ben-zayb
2014-06-16, 05:48 AM
Monsterbound
"You teach me, and I'll teach you..."
http://i.imgur.com/ZqvmL6A.jpg
edited out explicit content from this Tumblr page (http://24.media.tumblr.com/tumblr_me4ecyHZ3n1rlapw2o1_500.jpg), ©Pokemon Ltd.
Monsterbounds bear the natural gift of the much-maligned soulbond. They possess the ability of forging a deep empathic bond with creatures, sometimes even without the use of words, so much so that the latter become willing to be loyal companions and join him in achieving his goals.
Adventures: Monsterbounds are naturally adventurous people. The majority of them enjoy exploring the world to meet different kinds of monsters.
Characteristics: Monsterbounds, by themselves, are nothing more than your average mundane adventurers with a magical monster manual. However, soulbond turns monsterbounds into invaluable allies. Some companions brawl tooth and nail, some fight with surgical precision, some strike swiftly from the shadows, some rain magical destruction, some charm others to their bidding, and other more have their own little tricks. It all depends on what kind of companion they are looking for.
Alignment: Monsterbounds do not associate themselves with any particular alignment, although the idea of entwining one's soul to another's makes the prospect of pursuing such path less appealing to chaotic characters. Statistically speaking, there are about the same number of good and evil monsterbounds, which says a lot about how one interprets the concept of soulbond.
Religion: Monsterbounds do not necessarily adhere to a specific religion. However, some sects of those who worship freedom and liberation deities, such as the Golden Paladins, actively hunt down monsterbounds to extinction.
Background: Being a monsterbound is far from being under some simple profession or field of study that one only chooses to take on a whim. Rather, the path of soulbond is some sort of calling. They come from all walks of life, each having their own paradigm and motivations as far as how and why they pursue this calling. Some of them bond with creatures to have pets, some merely seek equal peers with deeper empathic connections, while some merely treat companions as enslaved meat puppets or living weapons, akin to many summoners and planar-binders. A rare few intellectuals follow their calling for research purposes, bonding with creatures to better study and understand them, and then simply releasing them back to their natural habitat once done with the research.
Races: Many civilized races, particularly elves and gnomes who closely adhere to the philosophy of their major deities, actually shun, ostracize, or even hunt down monsterbounds. It's no surprise that races like the Drow don't mind such concepts, if twisted to their paradigm, and many of them will grab any opportunity to acquire such an immensely powerful ability. More adaptive and open-minded races openly embrace and even associate themselves with monsterbound. Other races worship their own monsterbounds as gods capable of subduing lesser being who opposes them.
Other Classes: Beguilers and enchanters look down or sometimes envy the innate empathic powers of the monsterbound. Druids usually get along with them, until the latter calls out a quasit or a human companion. Fighters, rogues, and barbarians generally don't care as long as they pull their weight on the team. Paladins are always wary of them, keeping a close eye if and when they finally "show their true colors".
Role: While a monsterbound is functionally a summoner, he offers competency on a variety of roles depending on which companions (and techniques) are available. Magical Beasts make for good heavy-hitting toe-to-toe fighters, Fey are great at social situations and subtlety, Giants have the size to subdue foes at great range, etc.
Adaptation: More maneuvers from various homebrew disciplines can also be fully integrated with the techniques, adding a few more related effort abilities as well. Powers and mysteries can also be added or substituted for magic in this manner, depending on how magic, psionics, and shadow magic works in the setting.
GAME RULE INFORMATION
Monsterbounds have the following game statistics.
Abilities: Monsterbounds generally need a high Charisma or Wisdom, depending on how he approaches the soulbond process. Better Charisma helps in imposing his force of personality, while better Wisdom makes him more perceptive of those around him. A good Constitution score also helps in keeping his his body tough and healthy.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard
Class Skills
The monsterbound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
TABLE - MONSTERBOUND
LevelBABFortRefWillSpecial Maximum CompanionsDaily Companions
1st+0+0+0+2Companion, Soulbond, Soulspace33
2nd+1+0+0+3Techniques (Level 1), Monstronomicon33
3rd+1+1+1+3Insignias43
4th+2+1+1+4Share Techniques43
5th+2+1+1+4Techniques (Level 2)53
6th+3+2+2+5Reclaim Might54
7th+3+2+2+5Double Battle64
8th+4+2+2+6Techniques (Level 3)64
9th+4+3+3+6Soulhive74
10th+5+3+3+7Share Items74
11th+5+3+3+7Techniques (Level 4)85
12th+6/+1+4+4+8Reclaim Majesty85
13th+6/+1+4+4+8Triple Battle95
14th+7/+2+4+4+9Techniques (Level 5)95
15th+7/+2+5+5+9Soul Immateria105
16th+8/+3+5+5+10Share Immunities106
17th+8/+3+5+5+10Techniques (Level 6)116
18th+9/+4+6+6+11Reclaim Mystique116
19th+9/+4+6+6+11Horde Battle126
20th+10/+5+6+6+12Techniques (Level 7), Touch 'em All126
Class Features
All of the following are class features of the monsterbound.
Weapon and Armor Proficiencies: A monsterbound is proficient with all simple weapons and light armor, but not with shields.
Companion (Ex):
A monsterbound begins play with a companion selected from the following list: Badger, Bat, Cat, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Raven, Viper (Small or Tiny), Toad, and Weasel. This creature, which now possesses a soulbond with the monsterbound, becomes a loyal companion that accompanies the monsterbound on his adventures.
