauseated for 1d4 rounds, save negates. Requires Sickening Release talent.

Confusing Release* (Su): When you summon your trained monster, it appears in a burst of mental disruption. Every creature within 5 feet of the summoned monster must make a Will save (DC 10 + 1/2 HD + Charisma) or become confused for 1d4 rounds, with confusion for only 1 round on a successful save. This is a mind-affecting effect.

Invisible Release* (Su): When you summon your trained monster, it appears with the invisibility spell cast upon it, with a caster level equal to your character level.

Greater Explosive Release* (Su):' When you summon your trained monster, it appears in a damaging explosion of shrapnel. Every creature within 5 feet of the summoned monster must make a Reflex save (DC 10 + 1/2 HD + Charisma) or take 4 points of force damage per level, save for half. Requires Explosive Release talent.

Greater Healing Release* (Su):' When you summon your trained monster, it appears in a burst of healing positive energy. Every creature within 5 feet of the summoned monster heals 2 points per level. Undead are harmed by this energy and take 2 points per level with a Will save (DC 10 + 1/2 HD + Charisma) for half. Requires Healing Release talent.

Greater Unlucky Release* (Su):' When you summon your trained monster, it appears with a terrible curse at its coming. Every creature within 5 feet of the summoned monster must make a Will save (DC 10 + 1/2 HD + Charisma) or take a −4 penalty on attack, damage, and saving throws for 1d4 rounds, save negates. Requires Unlucky Release talent.

Improved Obedience (Ex): The monster trainer receives a +6 bonus on opposed Charisma checks made to control his monsters. Requires Obedience talent. The bonus overlaps; it does not stack.

Guardian Monster (Su): When you summon your trained monster, it appears with the shield other spell cast upon it and yourself as targets, with a caster level equal to your character level.

Capture Spirit (Su): The monster trainer can now attempt to capture Incorporeal subtyped creatures. In addition, any weapons or armor he has automatically gain the ghost touch enhancement.

Second Wind (Su): As an immediate action 1/day, a monster trainer can heal his trained monster 5 hit points per class level.

Contingent Formula (Su): A monster trainer can apply a formula to a creature and have it take effect at a later time, as per the contingency spell. He may have only one contingent formula active at any one time.

Detect Power (Su): At 11th level, the monster trainer is able to analyze the health of other creatures with just a glance. The monster trainer can divine the hit points and HD of creatures within 60 feet. Spells and effects which disrupt and negate detect spells also disrupt this ability. He does not need to concentrate on this ability.

Improved Protected Life (Su): At 15th level, the bond between monster trainer and summoned creature grows stronger. He may use his Protected Life ability at will.

Triple Battle: At 16th level, the monster trainer becomes capable of releasing up to three trained monsters at the same time. You may summon all monsters in the same action.

Champion: At 20th level, the monster trainer wins D&D. At the start of any encounter, he automatically falls under a sanctuary effect which grants no save. While also under the sanctuary effect, he gains DR 15/- and Energy Resistance 30 (acid, cold, electric, fire, sonic). If he makes an offensive action himself, the defensive bonuses and sanctuary effect vanish (as normal for sanctuary), encouraging the monster trainer to let his monsters battle in his stead.

Mastercatch (Su): At 20th level, the monster trainer discovers how to capture a creature without fail, though he only has the power to do it once in his lifetime. Once ever, he may make a Catch Monster attempt which automatically captures any creature of his CR -3, and no more than twice his HD.

Epic Monster Trainers[edit]

Table: The Epic Monster Trainer

Hit Die: d8

Level Special
21st
22nd Advanced Talent
23rd
24th Advanced Talent
25th Trainer Focus
26th Advanced Talent
27th
28th Advanced Talent
29th
30th Advanced Talent

6 + Int modifier skill points per level.

Advanced Talent: At 22nd and every two levels beyond, the monster trainer gains another talent:

Trainer Focus: At 25th level and every 6 levels beyond, the monster trainer gains another trainer focus.

