Base Class: Monster Tamer [Archive] - Wizards Community

Post/Author/DateTimePost
Edymnion

11-14-04, 11:42 PM
Updated: 11-15-2004

(I would like to point out that yes, this class could be seen as being Pokemon related. However, the idea of defeating opponents and then binding them to your will goes back much farther than Pokemon, so lets all just be mature about this and keep the discussion to the class as presented, not to what it may resemble.)

Monster Tamer
The Monster Tamer excels at one thing, the ability to get others to fight for him. By capturing defeated monsters, he is able to use them in his fight against, well, whatever he's fighting against.

Alignment: Any non-neutral. Tamers tend to gravitate to extremes by the very nature of the class.
Abilities: Charisma dictates how many monsters a Tamer may have. However, the Tamer's ability to capture new monsters relies on having a good Wisdom score. To a much lesser extent, Dexterity plays a small role in the capture of new monsters.
Hitdice: d6
Skills: Handle Animal(Cha), Concentration(Con), Craft (Int), Diplomacy(Cha), Heal(Wis), Intimidate(Cha), Listen(Wis), Profession(Int), Ride(Dex), Spot(Wis), and Survival(Wis)

Skill Points: 4 + intelligence
BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Control Monster,
Know Monster,
Summon Monster
2. +1 +0 +0 +3 Capture Monster,
Craft Soul Crystal
3. +2 +1 +1 +3 Train Monster
4. +3 +1 +1 +4 Nonlethal Attack
5. +3 +1 +1 +4 Craft Greater Soul Crystal
6. +4 +2 +2 +5 Secondary Specialization
7. +5 +2 +2 +5 Grow Monster
8. +6/+1 +2 +2 +6
9. +6/+1 +3 +3 +6 Primary Specialization
10. +7/+2 +3 +3 +7 Craft Superior Soul Crystal
11. +8/+3 +3 +3 +7 Improved Secondary Specialization
12. +9/+4 +4 +4 +8 Quick Summon
13. +9/+4 +4 +4 +8 Enhance Soul Crystal
14. +10/+5 +4 +4 +9
15. +11/+6/+1 +5 +5 +9 Evolve Monster
16. +12/+7/+2 +5 +5 +10 Improved Primary Specialization
17. +12/+7/+2 +5 +5 +10
18. +13/+8/+3 +6 +6 +11 Tame Monster
19. +14/+9/+4 +6 +6 +11
20. +15/+10/+5 +6 +6 +12 Craft Master Soul Crystal

Class Features:

Armor and Weapon Proficiency: The Monster Tamer is proficient with Light Armor, Shields (but not Tower Shields), all Simple Weapons, Saps, Whips, and Nets.

Control Monster (Ex): The Tamer has a limit on what level of monsters he may control. Only creatures who's CR are up to 1 lower than the master's Tamer level may be controlled (example: a level 10 Monster Tamer could control up to a CR 9 creature). Any monster who's CR is 5 less than the master's Tamer level obey any command automatically, even if it would normally be against it's nature. A monster who's CR is between 4 and 1 less than the master's Tamer level is entitled a Will save in order to disobey any order contrary to it's nature (such as an obviously suicidal order, or ordering a ghoul not to feed after a battle). If the monster makes its save, it disregards the command, but does not otherwise defy it's master. Should the CR of a captured monster ever equal or exceed it's master's Tamer level, it is no longer controllable and is free to act as it sees fit. If the Tamer has been cruel to his or her monster, this could mean that it immediantly turns to attack it's Tamer.

In addition to this, certain types of monster are inherently more difficult to control than others, while others are easier to control. Mindless Undead are treated as having a CR of 2 less than their actual CR for means of controllability. Creatures with an intelligence greater than 10 are treated as being one CR higher for terms of controllability. Dragons are exceedingly difficult to control, doubling their effective CR when determing controllability (Or CR+4, whichever is greater).

Finally, a Tamer may only actively control one monster at a time. Should he summon a second monster while the first is still in use, it is uncontrolled, and may do as it sees fit.

Know Monster (Ex): The Monster Tamer is an expert at all things monster related. He may use his ranks in Survival to try and identify any monster as if it were the skill normally assotiated with identifying that particular type of monster (as in they may use their Survival check to identify a Beholder, which normally requires a Knowledge: Dungeoneering check).