A 1st-level monsterbound's companion is completely typical for its kind except as noted in the Monsterbound's Companion section, and that it loses all innate Extraordinary, Supernatural, Spell-/Psi-Like, and Spellcasting/Manifesting/Initiating/etc Abilities. As a monsterbound advances in level, the companion’s power increases.
Active Companion: A companion acts on its own Initiative count, but it can't attack creatures and objects (as defined in the Invisibility spell) unless it is the active companion. As a 1-round action, you may select which of your Daily companions becomes the active companion.
Daily Companions: At the start of the day, a 1st-level monsterbound chooses up to three companions to join him for that day, while companions not chosen are automatically returned to the Soulspace (if they aren't there already). As a monsterbound advances in level, this maximum amount increases.
Maximum Companions: A 1st-level monsterbound can have up to a maximum of three companions, which increases as a monsterbound advances in level. These additional companions can be gained via the soulbond ability.
Release: If a monsterbound releases her companion from their soulbond, the creature reverts back to its previous state (statwise) before becoming a companion, except it retains changes caused by time (such as age). Consequently, the monsterbound gains one more spot for a new companion. A companion released while inside the Soulspace gets transported adjacent the monsterbound first before getting released. Additionally, a companion who acquires a template becomes automatically released.
Death: A dead (or destroyed, in some cases) companion can be raised from the dead by the usual means, except that the monsterbound will be the one to take any drawbacks, such as level loss. The bond between the monsterbound and his companion is so strong that even Constructs, Elementals, Outsiders, and Undead companions can also be raised from the dead this way. Alternatively, a monsterbound may just release dead (or destroyed) companions as normal, except that they retain that condition.
Soulbond (Ex): A monsterbound possesses the unique gift of forging a deep empathic bond to creatures, even without the use of words, to such a degree that some creatures are willing to go as far as join him in achieving his goals.
In order to make this special connection, you must be within 10 feet of the target and must succeed on a soulbond check (1d20 + 1/2 monsterbound level + Cha or Wis modifier) against a DC of (10 + target's HD + highest mental ability modifier). If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. A successful soulbond check means the target willingly becomes one of your companions and is transported to your Soulspace. If a monsterbound is still below his maximum companions per Day, he may choose to add the new companion to his companions per Day.
You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - Monsterbound above), and if the target creature meets the following restrictions:
must not have any Class Levels (Including Racial Paragon and Monster Class)
must have HD less than or equal to the character's monsterbound level
must have neither Bloodlines (as the UA variant) nor Templates
must have neither the Swarm nor the Incorporeal subtypes
must have neither a size smaller than Fine nor a size larger than Small
must not be a recipient of a previous soulbond check (i.e. only one soulbond attempt per creature)
must not be a Player Character (or a player-controlled character)
must not be someone else's companion, animal companion, familiar, special mount, cohort, or follower
must not be conjured via either Summoning, Calling, or Creation effects
must not be bound to any other sort of magical pact or responsibility
Outsider: Formian Worker, Lantern Archon, Vargouille
Animal: Bat, Cat, Badger, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Dire Rat, Raven, Toad, Small Viper, Tiny Viper, Weasel
Magical Beast: Darkmantle, Stirge
Humanoid: Gnome, Goblin, Halfling, Kobold (without class levels)
Vermin: Tiny Monstrous Centipede, Small Monstrous Centipede, Tiny Monstrous Scorpion, Small Monstrous Scorpion, Tiny Monstrous Spider, Small Monstrous Spider, Giant Fire Beetle
Construct: Tiny Animated Object, Small Animated Object
Soulspace (Su)
A monsterbound has a pocket nondimensional space called the soulspace. This a metaphysical manifestation of a monsterbound's soul, and nobody but those with a soulbond to him can access it (not even Gate, Wish, Miracle, or similar effects can affect this). Companions inside the soulspace do not need to eat, drink, breath, or sleep when inside the soulspace, and are also in fact immune to any sort of harm, as though under the effects of the Timeless Body power.
As a move action, you may transport a companion either from anywhere within your line of effect to your soulspace, or from your soulspace to anywhere within your line of effect up to 5 feet of you. This does not count as planar travel, and is in fact akin to a transmutation effect.
Items aside from non-magical clothing (as described in the Goods and Services (http://www.d20srd.org/srd/equipment/goodsAndServices.htm) section of the SRD) can't be brought inside the Soulspace, and so are dropped automatically when a companion is transported here.
Monstronomicon (Su)
A 2nd-level monsterbound gains his own monstronomicon--a tome capable of holding valuable information about specific monsters. A monsterbound gets to decide on the aesthetic appearance of his own monstronomicon, such as colors, textures, or any particular markings.
Materializing and dematerializing the monstronomicon (a Transmutation effect) takes a swift action. While a monstronomicon appears as a tangible material object, it is nothing but a manifestation of your general knowledge about monsters. Thus, whenever it becomes destroyed, you can easily rematerialize a replacement monstronomicon that still retains previous entries.
Encountering a monster while the monstronomicon is conjured automatically records a partial entry containing information on its kind, granting you a +2 circumstance bonus on knowledge checks against the former (as a masterwork tool). Succeeding on a soulbond check against a monster automatically records a full entry containing complete information about its kind (as in Monster Manual entries), as well as increasing the circumstance bonus to +4 per five monsterbound levels (round down).
Only the monsterbound can gain the circumstance bonus from his own monstronomicon, but he can still relay the detailed information (such as whether the creature has Regeneration, how strong and what bypasses any of its DR, what is its reach, etc.)
