Born of magic, technology, or simply part of the natural order of things, there are monsters roaming around. Some of them can be disgustingly cute and docile even if they can unleash fire from their eyes and shoot bolts of lightning from their … tails. Monster trainers take it upon themselves to tame these creatures and use their potentially deadly natural weapons towards some particular goal perhaps as silly as gladiatorial badge collecting. A few monster trainers organize tournaments to see who can work better with their pet and cultivate its innate abilities. Others prefer to pursue personal gain, but are opposed by the rest who wish to defend their friends.
Monster trainers gain a powerful ally in the form of their monster, befriending it readily and learning about its abilities, which they develop through training, exercise, and fights against other monsters or even other kinds of opponents. The bond between master and pet monster is so strong that the monster trainer perceives his or her monster’s thoughts, increasing their co-ordination and teamwork. As part of a fighting ring, the monster trainer gains a measure of wealth that he uses to treat both him or herself and the pet too.
Monster trainers get along with magical girls, but sometimes wonder why their own monster keeps all the power to itself. If the pet monster is a product of science or technology, the monster trainer will befriend tech geniuses and giant robots but, if it is a magical creature, then his or her attention shifts to dynamic sorcerers and shapechangers. They keep many student and adventurer friends, but do not move in the same circles as hot rods, gun bunnies, and mecha pilots to form an opinion. Trainers often avoid the snobbish samurai, martial artists, and ninja.
Hit Die d4.
Ability Scores A monster trainer must be aware and empathic in order to raise and care for their pets, and thus Intelligence and Wisdom are key Abilities. Charisma can also be useful to exude a calming influence on nearby people and animals.
The monster trainer’s class skills (and the key Ability for each) are: Disable Device (Int), Gamble (Wis), Handle Animal (Cha), Knowledge: Biological Sciences (Int), Knowledge: Nature) (Int), Medical (Wis), and Speak Languages (Int).
Skill Points at 1st Level = (4 + Int Modifier) x 4
Skill Points at Each Additional Level = 4 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|+1||+0||+0||+0||+2||Pet Monster +1, Animal Friendship +1|
|+2||+1||+0||+0||+3||+3 Character Points, Train a Cute Monster +1|
|+3||+1||+1||+1||+3||Pet Monster +1|
|+4||+2||+1||+1||+4||+3 Character Points|
|+5||+2||+1||+1||+4||Pet Monster +1, Train a Cute Monster +1|
|+6||+3||+2||+2||+5||Animal Friendship +1, Telepathy (With Pet Monster) +1|
|+7||+3||+2||+2||+5||Pet Monster +1|
|+8||+4||+2||+2||+6||+3 Character Points, Train a Cute Monster +1|
|+9||+4||+3||+3||+6||Pet Monster +1|
|+10||+5||+3||+3||+7||+3 Character Points, Animal Friendship +1|
|+11||+5||+3||+3||+7||Pet Monster +1, Train a Cute Monster +1|
|+12||+6/+1||+4||+4||+8||Telepathy (With Pet Monster) +1|
|+13||+6/+1||+4||+4||+8||Pet Monster +1|
|+14||+7/+2||+4||+4||+9||+4 Character Points, Train a Cute Monster +1|
|+15||+7/+2||+5||+5||+9||Pet Monster +1, Wealth +1|
|+16||+8/+3||+5||+5||+10||+4 Character Points, Animal Friendship +1|
|+17||+8/+3||+5||+5||+10||Pet Monster +1, Train a Cute Monster +1|
|+18||+9/+4||+6||+6||+11||+4 Character Points, Telepathy (With Pet Monster) +1|
|+19||+9/+4||+6||+6||+11||Pet Monster +1|
|+20||+10/+5||+6||+6||+12||+5 Character Points, Train a Cute Monster +1|