Monster Manipulator

Monster Manipulators are a group of people who, instead of gaining innate power to defend themselves and further their goals resort to Chakra,Psionics or Technology to command monstrous beings and use them to fight in the Manipulator's stead. They are often feared by most of the smarter beings among these Monsters, who don't relish the prospect of being an attack dog on a leash for mortals.

Monster Manipulators are most often defined by the Monsters they have at their command. Some choose to have a varied and even haphazard collection, some choose to focus on Monsters of a particular type or subtype, and some choose to go along other themes, such as Monsters with particular schools of Chakra and Nei-like abilities or tough bruisers.

Requires:

Summoner's Training [Magic path] or

Force Communion Training [Psionic Path] or

Omni tool Module: Monster Omni-grid [Technology path]

Cannot possess feat: Moujuu Aishou

By taking this class you are prevented from acquiring moujuu aishou, if you possess it you cannot take this class,

this ruling is to prevent a single player from slowing combat down due to having a large number of pet based classes.

"Monster":

A Monster is any Aberration, Animal, Dragon, Elemental, Magical Beast, Ooze, Outsider, Plant, shapeshifter or Vermin which advances by "Hit Dice" rather than "By Character Class." Creatures which can advance by hit dice or character class – like Beholders – are unable to be controlled. Deity level creatures, including unique dragon types and unique arch-fiends, are not Monsters regardless of creature type.

Starting Abilities:

Losing Monsters:

A Monster Manipulator can, at any time, release their Monsters into the wild. This is a process that takes about 10 minutes during which the Monster Manipulator says her goodbyes to the Monster. The Monster is then free to do whatever it wishes, its current intelligence, alignment, and abilities do not inherently change from this release. The Monster’s containment device or contract [or subcontract] is destroyed in the process, and is no longer attuned to that Monster. Monsters who were treated especially well or poorly by their Monster Manipulator will not forget that treatment and may, at the DM’s discretion, act accordingly either immediately or at some time in the future.

Death and Monsters:

Sometimes, Monsters die, this causes a great loss to the Monster Manipulator, both emotionally and spiritually. A Monster Manipulator whose controlled Monster dies immediately loses 200 XP times the CR of the Monster (zero XP for Monsters below CR 1). A Monster Manipulator can make a Will save (DC 12 + Monster's CR) to halve the XP loss. XP lost in this way are recovered if the Monster is raised from the dead by any means (usually Raise Dead or Resurrection). The XP is also recovered if the Monster is Reincarnated, but the new body breaks the Monster Manipulator to Monster link and the Monster is no longer controlled, and may no longer be a Monster (depending on its new type).

Domain Synergy

Monster Manipulators rarely multiclass out of synergistic classes once entering it due to dedication to their goals, however, if they multiclass into another spell-casting class and have access to domains, the Spell-caster levels stack for purposes of controlling Monsters of a type or subtype sharing one of those domains. So, a Monster Manipulator 6/Priest 5 with the domains of Evil and Fire would control Monsters as Caster level 6, but would control Evil or Fire Monsters as a Caster Level 11 Manipulator instead..

Control Monster (Ex):

A Controlled Monster behaves like a summoned monster when released, and is essentially under the control of the Monster Manipulator. A Monster Manipulator cannot control a Monster whose Challenge Rating is equal to or greater than the Monster Manipulator’s Caster Level. Remember the rubric for increasing challenge rating based on extra hit dice or class levels to determine if the Monster is controlled. An uncontrolled Monster will act as it sees fit, possibly going on a rampage, running away, or simply sleeping until it is returned to storage. Furthermore, Dragon type Monsters are harder to control than other Monsters, and use twice their CR (or their own CR + 4, whichever is less) to determine whether they will obey their Monster Manipulator. A Controlled Monster cannot use any Summoning ability to summon uncontrolled Monsters.

