The Vorpal Tribble
2010-10-31, 09:12 AM
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http://tinyurl.com/24f772c
I will not rest until the fiend is slain, and my wife revenged. My heart must become as stone, and my resolve steel. I will become the stalker, and it my prey... - From the journal of Dr. Mordecai Slate, on the Eve of the Witching Hour.
Curiosity and Fear. These are both the curse and the blessing upon mankind. Especially that of the unknown. From the glowing eyes in the forest, and the shadows of the cave, to the depths of the still waters. We are both frightened by what it contains, and yet intrigued by it. It's a war that at times strengthens us and others to sew our own destruction.
The monstrumologist is one who straddles the line. A naturalist who braves the dark so as to seek illumination. They may be guardians, learning the ways of the horrors so that they may protect their people and loved ones. Others are monsters onto themselves, cold and detached individuals who see all creatures of creation as subjects to be cut open for their secrets. Regardless of the path they take, they go where the angels fear to tread.
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An inquisitive mind, nerves of steel, and a strong stomach is all that is required to follow the ways of the Monstrumologist. Most begin as apprentices to high-level Monstrumologists, but many a healer or hunter have learned the path on their own or through necessity.
Factotums with a naturalist bent are the most common monstrumologists, and most easily meet the requirements. Archivists fascinated by the (un)natural world also benefit greatly from the Monstrumologist's path. Rangers with high intelligence who wish to know more about that which they hunt are also very common, to whom skinning and dressing of hunted creatures is second nature. In fact, nearly any class may benefit from the knowledge gleaned, though full casters are uncommon as their concentration is fully focused on monsters. Wizards tend to study that of dragons and magical beasts, and Necromancers undead, dissecting the creatures to add to their collection of spells.
Hit Dice: d6
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Feats: Educated, Jack Of All Trades, Open Minded or Skill Focus (any knowledge)
Skills: Concentration 8 ranks, Craft (alchemy) 4 ranks, Heal 8 ranks, Knowledge 4 ranks (any three that provides information of a creature type)
Skill Tricks: Collector of Stories and Healing Hands
{table=head]Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0|
+2|
+2|
+2|Knowledge from the Knife, Obsessive Concentration, Monstrous Lore
2nd|
+1|
+3|
+3|
+3|Focused Study, Immunity to Sickened, Secret Piercer
3rd|
+2|
+3|
+3|
+3|Haruspicy, Sneak Attack +1d6
4th|
+3|
+4|
+4|
+4|Dissection (Keen), Elixer Master, Live to Fight Another Day
5th|
+3|
+4|
+4|
+4|Darkvision 60 ft., If The Right Eyestalk Offend Thee..., Immunity to Fear
6th|
+4|
+5|
+5|
+5|Dissection (Wounding), Researcher Speciality
7th|
+5|
+5|
+5|
+5|See Invisibility
8th|
+6|
+6|
+6|
+6|Giver of Life, Immunity to Confusion
9th|
+6|
+6|
+6|
+6|Dim Mak, True Seeing
10th|
+7|
+7|
+7|
+7|Playing God, Graft Flesh[/table]
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A Monstrumologist's class skills (and the key ability for each skill) are All. A monstrumologist's studies and explorations have them researching and seeking an incredible wide range of topics and connections.
Skills Points at Each Level: 6 + int mod
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All of the following are class features of the Monstrumologist prestige class.
Weapon and Armor Proficiency: A Monstrumologist gains proficiency with all simple weapons, and a single weapon of his choice, even an exotic weapon, but not with any type of armor or shield.
Knowledge from the Knife (Ex): A monstrumologist can learn nearly anything about a creature through application of two methods -- Dissection (internal exploration of a dead or inert body) and Vivisection (internal exploration of a live or animated body).
Dissection
A monstrumologist may spend an hour to dissect a creature that has been dead for no longer than 2d6 days. Without requiring a knowledge check he gains knowledge of the creature's type, subtype, physical ability scores, physical special abilities/attacks, special qualities, vulnerabilities and resistances. He knows where their organs or weaknesses are, and gains a 1d6 sneak attack against that specific creature's race. This bonus increases to 2d6 at 4th level, and 3d6 at 8th level, and stacks with sneak attacks gained from another source.
At 4th level, he may choose to use any slashing weapon against a creature he has dissected as if it possessed the Keen property. At 6th it also acts as if it had the Wounding enhancement. The weapon attains no enhancement bonus through this ability. These bonus stacks with those provided by the true Wounding and Keen enhancements or Improved Critical and similar feats.
A monstrumologist may also determine the cause of death of any creature he dissects.
Vivisection
To vivisect a creature it must be rendered unconscious or helpless. In the first 1d4 minutes of vivisection the creature's HP total is reduced to 0 as he cuts into it, and enough Constitution damage to reduce their score to 1. Every five minutes he must succeed on a DC 25 Heal check to keep the subject stable. If he fails a check they take 1 point of damage and are dying. He must attempt to stabilize them through another heal check (DC 15). Even after the vivisection he can attempt to keep the subject alive through continued Heal checks, though these need be done only every 10 minutes since he is not continuing to prod and poke. The subject can only be kept alive for up to 12 hours before succumbing permanently. At any time a curing spell or ability can stabilize them, and the monstrumologist need not make additional heal checks.