Techniques (Ex, Su, or Sp)
A monsterbound magnifies the strength of his soulbond, enabling him to tap into his companion's hidden powers, called Techniques. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, a monsterbound's companions gains the ability to cast/initiate up to 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th level Techniques, respectively. Additionally, in each of these class levels, each of his companions learn one Technique.
The save DC for a Technique, if any, is 10 + technique level + companion's highest mental or physical ability score (mental for spell-derived and physical for maneuver-derived techniques).
TECHNIQUES
Techniques are derived from either spells or maneuvers, depending on the companion's Technique List, with the following changes:
Spell-derived Techniques
can be cast for up to a number of times per day, as indicated on the table to the right
cast as Spell-like Abilities, with CL equal to monsterbound level
have XP, expensive material, and miscellaneous costs (such as Sacrifice, Drug, etc.), which the monsterbound must pay and have on his person
Maneuver-derived Techniques
can be initiated for a number of times, as indicated on the table to the right, before being considered expended
initiated as Extraordinary Abilities unless noted otherwise, with IL equal to monsterbound level
maximum level that can be initiated isn't based on IL, but have no minimum maneuver requirements
readied at the start of encounter, and can be recovered as Warblade maneuvers.
Technique Availablity
A companion can only learn Techniques from its own Technique List, and only up to the level that it is able to cast/initiate. Spells or maneuvers that grant actions, such as White Raven Tactics or Quicksilver Motion, and that instantaneously/permanently create creatures, such as Animate Dead or Beget Bogun, can't be learned as Techniques.
Technique Lists per Creature TypeFor each creature type, the Technique List consists of spells or maneuvers belonging under the indicated domains, class spell/maneuver lists, and disciplines:
Aberration: Cavern Domain (SC271), Darkness Domain (SC 272), Madness Domain (SC276)
Construct Type: Artificer's list (ECS), Iron Heart Discipline
Dragon Type: Dragon Domain (SC273), Magic Domain, Diamond Mind Discipline
Elemental Type: Air/Fire/Earth/Water Domain (based on one subtype), Portal Domain, Desert Wind Discipline, Stone Dragon Discipline
Fey Type: Charm Domain (SC 271), Illusion Domain (SC 275), Shadow Hand Discipline
Giant Type: Competition Domain (SC 272), Strength Domain, Setting Sun Discipline
Humanoid Type: Craft Domain (SC 272), Community Domain (SC 271-272), White Raven Discipline
Magical Beast Type: Animal Domain, Competition Domain (SC 272), Tiger Claw Discipline
Monstrous Humanoid Type: Magic Domain, Swordsage's list (ToB)
Ooze Type: Blackwater Domain (SW 109), Cavern Domain (SC271), Slime Domain (SC 280)
Outsider Type: Chaos/Evil/Good/Law (based on one alignment component), Balance (SC 271, for true neutral alignment), Mysticism Domain, Devoted Spirit
Plant Type: Creation Domain, Healing Domain, Plant Domain
Undead Type: Death Domain, Destruction Domain, Undeath Domain (SC281)
Vermin Type: Destruction Domain, Pestilence Domain (SC 278), Spider Domain (SC 280)
Maximum Techniques Known
Each companion can have a maximum of four Techniques at any one time, but it may choose to unlearn any technique to learn a new one.
Learning additional techniques
A monsterbound can also teach his companion more techniques by simply attuning himself with a scroll or a martial script containing the spell or maneuver to be taught as a technique. This spell or maneuver must be on that companion's technique list, and must be of a level that the companion is able to cast or initiate. Attuning takes one hour of undisturbed meditation with the scroll or martial script on the monsterbound's person, after which the scroll or martial script is considered used and the companion finally learns the technique.
TABLE - TECHNIQUE USAGE LIMITS
Class
Level
Technique Level
0th
1st
2nd
3rd
4th
5th
6th
7th
1st
-
-
-
-
-
-
-
-
2nd
3
1
-
-
-
-
-
-
3rd
3
1
-
-
-
-
-
-
4th
3
1
-
-
-
-
-
-
5th
at will
3
1
-
-
-
-
-
6th
at will
3
1
-
-
-
-
-
7th
at will
3
1
-
-
-
-
-
8th
at will
at will
3
1
-
-
-
-
9th
at will
at will
3
1
-
-
-
-
10th
at will
at will
3
1
-
-
-
-
11th
at will
at will
at will
3
1
-
-
-
12th
at will
at will
at will
3
1
-
-
-
13th
at will
at will
at will
3
1
-
-
-
14th
at will
at will
at will
at will
3
1
-
-
15th
at will
at will
at will
at will
3
1
-
-
16th
at will
at will
at will
at will
3
1
-
-
17th
at will
at will
at will
at will
at will
3
1
-
18th
at will
at will
at will
at will
at will
3
1
-
19th
at will
at will
at will
at will
at will
3
1
-
20th
at will
at will
at will
at will
at will
at will
3
1
Insignias (Ex)
At each indicated level, a monsterbound gains a floating symbol that behaves, and is of the same size, as an Ioun Stone. These symbols, called Insignias, enable a monsterbound to use soulbond on progressively larger creatures. He may choose to suppress or resume the appearance of all Insignias at will as a free action, but he loses the benefit when suppressed.
Cobble: This Insignia, gained at 3rd-level, appears as a small-clump of rock and enables soulbond use on Medium creatures
Stone: This Insignia, gained at 6th-level, appears as a smooth sphere and enables soulbond use on Large creatures
Boulder: This Insignia, gained at 10th-level, this insignia appears as an octahedron and enables soulbond use on Huge creatures
Cliff: This Insignia, gained at 13th-level, appears as a jagged assymetric rock and enables soulbond use on Gargantuan creatures
Volcano: This Insignia, gained at 17th-level, appears as a volcano and enables soulbond use on Colossal creatures
Share Techniques (Ex)
Beginning at 4th level, an active companion may cast or initiate a Technique with a target of "You" on the monsterbound instead of himself, as long as they are within 10ft per monsterbound level of each other. Stances aren't affected by Share Techniques.
