For ages, raising creatures as pets and companions has been a tradition held by druids, rangers, and, to a lesser degree, other divine and arcane spellcasters. Most acquire the services of domesticated animals, while some dedicate their time to more exotic beings. But, for all their knowledge; for all their skill in the art of handling animals and lesser beings, these groups still fail to understand the bond shared between a trainer and his monsters.
Monster trainers have learned how to tap into the natural well of arcane power that lives within all sentient beings. It is the same power from which sorcerers manifest their bloodlines and with which summoners bond to their strange, beautiful creations. This power grants trainers the unique ability to tether the essence of monsters to their souls.
Each trainer is different because few trainers bond with the same creatures that others might. It is this perceived individuality that sets monster trainers apart, even from their own peers.
Role: Monster trainers are self–sufficient heroes who capture and use monsters to achieve greater success in all walks of life. How versatile a trainer can be depends on his choice of active monster. The trainer may use a powerful animal or magical beast that grants him few spells and instead offers him more physical options during battle. Or, he can call forth a tiny fey and use its spells to confuse his enemies while he fights them in closer quarters. At higher levels, it can be expected that a trainer will usually have some option available to him in any situation, even if that choice isn’t the most optimal.
Alignment: Any; see trainer aura.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The monster trainer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks Per Level: 6 + Int modifier.
|
Class Features
All of the following are class features of the monster trainer.
Weapon and Armor Proficiency
The following feats are available to a monster trainer character who meets the prerequisites.
- Aura Reader
- Cross-Evolution
- Distant Calling
- Extra Perk
- Human Personality
- Improved Armored Companion
- Improved Trainer Aura
- Monster Companion
- Swift Command
Monster trainers are proficient with all simple weapons, all bows and the whip. They are proficient with light armor, but not with shields. A trainer can cast trainer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a trainer wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has any somatic components. A multiclass trainer still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A monster trainer casts arcane spells that he gains from the monsters he captures. When a trainer controls a monster that grants him spells in some way, the trainer gains the ability to cast those spells as a sorcerer of his same level. He also gains the ability to cast that monster’s 0-level spells (cantrips) at will, if it provides any.
A monster trainer can cast any spell he has access to without preparing it ahead of time. To gain access to or cast a spell, a trainer must have an active monster that grants the spell and a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trainer’s spell is 10 + the spell level + the trainer’s Charisma modifier.
Like other spellcasters, a monster trainer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Monster Trainer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The trainer can cast his spells through his active monster, using its space as the point of origin for line of sight and effect. This does not grant the trainer any special senses the monster may have to detect hidden or invisible creatures. When casting a spell in this way, the trainer’s monster draws any attacks of opportunity, not the trainer himself. The trainer can still cast defensively, and must still make a concentration check if damaged while casting as though he were hit.
The monster trainer spell list provides a full list of spells that can be granted by monsters. It also acts as a reference for class or archetype abilities that grant specific spells beyond those granted by monsters. Alternatively, the trainer spells by monster list offers a fast way to learn what a trainer would need to capture to gain access to a particular spell.
Monster Training
It may seem at first glance that a trainer is playing the monster and not the character during battle. With the tools available to the monster trainer, this need not always be the case.
A monster trainer can call upon a monster with little to no combat ability in order to access its spells (which are generally stronger than a battle-ready monster). He would then use the abilities he gains from it to battle his enemies using his own weapons and tactics. The monster may provide a flank for him, but it is otherwise a noncombatant.
Alternatively, the trainer (particularly scouts) might call upon a monster with more combat savvy and direct it during battle. With the right trainer perks and choice of feats, the trainer can even fight beside his monster in a limited fashion. A gray render, for example, provides the trainer with only a few spells, but is a powerhouse that he can use to great effect in a fight. In addition, by the time he gains the ability to capture one at 9th level, he’ll also have 4 separate spells available through his spell familiarity class feature.
In the end, the play style offered by the monster trainer class is one of cooperation and support. The monster through which the trainer utilizes his spells and other class features becomes a part of his character without overshadowing him in every other way.
Every monster trainer knows and can cast the capture monster spell at will. A 1st level monster trainer has already either captured his first monster or been given one by a mentor such as a Monster researcher.
Once a monster has been captured, it can be called upon during battle. Calling upon a monster requires a move action identical to drawing a weapon, except that the trainer doesn’t need a +1 Base Attack to call upon his monster while moving. A monster trainer with the Quick Draw feat and at least a +1 base attack can call upon a monster as a free action instead. Calling the monster back is also a move action equivalent to sheathing a weapon. You cannot call upon a monster with a higher CR than your level.