At any point of the vivisection the monstrumologist can deal damage to a vital organ or supporting segment to kill/destroy the subject as a standard action.
He may, in addition to learning all that dissection (above) grants, determine its feats, spell-like and supernatural abilities, as well as it's race's standard HD.
The monstrumologist may even learn how to reproduce a certain affect of which a vivisected creature is capable. Only a living creature's affects can be reproduced, though one can still determine the abilities of a non-living creature. To recognize a psi-like ability, psionic power, racial spell, or spell-like ability the being knew (such as a dryad's casting 'as' a druid, not a spell gained exclusively from levels in a class, though you may a power due to its inherent nature), you must be able to examine the brain and succeed on a Psicraft or Spellcraft check, DC 20 + power/spell level. Studying a single power, spell or psi/spell-like ability requires 10 minutes of concentration +1 minute per level of the power/spell in addition to the normal hour required.
Once you have determined the ability the being possessed, you can learn it in one of two ways.
Psi-like/Spell-like: If the creature had a psi-like or spell-like ability you also learn it as such.
Power/Spell: If the creature could manifest or cast a power or spell as a racial ability you add it to your powers or spells known if you have the ability to manifest powers or cast spells. Otherwise it becomes a psi-like or spell-like ability as mentioned above. For example, a Psion could add Mind Thrust to his list of powers known, but a Fireball spell would become a 1/day spell-like ability due to the fact a psion cannot cast spell.
If you vivisect another creature with the same ability you can increase the number of times per day you may use this ability, up to a number of times per day equal to your Int mod or 3/day, whichever is less. The caster/manifester level of the power or spell must be one you'd be capable of if your level equaled your HD. The save DC is Intelligence based.
For instance, a Factotum 5/Monstrumologist 2 would have a caster level of 7, and be able to use a 4th level power or spell.
To learn additional abilities requires another 10 + 1 min/level session. Out of these abilities learned only 1 may be kept permanently from each brain studied from an individual. The rest grant you insight into what the subject was capable of, but grant no additional abilities.
Non-Living and Regeneration
Undead and Deathless that remain animated must be restrained, but do not have to be kept stable during vivisection. They are reduced to 1 hit point so as not to be destroyed.
A creature with regeneration automatically stabilizes and the monstrumologist can choose to purposely deal damage so as to keep it unconscious.
Other
A monstrumologist gains the benefits of the Darkstalker feat in regards to the race of a creature that has been dissected or vivisected.
An evil-aligned monstrumologist that retains a living creature for 2d4 weeks may also inflict upon them a physical Deformity feat as a bonus feat. The victim itself need not be evil to receive this feat, nor does acquiring it alter their alignment.
DM Notes
For players who begin a game with a level of Monstrumologist there may lead to questions on how many creatures he has dissected/vivisected previously, before the campaign began.
It is recommended that the amount of spells, spell-likes, and psionic equivalents be kept to 1 ability per level of monstrumologist. After that, any supernatural ability gained through vivisection should cost as much as an equivalent scroll or power stone. This is to show the cost of tracking down and preparing to hold the creature. Also it could be the cost to hire hunters to trap it and bring it to you. You are essentially paying for bodies instead of scrolls/power stones.
In games that use alignment the vivisection of a sentient creature is considered a strongly evil act, even if the subject is kept unconscious through the procedure. If the creature is evil and has caused much death, some may reason that its vivisection, to learn and prepare to defend against others of its kind, is to the greater good. In this regard it is up to your discretion whether the morality of the ends justifying the means is grounds for shading to evil
Vivisection of a conscious non-sentient, while not a good act, should not be considered evil, though repeated offenses by a good-aligned character has precedence for shifting them towards Neutral.
Obsessive Concentration: A monstrumologist becomes so focused on the pursuit of knowledge, and inured to the unpleasantness of his work, that sights and scents and scenarios that would leave another cowering, he barely notices. In fact, he is so obsessed that he often fails to eat, drink, rest or in general care for himself properly, taking -1 hit points each monstrumologist level and a -4 penalty to saves against fatigue and exhaustion.
However, he does not have to make a Concentration check due to receiving damage. He also gains a +4 bonus to Concentration checks to avoid being distracted, such as while maintaining concentration on a spell or bardic music. This bonus increases to +6 at 5th level, and +10 at 10th level.
In addition, at 2nd level he gains a +6 bonus to saves against fear and confusion. Whenever he would be Nauseated he is instead Sickened.
At 5th level he gains immunity to Fear.
At 8th level he gains immunity to Confusion
At 9th level he adds his Intelligence modifier to his Will saves.
Monstrous Lore: A monstrumologist may make a special monstrous knowledge check with a bonus equal to his monstrumologist level + his Intelligence modifier to see whether he knows some relevant information about a creature, urban legends, supernatural occurrences and similar. If the monstrumologist has 5 or more ranks in any Knowledge check that involves the creature's type, he gains a +2 bonus on this check. Bard levels stack with his monstrumologist levels to gain relevant information in the subjects mentioned above.