Reclaim Might (Ex)
Beginning at 6th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Double Battle (Ex)
Beginning at 7th level, once per day as part of selecting active companion, a monsterbound may instead select up to two active companions. This state of having two active companions lasts for one round, after which you choose the companion who will remain active.
Soul Hive (Ex)
Beginning at 9th level, a monsterbound may use soulbond on creatures with the Swarm subtype.
Share Items (Ex)
Beginning at 10th level, any passive effects from items that the monsterbound wear may also affect his active companion. This ability can be resumed or suppressed as a free action.
Reclaim Majesty (Ex)
Beginning at 12th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Qualities lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Triple Battle (Ex)
Beginning at 13th level, once per day as part of selecting active companion, a monsterbound may instead select up to three active companions. This state of having three active companions lasts for one round, after which you choose the companion who will remain active.
Soul Immateria (Ex)
Beginning at 15th level, a monsterbound may use soulbond on creatures with the Incorporeal subtype.
Share Immunities (Ex)
Beginning at 16th level, specific Immunities and Resistances that benefit either the monsterbound or his active companion benefits both of them instead. This ability can be resumed or suppressed as a free action.For an Elf monsterbound with a Minotaur as an active companion, the monsterbound becomes immune to Maze effects while his active companion becomes immune to Sleep effects
Reclaim Mystique (Ex)
Beginning at 18th level, a monsterbound's companions regain (and no longer lose) the Supernatural Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Horde Battle (Ex)
Beginning at 19th level, once per day as part of selecting active companion, a monsterbound may instead select up to five active companions. This state of having five active companions lasts for one round, after which you choose the companion who will remain active.
Touch Them All (Ex)
The monsterbound's spiritual connection grows to the point where it not only serves as a special bond with him and another monster, but transforms completely to a hub for every soul to mingle, empower, and empathize with each other.
As part of selecting active companion, you may designate each of your daily companions to an ally of your choice (including you) to have the effects of Share Technique, Share Items, and Share Immunities class features with. An ally loses the benefits of Touch Them All while his or her corresponding companion is an active companion.
http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpgMaster Duel (http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpg), art by NamH from deviantart
The Monsterbound's Companion
Companion Basics
Use the base statistics for a creature of the Companion’s kind, but make the following changes.
Class Level
The character’s effective monsterbound level. Companion with higher HD gets lower effective monsterbound level: subtract their HD (fractional HD and bonus HD don't count) to the character's monsterbound level to determine the effective monsterbound level.
Companion 1: "Benny" the Dog (originally 1HD)
Benefits: as a 5th level Monsterbound (6-1HD=5), including a +5 bonus hit die, up to 5 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Companion 3: "Nevermore" the Raven (originally 1/4HD)
Benefits: as a 6th level Monsterbound (6-0HD=6), including a +6 bonus hit die, up to 6 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Min Int
A Companion's minimum Intelligence score. The companion gains the indicated Intelligence, if its base intelligence score is less that value. This also means that mindless creatures such as most Construct, Ooze, Plant, Undead, and Vermin Companions gain sentience, gaining the indicated Intelligence score but lose their Immunity to Mind-Affecting effects. Additionally, due to having more than Intelligence score of 2, Animal Companions become Magical Beast Companions, and thus their changed Hit Dice will have to be recalculated.
Bonus HD
Extra Hit Dice, each of which gains a Constitution modifier (excepting Undeads or Constructs), as normal. A Companion gains 1 bonus HD per effective Monsterbound level. A Companion gains improved base attack bonus, base save bonus, additional skill points, ability score increases, size increase (if applicable), and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Nat Armor
The number noted here is an improvement to the Companion’s existing natural armor bonus.
Effort Abilities (Ex)
A Companion is capable of acquiring one or more Effort Abilities, to a maximum of one Effort Ability per effective Monsterbound level. Effort Abilities can be unlocked through various means detailed on the Effort Abilities section below (http://www.giantitp.com/forums/showsinglepost.php?p=17633820&postcount=2).
Empathic Link (Su)
The monsterbound has an empathic link with the Companion out to a distance of up to 1 mile. He cannot see through the Companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the partner monsterbound has the same connection to an item or place that the Companion does.
Evasion (Ex)
If a Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack
A Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Spell Resistance (Ex)
A Companion gains Spell Resistance equal to its HD HD + 10. The Companion may choose to have any spell bypass this Spell Resistance.
Class Level
Min Int
Bonus HD
Nat Armor
Special
0th
6
+0
+0
Effort Abilities, Empathic Link
1st
6
+1
+0
2nd
6
+2
+0
Evasion
3rd
6
+3
+2
4th
6
+4
+2
5th
7
+5
+2
6th
7
+6
+4
7th
7
+7
+4
Multiattack
8th
7
+8
+4
9th
7
+9
+6
10th
8
+10
+6
11th
8
+11
+6
12th
8
+12
+8
Improved Evasion
13th
8
+13
+8
14th
8
+14
+8
15th
9
+15
+10
16th
9
+16
+10
17th
9
+17
+10
Spell Resistance
18th
9
+18
+12
19th
9
+19
+12
20th
10
+20
+12
[/tr]
"You teach me, and I'll teach you..."
http://i.imgur.com/ZqvmL6A.jpg
edited out explicit content from this Tumblr page (http://24.media.tumblr.com/tumblr_me4ecyHZ3n1rlapw2o1_500.jpg), ©Pokemon Ltd.
