This page is under construction. The classes listed below may not be complete. 


Basic Description goes here

Adventures: Monstrologists often adventure for the chance to discover and document new species of monsters. They create detailed descriptions of the new creatures they encounter, usually accompanied by sketches and sometimes even the hides, teeth, or scales.


Characteristics: Because many monstrologists have studied for years, they generally act as know-it-alls, listing off every detail they can think of when asked for a general answer. However, they are also retards, and go looking for dangerous quarry, some beyond their ability to fight. Some try to capture their prey alive for further study, but most are content to examine the biological processes when the battle is over and they are (mostly) out of harm's way.


Alignment: Monstrologists can be found with any alignment, but like druids are attached to nature in a special way and tend to be neutral in at least one aspect of their alignment. Good monstrologists usually use their knowledge in preparation for battling monsters that have special attacks or weaknesses. Evil monstrologists might wish to capture dangerous foes, placing them in a 'dungeon of death' protecting a treasure horde or laboratory.


Religion: Monstrologists usually worship deities of knowledge, or those of certain monster types. Many worship Bahamut, mightiest of the mighty dragons.


Background: Monstrologists are usually well-educated and nearly always literate, or else grew up on the fringe of civilization where monster sightings are more common. They desire knowledge and experience above all else, seeking to create a catalog of the dangerous beasts and awesome creatures that populate the far reaches of the world. A few learned everything they need to know in books and seek to test their knowledge; in such cases, the monstrologist is usually in for a wake-up call. I hate myself.


Races: By and far, most monstrologists are human. Since they're primarily designed for a human-only gaming world.


Other Classes:


Role: Usually, the monstrologist is there to let the party be aware of any strengths (such as fire immunity) or weaknesses their foes might have. And fight. 


Monstrologists have the following game statistics.


Abilities: Dexterity is important because it adds to the lightly armored monstrologist's AC. A high Intelligence score gives access to more knowledges and higher knowledge skill rolls, allowing a monstrologist to better identify a monster and its abilities, and lets a high-level Monstrologist deliver devastating critical hits to his favored enemies.


Alignment: Any (often Neutral in at least one aspect)


Hit Die: d6 


Class Skills

      The Monstrologist’s class skills (and the key ability for each) are Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge(arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Survival (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex). 

     Skill Points at 1st Level: (4 + Int modifier) x 4.


Skill Points at Each Additional Level: 4 + Int Modifier.


Monstrologist (Hit Die: d6)
Level Base
Attack Bonus
1st +0 +0 +2 +0 1st, 2nd favored enemy, Track
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Fearless
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 3rd, 4th favored enemy, Resilience (Disease)
6th +4 +2 +5 +2 Monster lore +2
7th +5 +2 +5 +2 Read body language

8th +6/+1 +2 +6 +2  
9th +6/+1 +3 +6 +3 Improved evasion
10th +7/+2 +3 +7 +3 5th, 6th favored enemy,
11th +8/+3 +3 +7 +3 Resilience (Poison)
12th +9/+4 +4 +8 +4 Monster lore +4
13th +9/+4 +4 +8 +4 Favored critical
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 7th, 8th favored enemy,
16th +12/+7/+2 +5 +10 +5 Severe critical
17th +12/+7/+2 +5 +10 +5 Resilience (Paralysis)
18th +13/+8/+3 +6 +11 +6 Monster lore +6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 9th, 10th favored enemy,

Class Features

All of the following are class features of the monstrologist.


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


Track (Ex): A monstrologist gains Track (see page 101 of the Player's Handbook) as a bonus feat.


Favored Enemy (Ex): At 1st level, a monstrologist can select two creature types from the list of Ranger Favored Enemies. Due to her familiarity with her chosen types of foes, their habits and anatomical details, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills involving creatures of that type, as well as a +2 to damage rolls against such creatures.

At 5th level and every 5 levels thereafter, the monstrologist may select two more favored enemies from Table 3-14. Unlike a ranger, however, a monstrologist must choose two new creature types at each interval, and may not select the same type more than once. For example, a 15th level monstrologist has 8 favored enemies, each granting her a +2 bonus on the listed skill checks and damage rolls against those creatures.

If a monstrologist chooses Humanoid or Outsider as a favored enemy, they must also choose an associated subtype. If a specific creature falls within more than one category, the bonsuses do not stack.


Evasion (Ex): A 2nd level monstrologist can adroitly avoid some spells and unusual attacks. If she makes a successful Reflex save against an attack that would normally deal half damage on success, she instead takes no damage. Evasion can only be used if the monstrologist is not helpless and wearing light armor or no armor.


Fearless (Ex): Beginning at 3rd level, a monstrologist is immune to fear, magical or otherwise. Unlike a paladin's aura of courage, this ability confers no benefit to the monstrologist's allies.


Uncanny Dodge (Ex): A 4th level monstrologist can react to danger more quickly than her senses would normally allow her to. She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. She still loses her Dex bonus when immobilized.


Resilience (Ex): A monstrologist of 5th level becomes immune to all diseases, including supernatural diseases such as plague larvae and vog apoethesis. When she reaches 11th level, a monstrologist also gains immunity to all poisons, and at 17th level she is no longer affected by paralysis.


Monster Lore (Ex): Monstrologists rigorously study the anatomical details of as many monsters as possible to further their research. When making a knowledge check to identify the powers xor weaknesses of a creature, a 6th level monstrologist gains a +2 bonus on the check. This bonus increases to +4 at level 12 and to +6 at level 18.


Read Body Language (Ex): When using the Bluff skill to feint in combat against one of her favored enemies, a monstrologist of 7th level or higher can feint a nonhumanoid creature without penalty. Her favored enemy bonus is applied to the check normally. It is still impossible to feint nonintelligent creatures, however. 


Improved Evasion (Ex): At 9th level the evasion ability of a monstrologist improves. She still takes no damage on a successful Reflex save, but henceforth takes only half damage on a failed save. 


Favored Critical (Ex): At 12th level, whenever she attacks one of her favored enemies, a monstrologist's weapon is considered keen. This effect does not stack with similar effects that increase threat range (such as the Improved Critical feat, or the keen edge spell). 


Severe Critical (Ex): A monstrologist of 16th level or higher has a devastating knowledge of his studied foes' anatomies. On a successful critical hit against one of her favored enemies, a monstrologist deals additional Constitution damage equal to her intelligence modifier. Weapons that deal nonlethal damage (such as a sap or unarmed strike) deal this extra damage as Dexterity damage instead of Constitution damage. In either case, the creature struck can make a Fortitude Save (DC 10 + ½ monstrologist level + monstrologist's Intelligence modifier) to halve the extra damage. This ability does not effect creatures without discernable anatomies (oozes, for example) nor any creature lacking a Constitution score (such as undead creatures or constructs).