Train Monster (Ex): A Monster Manipulator can train or evolve their Monster with their Handle Animal skill. As an extraordinary ability, a Monster Manipulator need not choose specific animals as trainable and can use Handle Animal on any Monster. Training a Monster takes 8 hours [and uses one of the two daily training slots a player has] and has a DC of 15 + Monster’s (new) CR. The effects available from Training Monster are based on the number of Ranks in Handle Animal the Monster Manipulator has:

    • 6 ranks – Learn Trick: This is just like teaching to an animal companion. Note that some Monsters are intelligent enough so that they are able to perform “tricks” without being specifically taught – and all Monsters are able to learn at least 4 tricks even if their intelligence would not normally be high enough.

    • 12 ranks – Grow Monster: This causes the Monster to advance 1 Hit Die, if it would not cause the Monster to exceed its advancement limit. This may cause the creature to grow in size category, see the monster description. This may also cause the Monster to become uncontrolled, if this raises its CR to past the maximum CR the Monster Tamer can control. You select what skills, if any, a Monster Tamer gains for its level, and if this would cause a Monster to gain a feat you may select the feat.

    • 18 ranks – Evolve Monster: This causes the Monster to evolve to a more advanced form. The Monster gains a template of your choice. Note that this may cause the Monster to become uncontrolled, if this raises the CR to past the maximum CR the Monster Tamer can control. The Monster remains a Monster even if its type changes to a type which is not normally a Monster. Monsters who become Dragons in this way are harder to control just like natural dragons are. You select what skills, if any, a Monster gains with its template, and if this would cause a Monster to gain one or more feats you may select the feat(s). At the DM’s option, a Monster may be evolved into a similar but more powerful form that is normally represented by a separate entry. For example: a DM might allow a Monster Tamer to evolve her Red Slaad into a Green Slaad, or a Fiendish Horse into a Nightmare.

    • 24 ranks – Inspire Monster: You may be an especially kind or cruel master to your Monster, giving it a permanent +2 Sacred or Profane bonus to any statistic. You may only give this bonus once to each Monster, and you cannot give different bonuses (Sacred or Profane) to different Monsters.

Path:

Force Commuter: Soul Gem/Crystal*

When a Monster is caught in a Soul Containment gem it is shrunk down and placed in stasis. While inside, Monsters do not to eat, sleep, breathe, etc.

A Monster can be returned to its Gem/Crystal or removed from it as a standard action by the Force Commuter which owns it – with a range of 10’ + 5’ per 2 Manipulator levels. If a Soul Gem/crystal with a Monster is traded, given, or sold to another person, ownership of the Monster is also transferred. A Monster heals rapidly while in its storage. Subdual damage heals at the normal rate while in its storage. Healing drains owner's chakra at a rate of 10:1

*since these objects are treated as Ioun stones they can come in every shape that they do as well see below:

    • Cabochon: A convex top with a flat bottom. Most are elliptical or tear-shaped.

    • Disk: A flat circle, typically convex on both sides but sometimes in a lens-like shape.

    • Ellipsoid: An elongated sphere, sometimes tapering at one end to a tear-like shape.

    • Nodule: Asymmetrical but generally rounded.

    • Pentacle: A type of disk, but with five sides rather than being round. The sides are usually straight rather than curved.

    • Prism: A long stone where the top and bottom ends have the same number of sides (such as a hexagram).

    • Pyramid: A cone-like shape with a point at one end, a flat base, and long facets connecting the two.

    • Rhomboid: A type of prism with sides of unequal widths or angles, giving it a flattened cross section.

    • Sphere: Essentially round in all dimensions.

    • Spindle: A kind of prism with 10 or more sides, giving it a nearly round cross section.

    • Trillian: A type of disk, but with three sides (either straight or curved outward) rather than being round.

Chakra Summoner: Blood Contract

When a Monster enters in a contract with a mortal it creates a mental link with its new partner. It lives in its native summoning environment until needed. A Summon can be returned to its original location or drawn to the summoner as a full-round action* by the Summoner which owns it – it will appear near the summoner with a range of 5’ + 5’ per Manipulator level, ownership of the Contract cannot be transferred, however with the proper technique it can be cancelled. A Monster heals naturally in its home environment. Healing does not drain the owner's chakra but they heal naturally just as a character would.