Monsterbounds bear the natural gift of the much-maligned soulbond. They possess the ability of forging a deep empathic bond with creatures, sometimes even without the use of words, so much so that the latter become willing to be loyal companions and join him in achieving his goals.
Adventures: Monsterbounds are naturally adventurous people. The majority of them enjoy exploring the world to meet different kinds of monsters.
Characteristics: Monsterbounds, by themselves, are nothing more than your average mundane adventurers with a magical monster manual. However, soulbond turns monsterbounds into invaluable allies. Some companions brawl tooth and nail, some fight with surgical precision, some strike swiftly from the shadows, some rain magical destruction, some charm others to their bidding, and other more have their own little tricks. It all depends on what kind of companion they are looking for.
Alignment: Monsterbounds do not associate themselves with any particular alignment, although the idea of entwining one's soul to another's makes the prospect of pursuing such path less appealing to chaotic characters. Statistically speaking, there are about the same number of good and evil monsterbounds, which says a lot about how one interprets the concept of soulbond.
Religion: Monsterbounds do not necessarily adhere to a specific religion. However, some sects of those who worship freedom and liberation deities, such as the Golden Paladins, actively hunt down monsterbounds to extinction.
Background: Being a monsterbound is far from being under some simple profession or field of study that one only chooses to take on a whim. Rather, the path of soulbond is some sort of calling. They come from all walks of life, each having their own paradigm and motivations as far as how and why they pursue this calling. Some of them bond with creatures to have pets, some merely seek equal peers with deeper empathic connections, while some merely treat companions as enslaved meat puppets or living weapons, akin to many summoners and planar-binders. A rare few intellectuals follow their calling for research purposes, bonding with creatures to better study and understand them, and then simply releasing them back to their natural habitat once done with the research.
Races: Many civilized races, particularly elves and gnomes who closely adhere to the philosophy of their major deities, actually shun, ostracize, or even hunt down monsterbounds. It's no surprise that races like the Drow don't mind such concepts, if twisted to their paradigm, and many of them will grab any opportunity to acquire such an immensely powerful ability. More adaptive and open-minded races openly embrace and even associate themselves with monsterbound. Other races worship their own monsterbounds as gods capable of subduing lesser being who opposes them.
Other Classes: Beguilers and enchanters look down or sometimes envy the innate empathic powers of the monsterbound. Druids usually get along with them, until the latter calls out a quasit or a human companion. Fighters, rogues, and barbarians generally don't care as long as they pull their weight on the team. Paladins are always wary of them, keeping a close eye if and when they finally "show their true colors".
Role: While a monsterbound is functionally a summoner, he offers competency on a variety of roles depending on which companions (and techniques) are available. Magical Beasts make for good heavy-hitting toe-to-toe fighters, Fey are great at social situations and subtlety, Giants have the size to subdue foes at great range, etc.
Adaptation: More maneuvers from various homebrew disciplines can also be fully integrated with the techniques, adding a few more related effort abilities as well. Powers and mysteries can also be added or substituted for magic in this manner, depending on how magic, psionics, and shadow magic works in the setting.
GAME RULE INFORMATION
Monsterbounds have the following game statistics.
Abilities: Monsterbounds generally need a high Charisma or Wisdom, depending on how he approaches the soulbond process. Better Charisma helps in imposing his force of personality, while better Wisdom makes him more perceptive of those around him. A good Constitution score also helps in keeping his his body tough and healthy.
Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard
Class Skills
The monsterbound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
TABLE - MONSTERBOUND
LevelBABFortRefWillSpecial Maximum CompanionsDaily Companions
1st+0+0+0+2Companion, Soulbond, Soulspace33
2nd+1+0+0+3Techniques (Level 1), Monstronomicon33
3rd+1+1+1+3Insignias43
4th+2+1+1+4Share Techniques43
5th+2+1+1+4Techniques (Level 2)53
6th+3+2+2+5Reclaim Might54
7th+3+2+2+5Double Battle64
8th+4+2+2+6Techniques (Level 3)64
9th+4+3+3+6Soulhive74
10th+5+3+3+7Share Items74
11th+5+3+3+7Techniques (Level 4)85
12th+6/+1+4+4+8Reclaim Majesty85
13th+6/+1+4+4+8Triple Battle95
14th+7/+2+4+4+9Techniques (Level 5)95
15th+7/+2+5+5+9Soul Immateria105
16th+8/+3+5+5+10Share Immunities106
17th+8/+3+5+5+10Techniques (Level 6)116
18th+9/+4+6+6+11Reclaim Mystique116
19th+9/+4+6+6+11Horde Battle126
20th+10/+5+6+6+12Techniques (Level 7), Touch 'em All126
Class Features
All of the following are class features of the monsterbound.
Weapon and Armor Proficiencies: A monsterbound is proficient with all simple weapons and light armor, but not with shields.
Companion (Ex):
A monsterbound begins play with a companion selected from the following list: Badger, Bat, Cat, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Raven, Viper (Small or Tiny), Toad, and Weasel. This creature, which now possesses a soulbond with the monsterbound, becomes a loyal companion that accompanies the monsterbound on his adventures.
A 1st-level monsterbound's companion is completely typical for its kind except as noted in the Monsterbound's Companion section, and that it loses all innate Extraordinary, Supernatural, Spell-/Psi-Like, and Spellcasting/Manifesting/Initiating/etc Abilities. As a monsterbound advances in level, the companion’s power increases.