Summon Monster (Su): Once a Tamer has a monster captured within a Soul Crystal, he may call it to do battle for him. As a standard action, the Tamer presents the crystal containing his desired monster, and summons it directly in front of him. While summoned, the monster obeys the Tamer as if it were under a Summon Monster spell, except that the monster is always able to understand the commands of the Tamer, even if it would not normally be able to do so (due to lack of hearing or intelligence). The summoned monster may only stay outside of it's Soul Crystal for a number of minutes equal to their master's Tamer level at a time. After returning to it's soul crystal, the monster cannot be summoned again for 1d10 minutes. The Tamer instinctively knows if a monster within a crystal is ready for summoning or not.

Capture Monster (Sp): The main way a Monster Tamer increases in power and prestige is the capture of newer, bigger, stronger monsters. However, not every creature that walks the land is suitable for capture. No creature that advances primarily from gaining Character Classes can be captured (meaning you cannot capture an elf, or anything else that is generally suitable as a PC race). Creature types suitable for capture are: Aberration, Animal, Construct, Dragon, Elemental, Magical Beast, Ooze, Outsider, Plant, or Vermin, unless it advances by character class as opposed to hitdice. A creature that can advance by either hitdice or character class (such as the beholder) is at the DM's discretion as to whether or not it can be captured. Unique monsters are never suitable for capture, regardless of their type or means of advancement.

To capture a monster, certain conditions must be met.
1) It must be of a type you can normally capture.
2) It must be unconcious due to non-lethal damage, or combination of lethal and non-lethal damage. Poisons or magical effects which cause unconciousness (such as a Sleep spell) do not count.
3) The creature cannot be in the 'Dying' condition, meaning it cannot be at less than 0 hitpoints. Should a Tamer try to capture a Dying creature, the shock of capture immediantly kills it. See "Losing a Monster" for details on the death of a monster.
4) You have an empty Soul Crystal available.
5) You have not reached your limit for monsters (see Craft Soul Crystal).

If these conditions are all met, you may attempt to capture the monster. As a full round action, a Tamer fires a slender ray towards the unconcious monster (a ranged touch attack). When struck by the ray, the monster is allowed a Will save to avoid capture. DC for this save is equal to 10 + Tamer Level + Soul Crystal Modifier. If the monster makes the save, the Soul Crystal shatters in the Tamer's hand, destroyed. If it fails it's save, it has been successfully captured, and can later be used. The Tamer may make as many capture attempts as he has available Soul Crystals. If the Tamer already has already captured his limit of creatures, any attempt to capture a new one automatically destroys the Soul Crystal.

-----Losing a Monster: There are two ways a Tamer may lose his or her monster. First, the Tamer may voluntarily release any captured monster. Once released, the monster remembers how it was treated (if it is capable of such), and will react accourdingly should the two ever meet again.

The second way to lose a monster is when it is killed in battle. Should a monster die in battle, the Tamer immediantly takes 1d4 damage per hitdice of the monster, and loses 100xp per Tamer level. Should the monster be returned to life (such as by a raise dead or ressurection spell), the Tamer gains enough xp to offset what was lost when the monster died.

Either way, the loss of a monster renders it's Soul Crystal innert (generally meaning it reverts to being a normal gem, which can again be crafted into a new Soul Crystal if so desired). The lost monster no longer counts towards the Tamer's limit on controlled creatures, which is often the reason why a Tamer releases a weaker monster, to make room for a new, stronger monster.

Craft Soul Crystal (Ex): At second level, the Tamer has perfected the ability to craft his own Soul Crystals. Crafting a Soul Crystal requires one full day of uninterrupted work, a gemstone worth at least 100 gp which will be transformed into the Soul Crystal, and 20 xp. A basic Soul Crystal grants no bonuses to capture attempts. While stored within a Soul Crystal, any damage a monster has taken is converted to non-lethal damage, which heals at the normal rate. A Monster Tamer may craft as many Soul Crystals as he desires, but may only posess up to his Charisma modifier in filled crystals (meaning a Cha 16 Tamer may carry a dozen soul crystals at a time, but only up to 3 of crystals may contain an actual monster).

Train Monster (Ex): The Monster Tamer may use their Handle Animal skill to teach less intelligent monster tricks, as described in the DMG. The monster may learn at least 4 tricks, even if their Intelligence would normally not allow it to do so. Note, intelligent monsters are capable of doing many "tricks" without training.