Calling upon a monster is a strenuous act that prevents an inexperienced monster trainer from calling upon more than one while in combat. Trainers with the monster companion feat can circumvent this since their monster does not return to their essence while inactive.
Unlike a Wizard’s familiar or a Druid’s animal companion, the trainer’s monster does not gain its own actions during combat. When first called into battle, the monster appears within 10 ft. of its trainer. The monster can then either finish its move action less the distance already moved by its trainer or use any other actions its trainer still has available for the round. On subsequent rounds, the trainer must use his own actions to direct his monster on a one-for-one basis.
When he calls his active monster back into his essence, any damage it was dealt while active is transferred to the trainer and the monster is healed. This works as the heal spell, but the monster’s hit points are restored to full. If his monster is ever reduced to 0 hit points, it returns to the trainer's essence as a free action. Damage dealt to the trainer in this way cannot reduce his hit points to less than –1. If the trainer is ever reduced to 0 or fewer hit points while his monster is active it can continue to act until combat ends or it is reduced to 0 hit points, at which point it returns to his essence. If the trainer dies, his monsters remain bound to his soul, and only the strongest of spells (miracle, wish, etc...) can free them.
Eschew Materials
A monster trainer gains Eschew Materials as a bonus feat at 1st level.
Trainer Aura (Ex)
The alignment displayed by the monster trainer’s aura can be misleading because it is affected by the monsters he has captured. A creature observing the trainer’s aura will see a muddled mix of alignments, though often one will stand out more prominently, such as when a trainer captures a majority of evil monsters. Anybody attempting to detect a trainer’s alignment requires a number of additional rounds equal to one-half the trainer’s level (minimum 1) to do so.
The trainer determines the exact visual nature of his aura. For example, the trainer’s aura can appear to be a swirl of energy around his head or a pouch of orbs at his waist containing each monster he’s captured. The trainer can make his aura visible, though it provides no mechanical benefit to do so.
Favored Enemy (Ex)
After the monster trainer has captured a monster of a particular type (see Table: Ranger Favored Enemies), he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of that type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A trainer may make Knowledge skill checks untrained when attempting to identify these creatures. The monster trainer’s favored enemy bonus never increases without a trainer perk or levels in another class that gains this feature.
Monster Growth (Ex)
Having a monster of your same CR at all times is not a requirement to succeed as a monster trainer. There are enough monsters available to capture that you shouldn't feel constrained to grow every single one you have. Pick a monster you enjoy using and run with it. If that monster doesn't grow, there are other ways to improve it, such as with trainer perks or feats.
If you do have an urge to make sure every monster you capture is able to improve, consider playing as a monster breeder or finding one in your adventures to help your monster increase its effectiveness. Breeders can apply templates to monsters and generally buff those which are below your level.
Starting at 2nd level, when he gains a new trainer level, the monster trainer can improve one of the monsters he has already captured. This process, called growth, allows the trainer to keep his monsters relevant for longer periods of time. Not every monster is able to grow in this way. If the trainer doesn’t have a monster that can grow at a given level, he can hold onto this ability until he captures a compatible monster or reaches a high enough level to help one or more of his monsters grow.
Monster growth allows a trainer to choose a monster with a similar heritage to a monster he captured previously and begin using that monster instead. This change is generally permanent, so trainer's are always encouraged to think carefully before making such a decision.
Monsters that grow include:
- Monsters that share a name (formian, gremlin, water dog)
- Demons can become other demons of a higher CR (but not higher than your level).
- Devils can become other devils of a higher CR (but not higher than your level).
- Dragons do not grow into each other; but they can age (wyrmling through great wyrm).
Spell Familiarity
At 2nd level, a monster trainer chooses one spell granted to him by a monster he has captured. He can now cast that spell regardless of the monster he has active. At the time he gains these new spells, the monster trainer can also swap a previous spell gained with Spell Familiarity for another of the same level. He gains a new spell familiarity at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 19th level.
Empathy (Ex)
A monster trainer can improve the attitude of any monster type he counts as a favored enemy. This ability functions just like a Diplomacy check made to improve the attitude of a person. The trainer rolls 1d20 and adds his monster trainer level and his Charisma modifier to determine the empathy check result.
The typical monster has a starting attitude of indifferent, while more feral monsters are usually unfriendly at best.
To use empathy, the trainer and the monster must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a monster in this way takes 1 minute but, as with influencing people, it might take more or less time.