Active Companion: A companion acts on its own Initiative count, but it can't attack creatures and objects (as defined in the Invisibility spell) unless it is the active companion. As a 1-round action, you may select which of your Daily companions becomes the active companion.
Daily Companions: At the start of the day, a 1st-level monsterbound chooses up to three companions to join him for that day, while companions not chosen are automatically returned to the Soulspace (if they aren't there already). As a monsterbound advances in level, this maximum amount increases.
Maximum Companions: A 1st-level monsterbound can have up to a maximum of three companions, which increases as a monsterbound advances in level. These additional companions can be gained via the soulbond ability.
Release: If a monsterbound releases her companion from their soulbond, the creature reverts back to its previous state (statwise) before becoming a companion, except it retains changes caused by time (such as age). Consequently, the monsterbound gains one more spot for a new companion. A companion released while inside the Soulspace gets transported adjacent the monsterbound first before getting released. Additionally, a companion who acquires a template becomes automatically released.
Death: A dead (or destroyed, in some cases) companion can be raised from the dead by the usual means, except that the monsterbound will be the one to take any drawbacks, such as level loss. The bond between the monsterbound and his companion is so strong that even Constructs, Elementals, Outsiders, and Undead companions can also be raised from the dead this way. Alternatively, a monsterbound may just release dead (or destroyed) companions as normal, except that they retain that condition.
Soulbond (Ex): A monsterbound possesses the unique gift of forging a deep empathic bond to creatures, even without the use of words, to such a degree that some creatures are willing to go as far as join him in achieving his goals.
In order to make this special connection, you must be within 10 feet of the target and must succeed on a soulbond check (1d20 + 1/2 monsterbound level + Cha or Wis modifier) against a DC of (10 + target's HD + highest mental ability modifier). If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. A successful soulbond check means the target willingly becomes one of your companions and is transported to your Soulspace. If a monsterbound is still below his maximum companions per Day, he may choose to add the new companion to his companions per Day.
You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - Monsterbound above), and if the target creature meets the following restrictions:
must not have any Class Levels (Including Racial Paragon and Monster Class)
must have HD less than or equal to the character's monsterbound level
must have neither Bloodlines (as the UA variant) nor Templates
must have neither the Swarm nor the Incorporeal subtypes
must have neither a size smaller than Fine nor a size larger than Small
must not be a recipient of a previous soulbond check (i.e. only one soulbond attempt per creature)
must not be a Player Character (or a player-controlled character)
must not be someone else's companion, animal companion, familiar, special mount, cohort, or follower
must not be conjured via either Summoning, Calling, or Creation effects
must not be bound to any other sort of magical pact or responsibility
Outsider: Formian Worker, Lantern Archon, Vargouille
Animal: Bat, Cat, Badger, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Dire Rat, Raven, Toad, Small Viper, Tiny Viper, Weasel
Magical Beast: Darkmantle, Stirge
Humanoid: Gnome, Goblin, Halfling, Kobold (without class levels)
Vermin: Tiny Monstrous Centipede, Small Monstrous Centipede, Tiny Monstrous Scorpion, Small Monstrous Scorpion, Tiny Monstrous Spider, Small Monstrous Spider, Giant Fire Beetle
Construct: Tiny Animated Object, Small Animated Object
Soulspace (Su)
A monsterbound has a pocket nondimensional space called the soulspace. This a metaphysical manifestation of a monsterbound's soul, and nobody but those with a soulbond to him can access it (not even Gate, Wish, Miracle, or similar effects can affect this). Companions inside the soulspace do not need to eat, drink, breath, or sleep when inside the soulspace, and are also in fact immune to any sort of harm, as though under the effects of the Timeless Body power.
As a move action, you may transport a companion either from anywhere within your line of effect to your soulspace, or from your soulspace to anywhere within your line of effect up to 5 feet of you. This does not count as planar travel, and is in fact akin to a transmutation effect.
Items aside from non-magical clothing (as described in the Goods and Services (http://www.d20srd.org/srd/equipment/goodsAndServices.htm) section of the SRD) can't be brought inside the Soulspace, and so are dropped automatically when a companion is transported here.
Monstronomicon (Su)
A 2nd-level monsterbound gains his own monstronomicon--a tome capable of holding valuable information about specific monsters. A monsterbound gets to decide on the aesthetic appearance of his own monstronomicon, such as colors, textures, or any particular markings.
Materializing and dematerializing the monstronomicon (a Transmutation effect) takes a swift action. While a monstronomicon appears as a tangible material object, it is nothing but a manifestation of your general knowledge about monsters. Thus, whenever it becomes destroyed, you can easily rematerialize a replacement monstronomicon that still retains previous entries.
Encountering a monster while the monstronomicon is conjured automatically records a partial entry containing information on its kind, granting you a +2 circumstance bonus on knowledge checks against the former (as a masterwork tool). Succeeding on a soulbond check against a monster automatically records a full entry containing complete information about its kind (as in Monster Manual entries), as well as increasing the circumstance bonus to +4 per five monsterbound levels (round down).
Only the monsterbound can gain the circumstance bonus from his own monstronomicon, but he can still relay the detailed information (such as whether the creature has Regeneration, how strong and what bypasses any of its DR, what is its reach, etc.)
Techniques (Ex, Su, or Sp)
A monsterbound magnifies the strength of his soulbond, enabling him to tap into his companion's hidden powers, called Techniques. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, a monsterbound's companions gains the ability to cast/initiate up to 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th level Techniques, respectively. Additionally, in each of these class levels, each of his companions learn one Technique.