Nonlethal Attack (Ex): At 4th level, the Monster Tamer is considered to have the Subdual Attack feat, which allows himm to deal nonlethal damage with his weapon without the standard -4 to hit. This ability does not extend to captured monsters in any way.

Craft Greater Soul Crystal (Ex): As Craft Soul Crystal, but requires a gem worth at least 250 gp, 50 xp, and requires one week of uninterrupted work to craft. A Greater Soul Crystal grants the Tamer +5 to capture checks.

Secondary Specialization (Ex): Pick a subtype. Monsters you control of that subtype gain +1 to all saves and attack rolls (but not damage rolls).

Grow Monster (Su): The Tamer may use their Handle Animal skill to advance a monster 1 hitdice. Growing a monster requires one week, at the end of which the Tamer must make a Handle Animal check, DC 10 + (Monster CR*2). Should the monster gain new skillpoints or feats, the Tamer may select them himself. For every 5 points over the target DC the check succeeds by, the monster gains an additional hitdice. Note, this may cause the monster to become uncontrollable.

Primary Specialization (Ex): Pick a creature type. Monsters you control of that type gain +1 to all saves and attack rolls (but not damage rolls). This stacks with Secondary Specialization.

Craft Superior Soul Crystal (Ex): As Craft Soul Crystal, except requires a gem worth at least 500 gp, takes 250 xp, crafting requires one month, and grants +10 to capture checks.

Improved Secondary Specialization (Ex): You may either pick a new subtype and gain the bonuses from Secondary Specialization, or improve the subtype you already chose. In such case, monsters of that subtype also gain +1 to AC, +1 to all damage rolls, and +1 to all skillchecks.

Quick Summon (Ex): Summoning an essence is now a free action.

Enhance Soul Crystal (Su): The rate at which a monster recovers from nonlethal damage while in a soul crystal is doubled.

Evolve Monster (Sp): The Monster Tamer may use his Handle Animal check to give his/her monster a template. Evolving a monster takes one week, at the end of which the Tamer must make a Handle Animal check, DC 20 + (Monster CR*2), using the CR of the templated result. Note this may increase the monster's CR to where it becomes uncontrollable. Evolved monsters may be of types not normally capturable (although they gain a +1 to their effective CR for determining controllability), while an evolved dragon type (such as a monster that gains the half-dragon template) does not have it's CR doubled for determining controllability.

As an alternative, the monster may also be changed into a slightly more powerful related version of itself. Such as a Red Slaad evolving into a Green Slaad, or a Feindish Horse into a Nightmare. This alternative is at the DM's discretion, however.

Improved Primary Specialization (Ex): As Improved Secondary Specialization, but applied to the main creature type.

Tame Monster (Ex): The greatest of Tamers are able to change the very nature of their monsters. While lesser Tamers may harness an evil creature's power for the use of good, the creature remains evil at heart. However, an experienced Tamer knows the secret to their monster's heart. For every week a monster spends with it's Tamer, it must make a Will save, DC equal to Tamer level, or have it's alignment shift one step closer to it's Tamer's alignment. This change in alignment is permanent, and persists even after the monster has been released. If the creature has an alignment based subtype (like Evil, or Good), it retains that subtype, but may still be of the opposing alignment. It is not uncommon for a high level Tamer to capture a creature of the oposing alignment, tame it, and release it again to carry on the fight in the Tamer's absense.

Craft Master Soul Crystal (Ex): As Craft Soul Crystal, except requires a gemstone worth at least 1,000 gp, takes 500 xp, and takes two months to craft. A Master Soul Crystal grants +20 to capture checks.

Obviously this needs a lot of work, but its a start.
Based upon the Pokemaster class found Here (http://www.scshop.com/~ritaxis/poke.html).
brujo HEX

11-15-04, 12:27 AM
Now, I don't know jack about what is fair or balanced to the rules but I'm really interested in playing a character like this, but mine would be a little more concerned about the lives of the monsters. I mean, the monster tamer I'm looking for would have the monsters fight, as he himself fights, for the sake of good but he wouldn't just use them, he'd also care about them.