Human Monster Trainer Starting Package[edit]

Weapons: Longspear.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Handle Animal 4 Cha
Heal 4 Wis
Knowledge Nature 4 Int
Knowledge The Planes 4 Int
Spot 4 Wis
Survival 4 Wis

Feat: Dodge.

Bonus Feats: Improved Initiative.

Gear: Chain Shirt.

Gold: 20 gp.

Campaign Information[edit]

Playing a Monster Trainer[edit]

Religion: Monster Trainers have a very varied outlook on life. Some are religious, some are not, and some are convinced their monsters are gods, while others dream of one day capturing the gods themselves. There is still rumor about somewhere that a truly cosmic level monster trainer managed to capture a pair of gods of time and space, among other things, but this is probably just a rumor.

Other Classes: Monster Trainers are a bit strange to others. They are summoners who effectively enslave creatures for combat, yet monster trainers (usually) treat their summons with care and respect. Only evil trainers don't care about their monsters and use them as tools and weapons of war. Sadly, it is easy to do this, leading to entire organizations of evil trainers for every good trainer there is.

Combat: Monster Trainers are summoners who are capable of buffing themselves, their monsters, and the party. They can spend their time buffing their monster each round, or go into combat themselves if they so wish. The real power is in the summons, however, so a monster trainer is encouraged to keep good care of their monsters.

Advancement: Any class which advances caster level is a good choice for a monster trainer, as a high caster level does more than improve their spells, but improves their ability to capture monsters.

Monster Trainers in the World[edit]

I like shorts! They're comfy and easy to wear!
—Some Weird Kid, Human Monster Trainer

Daily Life: A true monster trainer does more than merely summon monsters but actually keeps his monsters as a form of pet. Thus as he does his things in life, it should be with his partner and friend. The bond of monster trainer and monster should be a close one.

Notables: The legendary monster trainer known as Red was said to have defeated an entire organization of thieves all over the realm, singlehandedly.

Organizations: In lands where monster trainers are well known, many organizations exist for young budding monster trainers, often teaching children how to manage them at an early age. But for every monster trainer-oriented hospital and police force, there have been organizations for evil monster trainers as well.

NPC Reactions: In a world without monster trainers being well known, a monster trainer might be seen as a little dangerous, bringing in terrible beasts from the outside, no matter how tame he has made them. However, it is said there is at least one realm where monster trainers are not just common, but nearly universal in its population, where kids age 10 and up go on adventures and combat monsters. This realm might be insane, but it certainly exists somewhere.

Monster Trainer Lore[edit]

Characters with ranks in Knowledge The Planes can research monster trainers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge The Planes
DC Result
10 Monster Trainers interact with a demiplane known as Monbox, capturing monsters inside it, taming them, and then summoning the same monsters into battle.
15 Monster Trainers are capable of using many supernatural items on their allies, and boost the abilities of their summoned creatures. They can hold up to six monsters at a time, but only one summoned at a time.
20 High level monster trainers can summon two or three monsters at the same time. As long as they have a summon out, a monster trainer is difficult to kill.
30 Those that reach this level of success can research specific monster trainers, their motives, whereabouts, favored summons, and lore surrounding them.

Monster Trainers in the Game[edit]

Adaptation: The Monbox demiplane has been left vague. Could it be a living plane much like Neph, the creation of some god or mad wizard, or something even more mysterious. In a pokemon themed game the use is obvious, it's your PC.

Sample Encounter: The MacGuffin you need is in the hands of this strange town, but they are only going to give it up if you can best their gym leader in monster combat! Take your best animal companion, purchased creature, or familiar and get ready for a showdown! No direct combat this time!

EL 15: PENDING.


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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceUnquantifiable +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Spellcasting + and Alternate Magic +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryYou wanna be the very best like no one ever was, to catch monsters is your real test, to train them is your cause! +
TitleMonster Trainer +
Will Save ProgressionGood +