Talented Trainer
The trainer is able to use the special attacks, defenses, and abilities of his active monster, provided those abilities have an immediate effect on combat. Most afflictions, curses, diseases, and poisons are not gained with talented trainer.
At 3rd level, the trainer gains access to the spell-like abilities of his active monster. At 7th level, he can use its supernatural abilities as well. Finally, at 11th level, he gains the monster’s extraordinary abilities.
The trainer and his monster share any limitations of abilities. For example, if the trainer uses his dragon’s breath weapon, he and the monster must both wait 1d4 rounds before one of them can use it again. Self only abilities on a monster can only be used by the monster and only while it is active.
Trainer Perk
At 4th level, the trainer gains a perk that he can use whenever he has any monster active. When the trainer gains a new perk, choose from the following list. Some perks are better while specific monsters are active, but all should be usable at any time. He gains a new trainer perk at 8th, 12th, 16th, and 19th level.
A complete listing of trainer perks can be found here: Trainer Perks
Shared Senses
Starting at 5th level, the monster trainer and his active monster share their senses, including blindsight, darkvision, low-light vision, scent, tremorsense, and true seeing.
Great Trainer (Ex)
A 9th level monster trainer gains a +2 bonus to the save DC of his capture monster spell.
Temporary Control (Sp)
Beginning at 10th level, the monster trainer can cast charm monster as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. The spell only works on creatures he can capture and lasts only up to 1 round per level. The trainer cannot have another monster active when using temporary control.
Channel Monster (Ex)
In addition to the spells he can cast with spell familiarity, a 13th level monster trainer has mastered the ability to retain a small selection of spells even while he has no active monster. To use channel monster, the trainer must first rest for 8 hours. The same rules that apply to a wizard preparing spells (rest and recent casting limit/rest interruptions) apply to the trainer in this regard.
After resting, the trainer can choose a single monster he has captured. He gains the ability to cast all spells that monster grants him, even if he has another monster active. The trainer cannot cast these spells through his active monster.
Swap Monster (Ex)
Starting at 15th level, the monster trainer can exchange his active monster for another he has captured during battle. The active monster must be within 30 ft. of the trainer for him to use this ability.
The new monster appears within the trainer’s usual range of 10 ft. (or 30 ft. with the right perk). The trainer then decides if he will suffer the damage dealt to his previous monster or apply it to his new active monster instead. For example, if the trainer calls a monster back that has been dealt 40 damage during battle, he can either take 40 damage or deal 40 damage to his new monster. This damage is dealt all at once and cannot be prevented, but it can be healed either naturally or with magic after the fact.
Master Trainer (Ex)
When the monster trainer reaches 17th level, he learns a special secret that has eluded most trainers their entire lives. He can now capture a single monster without any saves or checks. He can do this once, and the monster must still be one he is able to capture.
Each time the trainer gains a new trainer level beyond 17th, he gains a new charge of master trainer. To use this charge, the trainer must first set free the monster he captured with the ability previously. He is then free to seek out another monster to capture instead. If able, the dismissed monster returns to the location from which it was captured, traversing planes to do so if it must. If it is unable to return, the monster instead appears in a space adjacent to the trainer and is free to do as it wishes.
Cunning monsters previously captured with master trainer may sometimes seek the trainer out once more in order to punish him for capturing them in the first place.
The Monster Within (Ex)
Rather than summon a monster at 20th level, a monster trainer can transform himself into a version of that monster instead. This ability works in all ways like the shapechange spell, except as noted here.
- The trainer can only become a monster he has captured.
- The trainer counts as his own active monster for the purpose of available spells, other effects, and abilities.