Seems like this class idea is the closest I've seen to what I'm looking for. Verrry interesting.
Moblin

11-15-04, 09:09 AM
OK. I’m not sure about how balanced this class is. Monster vs. Monster is a lot harder to compare then Monster vs. PC. Besides that the class is very dependent on the DM (He’s the one who decides what monsters the PC will encounter)

With that out of the way, on to the comments.

Alignment: I’d simply put this as any non good.
You kill a helpless creature, bind its essence and force it to serve you (many of the creatures will be sentient to boot). I’m not sure it’s evil but in my campaign it’s definitely not good.

Control monster and summon essence doesn’t make any sense put together. I’d simply go with summon essence (putting the limitations from control monster into the capture essence ability) and drop the part about monsters getting lose (they have no body). If the CR is bigger then the tamers level -1 then the essence is lose and is free to drift of to the afterlife.

Know monster: I’d like to see a DC for the check 20+CR? Also, will the Tamer be able to figure out the CR of the creature before he tries to capture it?

Capture essence: Make the will save DC: 10+ tamer level + crystal modifier instead.
Why can’t animals be captured?

Lesser specializations: Why are they lesser?

Other then that I think the class need quit a bit of play testing, but it doesn’t hit me as overpowered but then again the real test is running it through the optimizations board and se how badly they can break it
It’ll be fun to see how this class will turn out
Kursk

11-15-04, 11:05 AM
Some type of PRc perhaps but a core/base class material.
Edymnion

11-15-04, 01:17 PM
Perhaps change the "destroy the body, essence trapped in soul crystal", have the entire monster shrink down and be put in stasis within the crystal?

Stick in an XP penalty for if any of the creatures die (same penalty as losing a familiar, lets say).

As for ID'ing monsters, thats already in the PHB under the Knowledge skill. Typically, says the PHB, its a DC 10+Monster Hitdie to gain a useful piece of information about it, such as special powers or vulnrabilities. For every 5 points over the target DC you go, you gain another piece of information.

Normally, Knowledge Arcana covers things like Dragons, Magical Beasts, and Constructs. Dungeoneering gives Abberations and Oozes. Nature gives Fey, Animals, Giants, etc. Religion does undead, and you get the point. I'm just giving the Tamer here the ability to essentially consolidate all that into a single Knowledge (Monster) type skill. But, instead of making a new skill that overlaps what is already there, I'm just re-assigning the monster knowledge portions of each skill to a single skill.

Reason I didn't list animal is that it steps on a few toes (animal companions), and you can already more or less get an animal to fight for you with normal Handle Animal checks. So, I just decided to leave that out for Tamers. Although, I suppose it wouldn't do much harm to put it back in.

I'll go back up and make some changes to it.

--+Edit+--
There, updated the wording on it, removed all of the "Kill it, steal it's soul" type stuff, etc.
Coalminer

11-15-04, 05:33 PM
I have a few ideas to throw at this. as it is very much like one I've worked on before. :)


Each time you 'summon' a creature from it's void crystal it gets it's chance to be free. The PC rolls his 1d20+Tamer level+Will Save, and that sets the DC. The creature resists with a Will save against that DC, if it succeeds it goes free right there and then, if it fails it does as commanded.

Modifiers to the DC are like so.
+2 Good treatment
+2 Non Hostile Task
+2 Similar alignment
+2 Favored enemy
+2 per Soul Gem quality level.
+2 per Level higher than creature's HD
-2 Bad treatment
-2 Hostile situation
-2 Opposed alignment
-2 Same species
-2 per HD higher than Tamer's level


You see where I'm going with that. I'm sure there are a few more modifiers. I'm sure you can come up with a nice feat that allows for increased number of bound creatures. I would give the Tamer 2 levels of spells, but a very very limited list. Mostly 'Buffs' that only affect the summoned creatures, and a cure light wounds, to possibly prevent their untimely death.

If I had more time I could come up with a few more ideas but right now got to run.
Edymnion

11-15-04, 10:38 PM
Each time you 'summon' a creature from it's void crystal it gets it's chance to be free. The PC rolls his 1d20+Tamer level+Will Save, and that sets the DC. The creature resists with a Will save against that DC, if it succeeds it goes free right there and then, if it fails it does as commanded.Hmmm... don't know if I like the idea of it getting loose on you right when you need him most. Although, I suppose something like that could be worked into the Will save for doing something against it's nature?
Edymnion

11-16-04, 05:43 PM
:bump: back to page 1 to see if anyone else has anything to add.