*Some Summons possess a Focus item that they provide [or just hide and make summoners hunt for them] that reduce casting time from a full-action to a standard action.

Monster Tamer: Containment Unit

When a Monster is caught with a Containment Unit (Usually a ball that emits a capture beam) it is converted to complex photons and placed in stasis. The containment unit is then integrated into the onmi-tools power grid, allowing deployment and retrieval from the omni-tool itself to prevent cyber control of the containment unit from outside sources. While in a Containment Unit, Monsters do not to eat, sleep, breathe, etc. A Monster can be returned to its Containment Unit or removed from its Containment Unit as a standard action by the Monster Tamer which owns it – with a range of 20’ + 5’ per 2 Manipulator levels. If a Containment Unit with a Monster is traded, given, or sold to another person, ownership of the Monster is also transferred. A Monster heals rapidly while in its Containment Unit. Subdual damage heals at the normal rate while in its Containment Unit. Healing drains owner's chakra at a rate of 5:1 but is only possible with an omni-tool or omni-grid upgraded with a chakra converter.

MCC - [M]onster [C]ontrol [C]apacity:

The Number of Summons you could potentially carry around with you:

Force Commuter

Base 2 + Charisma Modifier

Chakra Summoner

Must sign contracts with specific types, numerous summons become available once found after the blood contract is signed

Everyone can sign 1 Blood Contract [including non summoners], however Chakra Summoners can sign up to three at first level.

Base Contract Limit: +2,

Free-willed Summon Limit: Base 1 +Charisma Modifier.

Monster Tamer

Containment Grid has 6 Slots, others must be sent to be stored in Kyouringakure's Bio-lab, advanced computer systems sometimes allow Containment grid transfers, which allows a Monster tamer to send one of their monsters to the lab and recall a previously captured one

General Information:

Temporary Increases to charisma or Items that boost charisma for the Force Commuter will not affect the number of Monsters which can be carried, effects such as Eagles Splendor do not increase the number of Monsters carried [only the character's true charisma enters into this formula]. Once a Monster Manipulator has reached the limit of the number of Monsters which can be controlled, the Monster Manipulator cannot control any more until one or more of the controlled Monsters are released from control or killed. Releasing a Monster from control takes about 10 minutes. Control can be reasserted, but only if the Monster Manipulator has the ability to control that many Monsters.

Emergency:

Emergency Breach Containment [Psionic/Tech] | Emergency Self Summon [Magic]:

When the Monster Manipulator is incapacitated or knocked unconscious its Protectors can begin making will saves in an attempt to free themselves from their Containment or attempt to use their special bond to self summon to protect them.

Special modifiers:

Electric and Mechanical Monsters have bonuses to manipulating the Omni-Grid.

Psychic Types and 1 Element type matching their first creature have bonuses when owned by a Force Commuter

Chakra Types and 1 Element type matching their first creature have bonuses when owned by a Summoner.

Monsterspeak [EX]:

At second level a Monster Manipulator has tongues – always on, which only affects Monsters. Even though a Gorgon’s speech still sounds like “Groarrough” it is perfectly intelligible to the Monster Manipulator. Further, the Monster Manipulator’s speech is understandable by Monsters even if they do not normally have a language – even Oozes and other Monsters not normally capable of communicating at all.

Subtype Specialization I,II,III [EX]:

A Monster Manipulator can choose a subtype which is her specialty. A Monster Manipulator gains a +1 bonus on all Bluff, Animal Empathy, Handle Animal, Knowledge, Listen, Sense Motive, Spot, and Survival, checks when using these skills on or about such creatures for every Monster Manipulator level she has. A Monster Manipulator can choose a second Subtype to be equally proficient with at 6th level, and a third at 9th. A Monster Manipulator can Control one extra Monster which must be of a subtype that she specializes in. Subtypes examples: Air, Aquatic, Chaotic, Cold, Earth, Electricity, Evil, Fire, Good, Lawful, Reptilian, and Water.