The save DC for a Technique, if any, is 10 + technique level + companion's highest mental or physical ability score (mental for spell-derived and physical for maneuver-derived techniques).
TECHNIQUES
Techniques are derived from either spells or maneuvers, depending on the companion's Technique List, with the following changes:
Spell-derived Techniques
can be cast for up to a number of times per day, as indicated on the table to the right
cast as Spell-like Abilities, with CL equal to monsterbound level
have XP, expensive material, and miscellaneous costs (such as Sacrifice, Drug, etc.), which the monsterbound must pay and have on his person
Maneuver-derived Techniques
can be initiated for a number of times, as indicated on the table to the right, before being considered expended
initiated as Extraordinary Abilities unless noted otherwise, with IL equal to monsterbound level
maximum level that can be initiated isn't based on IL, but have no minimum maneuver requirements
readied at the start of encounter, and can be recovered as Warblade maneuvers.
Technique Availablity
A companion can only learn Techniques from its own Technique List, and only up to the level that it is able to cast/initiate. Spells or maneuvers that grant actions, such as White Raven Tactics or Quicksilver Motion, and that instantaneously/permanently create creatures, such as Animate Dead or Beget Bogun, can't be learned as Techniques.
Technique Lists per Creature TypeFor each creature type, the Technique List consists of spells or maneuvers belonging under the indicated domains, class spell/maneuver lists, and disciplines:
Aberration: Cavern Domain (SC271), Darkness Domain (SC 272), Madness Domain (SC276)
Construct Type: Artificer's list (ECS), Iron Heart Discipline
Dragon Type: Dragon Domain (SC273), Magic Domain, Diamond Mind Discipline
Elemental Type: Air/Fire/Earth/Water Domain (based on one subtype), Portal Domain, Desert Wind Discipline, Stone Dragon Discipline
Fey Type: Charm Domain (SC 271), Illusion Domain (SC 275), Shadow Hand Discipline
Giant Type: Competition Domain (SC 272), Strength Domain, Setting Sun Discipline
Humanoid Type: Craft Domain (SC 272), Community Domain (SC 271-272), White Raven Discipline
Magical Beast Type: Animal Domain, Competition Domain (SC 272), Tiger Claw Discipline
Monstrous Humanoid Type: Magic Domain, Swordsage's list (ToB)
Ooze Type: Blackwater Domain (SW 109), Cavern Domain (SC271), Slime Domain (SC 280)
Outsider Type: Chaos/Evil/Good/Law (based on one alignment component), Balance (SC 271, for true neutral alignment), Mysticism Domain, Devoted Spirit
Plant Type: Creation Domain, Healing Domain, Plant Domain
Undead Type: Death Domain, Destruction Domain, Undeath Domain (SC281)
Vermin Type: Destruction Domain, Pestilence Domain (SC 278), Spider Domain (SC 280)
Maximum Techniques Known
Each companion can have a maximum of four Techniques at any one time, but it may choose to unlearn any technique to learn a new one.
Learning additional techniques
A monsterbound can also teach his companion more techniques by simply attuning himself with a scroll or a martial script containing the spell or maneuver to be taught as a technique. This spell or maneuver must be on that companion's technique list, and must be of a level that the companion is able to cast or initiate. Attuning takes one hour of undisturbed meditation with the scroll or martial script on the monsterbound's person, after which the scroll or martial script is considered used and the companion finally learns the technique.
TABLE - TECHNIQUE USAGE LIMITS
Class
Level
Technique Level
0th
1st
2nd
3rd
4th
5th
6th
7th
1st
-
-
-
-
-
-
-
-
2nd
3
1
-
-
-
-
-
-
3rd
3
1
-
-
-
-
-
-
4th
3
1
-
-
-
-
-
-
5th
at will
3
1
-
-
-
-
-
6th
at will
3
1
-
-
-
-
-
7th
at will
3
1
-
-
-
-
-
8th
at will
at will
3
1
-
-
-
-
9th
at will
at will
3
1
-
-
-
-
10th
at will
at will
3
1
-
-
-
-
11th
at will
at will
at will
3
1
-
-
-
12th
at will
at will
at will
3
1
-
-
-
13th
at will
at will
at will
3
1
-
-
-
14th
at will
at will
at will
at will
3
1
-
-
15th
at will
at will
at will
at will
3
1
-
-
16th
at will
at will
at will
at will
3
1
-
-
17th
at will
at will
at will
at will
at will
3
1
-
18th
at will
at will
at will
at will
at will
3
1
-
19th
at will
at will
at will
at will
at will
3
1
-
20th
at will
at will
at will
at will
at will
at will
3
1
Insignias (Ex)
At each indicated level, a monsterbound gains a floating symbol that behaves, and is of the same size, as an Ioun Stone. These symbols, called Insignias, enable a monsterbound to use soulbond on progressively larger creatures. He may choose to suppress or resume the appearance of all Insignias at will as a free action, but he loses the benefit when suppressed.
Cobble: This Insignia, gained at 3rd-level, appears as a small-clump of rock and enables soulbond use on Medium creatures
Stone: This Insignia, gained at 6th-level, appears as a smooth sphere and enables soulbond use on Large creatures
Boulder: This Insignia, gained at 10th-level, this insignia appears as an octahedron and enables soulbond use on Huge creatures
Cliff: This Insignia, gained at 13th-level, appears as a jagged assymetric rock and enables soulbond use on Gargantuan creatures
Volcano: This Insignia, gained at 17th-level, appears as a volcano and enables soulbond use on Colossal creatures
Share Techniques (Ex)
Beginning at 4th level, an active companion may cast or initiate a Technique with a target of "You" on the monsterbound instead of himself, as long as they are within 10ft per monsterbound level of each other. Stances aren't affected by Share Techniques.
