Third-Partystravaganza 9: Monster Trainer Class; Northwinter Press
Whether it’s navigating convoluted (and oftentimes disturbing) dialogue trees, tossing super-science capture spheres, playing with a tamagotchi, or using a supernatural watch, there’s no denying that monster-training RPGs are a hot commodity in video games. It’s only natural, then, that some folks would like to replicate that feeling in tabletop RPGs as well, as evidenced by fan creations like the Pokemon Tabletop game and the like.
But what if you want to bring that experience to Pathfinder? Certainly summoning builds like conjurer casters, the summoner class, and even the spiritualist are good choices, as are obscure weird choices like the preservationist alchemist or even the clone master alchemist if you’re satisfied with an army of simulacra. Even more natural pet classes get in on the action, either simulating raising a single pet or multiple with an archetype.
For those seeking a more authentic experience to a trainer going out and capturing monsters to use as pets, Northwinter Press may have the solution for you in the form of the Monster Trainer class!
More than just would-be beast tamers, these individuals have mastered a form of magic that lets them sync their energies with other creatures and try to establish a powerful bond with them, capturing them and storing them away in a bodiless state until they call upon them for their might and magic.
While some may see this as a form of slavery akin to certain enchantment or necromancy spells, goodly monster trainers argue that while they have the upper hand in such a bond, it remains a two-way street, and the monsters they tame acquiesce out of respect for their will. Various outsiders so tamed may have their plans delayed or subverted by such submission, but they understand that even the most long-lived trainers eventually die, releasing their immortal selves to do as they will.
It is important to note going in that the monsters associated with this class are rather limited and skewed, so some homebrewing may be required to make use of all the various monsters in Pathfinder. Indeed, it is probably worth picking up the product the class comes from, Mystic: Kingdom of Monsters, as many monsters that grant the class spells are creations of that product.
Monster trainers gain access to a certain specific spell that allows them to attempt to capture a monster. The more healthy the monster is, the harder it is to capture. Additionally, monsters with class levels, as well as those that are stronger than the trainer cannot be captured, as their auras are too strong or complex. Furthermore, monsters that lack intellects cannot be captured by this magic, but must be convinced to willingly join the trainer.
In addition to adding their might and otherworldly abilities to the trainer’s arsenal, many monsters unlock various magical spells within the trainer, adding certain spells to their list as long as they remain summoned. Monsters that are more combat-geared for their CR tend to have less or more limited spells, while the reverse is true for weaker, more magical monsters. However, high-CR monsters tend to be both mighty and magical. Furthermore, they can use themselves or the monster as the conduit for the spell as needed.
As they tame a wider variety of monsters, they also become more familiar with how to slay or defeat monsters of that basic type, similar to a ranger.
True to this class’ roots, as they grow in mastery, these trainers can perform rituals to transform their monsters into greater forms. This is limited to creatures from a broad named subtype growing into a stronger creature of the same subtype, such as gremlins or formians; large categories of outsider like demons or devils or the like ascending to greater forms, or true dragons rapidly aging up to the next age category. Of course, this is still limited by the CR of the monsters they can control, so depending on the type of monster, they may have to wait a while or hit a dead end in their growth.
Switching their active monster constantly to gain access to certain spells can be tedious, so early on these magical tamers learn to retain knowledge of one mainstay spell from one of their monsters even when it is not summoned. As they grow in power, they gain more and more such spells.
Just as they are skilled at treating broad creature types as foes, so too can they empathize and resonate socially with monsters of the same type as one they have captured before.
As they develop their powers, their ability to resonate with their monsters increases, allowing the trainer to use the various spell-like abilities of their monsters as if they were themselves. Eventually, this extends to supernatural and extraordinary abilities as well. The only caveat is that such uses draw from the monster’s pool of energy, rather than granting the trainer their own separate pool. So spells are lost, breath weapons must recharge, preventing the monster from using them.
Additionally, each trainer learns various perks to specialize themselves, many of which focus on bolstering their monsters to be stronger or more durable, while others increase their ability to work with their monsters, or even gain additional pets in the form of animal companions and familiars.
As they sync up, the trainer also gains the various special senses of their monsters as well.
Sometimes an enemy monster might prove useful, but not enough so to capture permanently, so monster trainers develop an ability to temporarily befriend said monsters, allowing them to convince them to help or even fight for them.
Further adding to their magical options, powerful monster trainers learn to channel the spells of one monster in addition to those of their currently active one and their list of mainstay spells, broadening their arsenal.
Never without a companion, skilled members of the class are able to simultaneously summon out a new monster as they dismiss the previous one.
So mighty is their capturing power that the pentultimate ability of this class allows them to capture a single valid monster without fail, adding a mighty ally to their arsenal. As they continue to master this path, they can use this ability again, but doing so releases the previous creature so unerringly caught, though this can be dangerous if the creature is both powerful and cunning enough to seek reprisal for such servitude.
The most powerful monster trainers are capable of shapeshifting into one of their monsters, though they cannot have a monster summoned while they do so, gaining the benefits of their form and spells.
This class has a lot of potential, but it’s reliance on many monsters unique to the supplement, and the dubious balance of having the potential for nigh-infinite pets from every monster the party faces. That being said, it’s a fun way to do the whole pet class thing without relying on the simplistic rules associated with the core animal companion and eidolon rules. Whether you capture pets to have powerful beasts fight for you, or to have an arsenal of spells, this can be a highly versatile class. Also, it should go without saying, but definitely pick up Heighten Spell so you can use higher level spell slots to improve your chances of catching powerful monsters.
The most vexing thing about this class for a GM will be the risk of a monster trainer character capturing monster they really shouldn’t for purposes of the plot of the campaign. Thankfully most big boss monsters will be immune by virtue of having class levels or being really high CR. However, intelligent monsters might be able to completely spoil the plot if captured and commanded to spill the beans. You can limit this by deciding how much or little said monsters know about the plot, using said captured monsters to your advantage, rather than detriment, and/or by adjusting the adventure to accommodate how the party acts with this knowledge in hand.
Additionally, consider how intelligent monsters react to suddenly being beholden to another being. Those that respect strength might be more willing, but many may rail against their bonds unless they accepted them willingly.
Despite many claiming he is a servant of the dark powers, Selendus the hellspawn tiefling has no intention of serving the devils he binds, instead seeing the capture of devils and other such fiends as a way to prove himself above his fiendish origins. That doesn’t stop his pets from trying to manipulate him, however.
The ultimate insult, the nomadic saumen kar known as Egu was not killed by the traveler he sought to murder and rob, but enslaved by way of the monster binding rite. Now, the frostbitten horned simian is forced to fight on his new master’s behalf, though he seethes beneath the veneer of servitude, and would do anything to get free.
On the far-off island of Kondai, monster training is so common it outpaces most other magical traditions. There, many lesser monsters are cultivated and bred for aspiring new trainers, and individual nations often fight wars with such trainers as elite forces, some making pacts with goodly spirits and beasts, while others enslaving every monster they see.