Increased Awareness [EX]:

At 4th level and above, a Monster Manipulator’s Monster become more intelligent and aware. After the Monster Manipulator has owned her Monster for at least 1 week, its intelligence changes to the Monster Manipulator's ranks in Handle Animal if that is more than its normal intelligence. In addition, a Monster Manipulator can make her Monster gradually see things her way – a Monster’s alignment shifts one degree towards the Monster Manipulator’s each week if she can succeed in an Animal Empathy check at a DC of (20 + the Monster’s CR). The DM decides whether it moves Law/Chaos or Good/Evil first depending upon circumstances. So if a Lawful Good Monster Manipulator captured an Imp (lawful evil Monster), the Imp could become Lawful Neutral after one week, and could be Lawful Good after 2 weeks. Monster subtypes are unaffected – so an Evil Monster such as an Efreet would stay subtype [Evil] even if it subsequently became of Good alignment.

Type Specialization I,II [EX]:

At 4th level, you can choose a single creature type to gain the same skill bonuses as your subtype specialization with a creature type instead. You are not limited to normal Monster types. You may choose a second type to Specialize in at 8th level. Type and Subtype Specialization bonuses are cumulative.

Double Team [EX]:

Upon reaching 5th level, the Monster Manipulator is able to control two Monsters simultaneously for combative purposes.

This ability only functions so long as both Monsters are more than 2 CR less than the Monster Manipulator's caster level.

For example: a 5th level Monster Manipulator could command a single CR 4 Monster in battle or two CR 2 Monsters,

but could not command a CR 1 Monster and a CR 3 Monster simultaneously.

Team Effort [EX]:

No longer content to stay on the side lines the monster manipulator begins to train with their monsters to create combination attacks, not only between their two monsters deployed together in combat but also with their own unique abilities, this ability also allows access to Monster Manipulator prestige classes.

Class Restricted Feats:

Construct Manipulator

Prerequisites: Level 21 or Higher.

Benefit: If you are a Chakra summoner you can now Sign the Construct Contract. If you are Force Commuter or a Monster Tamer and the Construct would be destroyed by a capture attempt that would normally fail and you possess this feat (it is brought to zero hit points), it is instead captured into your Containment grid or Soul Gem (and suffers no damage from it).

From then on it is considered to be a captured Monster. In addition, you treat all Constructs as Monsters - you can communicate with them, evolve them, etc.

A Construct which ceases being a Construct gains a one-time Hard to Control modifier of +1 CR.

If you are a cyborg or Construct yourself, the Prerequisites changes to: must be level 8 or higher.

Fey Manipulator

"You caught a Golem!"

"The power of nature is in your hand"

Prerequisites: Level 21 or Higher, must have evolved a Plant type Monster

Benefit: All Fey are considered Monsters for the Manipulator. You may capture Fey in Containment as well as train and evolve them like a normal Monsters, etc.

If you are a Chakra Summoner this allows you to sign the Fey Contract.

If you Possess the Fey type yourself, the Prerequisites changes to: must be level 8 or higher.

Undead Manipulator

"The dead shall serve."

Prerequisites: Level 23 or higher.

Benefit: If you are a Chakra summoner you can now Sign the Undead Contract. If you are Force Commuter or a Monster Tamer and the Undead would be destroyed by a capture attempt that would normally fail and you possess this feat (it is brought to zero hit points), it is instead captured into your Containment grid or Soul Gem (and suffers no damage from it).

From then on it is considered to be a captured Monster. In addition, you treat all Undead as Monsters - you can communicate with them, evolve them, etc.

If you Possess the Forsaken template or a Necropolis class, the Prerequisites change to: must be level 10 or higher.

Guardian Force:

Force Commuter/Monster Tamer Path Only:

You have passed the tests given to you by a free willed summon that you have encountered and have found thier focus item or created one with instruction provided by the summon in question

Free-willed Summon Limit: +1 and Summon is bound to that slot.