Reclaim Might (Ex)
Beginning at 6th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Double Battle (Ex)
Beginning at 7th level, once per day as part of selecting active companion, a monsterbound may instead select up to two active companions. This state of having two active companions lasts for one round, after which you choose the companion who will remain active.
Soul Hive (Ex)
Beginning at 9th level, a monsterbound may use soulbond on creatures with the Swarm subtype.
Share Items (Ex)
Beginning at 10th level, any passive effects from items that the monsterbound wear may also affect his active companion. This ability can be resumed or suppressed as a free action.
Reclaim Majesty (Ex)
Beginning at 12th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Qualities lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Triple Battle (Ex)
Beginning at 13th level, once per day as part of selecting active companion, a monsterbound may instead select up to three active companions. This state of having three active companions lasts for one round, after which you choose the companion who will remain active.
Soul Immateria (Ex)
Beginning at 15th level, a monsterbound may use soulbond on creatures with the Incorporeal subtype.
Share Immunities (Ex)
Beginning at 16th level, specific Immunities and Resistances that benefit either the monsterbound or his active companion benefits both of them instead. This ability can be resumed or suppressed as a free action.For an Elf monsterbound with a Minotaur as an active companion, the monsterbound becomes immune to Maze effects while his active companion becomes immune to Sleep effects
Reclaim Mystique (Ex)
Beginning at 18th level, a monsterbound's companions regain (and no longer lose) the Supernatural Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).
Horde Battle (Ex)
Beginning at 19th level, once per day as part of selecting active companion, a monsterbound may instead select up to five active companions. This state of having five active companions lasts for one round, after which you choose the companion who will remain active.
Touch Them All (Ex)
The monsterbound's spiritual connection grows to the point where it not only serves as a special bond with him and another monster, but transforms completely to a hub for every soul to mingle, empower, and empathize with each other.
As part of selecting active companion, you may designate each of your daily companions to an ally of your choice (including you) to have the effects of Share Technique, Share Items, and Share Immunities class features with. An ally loses the benefits of Touch Them All while his or her corresponding companion is an active companion.
http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpgMaster Duel (http://fc05.deviantart.net/fs70/i/2011/330/b/5/master_duel_by_namh-d4hcmfo.jpg), art by NamH from deviantart
The Monsterbound's Companion
Companion Basics
Use the base statistics for a creature of the Companion’s kind, but make the following changes.
Class Level
The character’s effective monsterbound level. Companion with higher HD gets lower effective monsterbound level: subtract their HD (fractional HD and bonus HD don't count) to the character's monsterbound level to determine the effective monsterbound level.
Companion 1: "Benny" the Dog (originally 1HD)
Benefits: as a 5th level Monsterbound (6-1HD=5), including a +5 bonus hit die, up to 5 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Companion 3: "Nevermore" the Raven (originally 1/4HD)
Benefits: as a 6th level Monsterbound (6-0HD=6), including a +6 bonus hit die, up to 6 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)
Min Int
A Companion's minimum Intelligence score. The companion gains the indicated Intelligence, if its base intelligence score is less that value. This also means that mindless creatures such as most Construct, Ooze, Plant, Undead, and Vermin Companions gain sentience, gaining the indicated Intelligence score but lose their Immunity to Mind-Affecting effects. Additionally, due to having more than Intelligence score of 2, Animal Companions become Magical Beast Companions, and thus their changed Hit Dice will have to be recalculated.
Bonus HD
Extra Hit Dice, each of which gains a Constitution modifier (excepting Undeads or Constructs), as normal. A Companion gains 1 bonus HD per effective Monsterbound level. A Companion gains improved base attack bonus, base save bonus, additional skill points, ability score increases, size increase (if applicable), and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Nat Armor
The number noted here is an improvement to the Companion’s existing natural armor bonus.
Effort Abilities (Ex)
A Companion is capable of acquiring one or more Effort Abilities, to a maximum of one Effort Ability per effective Monsterbound level. Effort Abilities can be unlocked through various means detailed on the Effort Abilities section below (http://www.giantitp.com/forums/showsinglepost.php?p=17633820&postcount=2).
Empathic Link (Su)
The monsterbound has an empathic link with the Companion out to a distance of up to 1 mile. He cannot see through the Companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the partner monsterbound has the same connection to an item or place that the Companion does.
Evasion (Ex)
If a Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack
A Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Spell Resistance (Ex)
A Companion gains Spell Resistance equal to its HD HD + 10. The Companion may choose to have any spell bypass this Spell Resistance.
Class Level
Min Int
Bonus HD
Nat Armor
Special
0th
6
+0
+0
Effort Abilities, Empathic Link
1st
6
+1
+0
2nd
6
+2
+0
Evasion
3rd
6
+3
+2
4th
6
+4
+2
5th
7
+5
+2
6th
7
+6
+4
7th
7
+7
+4
Multiattack
8th
7
+8
+4
9th
7
+9
+6
10th
8
+10
+6
11th
8
+11
+6
12th
8
+12
+8
Improved Evasion
13th
8
+13
+8
14th
8
+14
+8
15th
9
+15
+10
16th
9
+16
+10
17th
9
+17
+10
Spell Resistance
18th
9
+18
+12
19th
9
+19
+12
20th
10
+20
+12
[/tr]