The trainer can use this ability 3 times per day, and he cannot have a monster active while doing so.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have monster trainer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
3rd Party Publishers |
||
---|---|---|
Northwinter Press | ||
Core Races | ||
Race | Bonus | Source |
Dwarf | Add +⅓ to the trainer's natural armor bonus when using the natural armor trainer perk. | Blog |
Elf | Add a +½ bonus on empathy checks to change a monster's attitude. | Blog |
Gnome | Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the trainer selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). | Blog |
Half-Elf | Gain +⅓ use of monster growth. Half-elf trainers with an animal companion can instead add +1 skill rank to the animal companion. If the half-elf ever replaces her animal companion, the new companion gains these bonus skill ranks. | Blog |
Half-Orc | Add +¼ to the damage bonus granted by favored enemy. | Blog |
Halfling | Add a +¼ luck bonus on the saving throws of the trainer’s active monster. | Blog |
Human | Add a +½ bonus on Knowledge checks related to monster lore. | Blog |
Other Races | ||
Aasimar | Add a +1 bonus on empathy checks made to improve the attitude of good outsiders and celestial monsters. | Blog |
Catfolk | Add +1 hit points to the trainer's active monster. | Blog |
Changeling | Add a +1 bonus on empathy checks made to improve the attitude of monsters with the shapechanger subtype. | Blog |
Dhampir | Add a +1 bonus on empathy checks made to improve the attitude of undead. | Blog |
Drow | Add a +1 bonus on empathy checks made to improve the attitude of aberrations and vermin. | Blog |
Duergar | Add +⅓ to the trainer's natural armor bonus when using the natural armor trainer perk. | Blog |
Fetchling | Add a +1 bonus on empathy checks made to improve the attitude of undead. | Blog |
Gillmen | Add a +1 bonus on empathy checks to influence monsters with the aquatic or water subtype. | Blog |
Goblin | Choose one: Add +1 hit points to the trainer's active monster or Gain +¼ use of one spell-like or supernatural ability possessed by a captured monster while a monster with that ability is active. The choice cannot be changed later. | Blog |
Grippli | Add a +½ bonus on concentration checks. This bonus doubles in a forest or swamp terrain. | Blog |
Hobgoblin | Add +¼ to the damage bonus granted by favored enemy. | Blog |
Ifrit | Add a +1 bonus on empathy checks made to improve the attitude of monsters with the fire subtype. | Blog |
Kitsune | Add a +½ bonus on empathy checks to change a monster's attitude. | Blog |
Kobold | Choose one: Add +⅓ to the trainer's natural armor bonus when using the natural armor trainer perk or Gain +¼ use of the breath weapon special ability while a monster with that ability is active. This choice cannot be changed later. | Blog |
Merfolk | Add +1 hit points to the trainer's active monster. | Blog |
Monstorin | Add +1 spell of a level you can cast from your base monster's available trainer spells to your spell list as if it were gained through the monster trainer's spell familiarity class feature. | Blog |
Nagaji | Add a +½ bonus on empathy checks to change a monster's attitude. | Blog |
Orc | Add +¼ to the damage bonus granted by favored enemy. | Blog |
Oread | Add a +½ bonus on Knowledge (nature) checks relating to plants and burrowing monsters. | Blog |
Ratfolk | Add a +1 bonus on empathy checks made to influence animals and magical beasts that live underground. | Blog |
Samsaran | Add a +½ bonus on Knowledge checks related to monster lore. | Blog |
Strix | Add a +1 bonus on empathy checks made to improve the attitude of evil outsiders and fiendish monsters. | Blog |
Svirfneblin | Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the trainer selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). | Blog |
Sylph | Add a +½ bonus on Knowledge (nature) checks relating to weather and flying monsters. | Blog |
Tengu | Add a +¼ luck bonus on the saving throws of the trainer’s active monster. | Blog |
Tiefling | Add a +1 bonus on empathy checks made to improve the attitude of evil outsiders and fiendish monsters. | Blog |
Undine | Add a +1 bonus on empathy checks to influence monsters with the aquatic or water subtype. | Blog |
Vanara | Add a +½ bonus on empathy checks and a +½ bonus on Handle Animal skill checks. | Blog |
Vishkanya | Add +1 hit points to the trainer's active monster. | Blog |
Wayang | Add a +1 bonus on empathy checks made to improve the attitude of undead. | Blog |
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. The monster trainer class has several sub-categories of archetypes.
Archetype / Alternate Class Feature | Class Features Changed or Replaced | |||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HD/ BAB | Weapon & Armor | Spells | Monster Training | Eschew Materials | Favored Enemy | Monster Growth | Spell Familiarity | Trainer Perks | Great Trainer | Temporary Control | Channel Monster | Master Trainer | The Monster Within | |||||||||||
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||||||||||||||
Paizo | ||||||||||||||||||||||||
- | ||||||||||||||||||||||||
3rd Party Publishers | ||||||||||||||||||||||||
Northwinter Press | ||||||||||||||||||||||||
Monster Auror | X | X | X | X | ||||||||||||||||||||
Monster Breeder | C | C | X | X | X | |||||||||||||||||||
Monster Gambler | C | X | X | |||||||||||||||||||||
Monster Performer | X | X | X | X | ||||||||||||||||||||
Monster Researcher | C | C | |
C | C | |||||||||||||||||||
Monster Scout | C | C | X | X | X | X | X | X | C | |||||||||||||||
X=replaced, (X)=optionally replaced, C=changed, 1=archetype package 1, 2=archetype package 2 |