A successful monstrous lore check will not reveal the exact abilities of a creature such as you would require dissection or vivisection, but it gives you an idea of what it is capable. A monstrumologist may not take 10 or 20 on this check; this knowledge is essentially random.
Focused Study (Ex): Once per day a monstrumologist may choose a specific race of being to devote his entire focus to, such as white dragons, goblins, or zombies. He may also choose a supernatural profession including Mage (arcane caster), Priest (divine caster), Psionicist (manifester), Binder (pact magic), Shade (shadowcaster), Speaker (truenamer), Spiritual (incarnum), or Martial (maneuver user).
He gains a bonus equal to his Monstrumologist levels to Bluff, Heal, Hide, Listen, Move Silently, Sense Motive, Search, Spot, and Survival checks when using these skills against creatures of this type or followers of the mentioned professions. He then takes a penalty equal to the bonus to these checks against all others races and professions. Beings of the same creature type (such as true dragons, goblinoids, or undead) do not gain the bonus, but nor do they gain the penalty. The same applies to racial minions, or symbionts to the studied creature. A profession-based focus does not have a related creature type for the purpose of non-penalties.
Likewise, he gets an insight bonus to AC and weapon damage rolls against the subject of his focus equal to his monstrumologist level. He does not take a concordant penalty.
For example, a 5th level Monstrumologist would gain a +5 bonus against aboleths, take no penalty or bonus against aberrations and skums, but take a -5 penalty to all other creatures. Same with neogi and umber hulks, and similar relationships.
This focus lasts indefinitely, or until the monstrumologist chooses a new focus. He remains focused for a minimum of 24 hours before he can choose a new focus. To change to a new focus requires an hour of reviewing notes if any, and thinking on the creature to recall details.
Secret Piercer (Ex): A monstrumologist searches for hidden things as a way of life. He gains low-light vision, and if passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. If you already possess low-light vision your sight distance doubles.
At 5th level he gains Darkvision out to 60 ft. If you already possess Darkvision your sight distance doubles.
At 7th level he is affected as by See Invisibility at will.
At 9th level this heightens to a True Seeing effect that he can use for a total number of minutes per day equal to his Monstrumologist level. He must maintain concentration to use this ability.
Haruspicy (Ex): A monstrumologist in his examination and research of the inner workings of the creatures he hunts, becomes well trained in the discipline of Haruspicy - insight from the examination of entrails. To study the entrails, the creature must not have been dead for more than an hour, and have a discernible anatomy with the majority of its body intact. It takes 1d10+10 minutes to study the entrails, -1 minute for each level you have in Monstrumologist. A monstrumologist can attempt a hurried Haruspicy check, minutes becoming rounds, though the DC of the check increases by 20. Use the following chart to decipher the results of your search. Only one haruspicy check can be made per creature. Even if the creature is resurrected or brought to life in some way he cannot gain a second check.
The monstrumologist makes a Heal check and gains knowledge as if having casted one of the spells below, depending on the result:
{table=head]DC| Result
20 | Augery
30 | Divination
35 | Commune
40 | Legend Lore
[/table]
The more magically inclined creatures produce stronger effects than mundane creatures. He adds the following bonuses to his Heal check.
{table=head]*Bonus | Creature
+0 | Animal
+1 | Monstrous Humanoid
+4 | Magical Beast
+6 | Fey**
+8 | Aberration
+10 | Dragon
+12 | Outsider
[/table]
* If the heal check is sufficient to gain a divinary result, the bonus is also applied to the base chance of receiving a correct answer.
** Unless the question is regarding fey, seelie/unseelie court, natural phenomena or similar, when reading the entrails of Fey creatures Commune instead functions as Commune with Nature, and Legend Lore functions as Find the Path.
As well, the more knowledgeable a monstrumologist is in the workings of the creature, the more he may glean. For every 5 he rolls over 10 in a Knowledge skill that covers the creatures type he is searching, he gains a +1 bonus that stacks with those previously mentioned.
For example, a monstrumologist is studying the entrails of a Hydra (magical beast bonus +4). He then makes a Heal check of 29, and a Knowledge (arcana check) of 21 (+2 bonus). The end result is a Haruspicy check of 35, allowing the Monstrumologist to use the Commune spell. If he wished to hurry this check, he would fail his check by only achieving a DC 15.
If the monstrumologist succeeds on a DC 40 for Legend Lore he may choose to instead make use of a lower DC spell.
Sneak Attack: A monstrumologist gains a sneak attack as a Rogue that deals +1d6 damage. This stacks with the sneak attack damage from another source, including the monstrumologist's Knowledge of the Knife.
Elixer Master: A monstrumologist has studied much in the way of medicines, poisons and preservative substances. At 4th level he gains Brew Potion as a bonus feat. He is considered to to possess the prerequisites necessary to brew any potion mentioned below, even if he does not otherwise meet the requirements or have the ability to cast the necessary spells. These potions are not considered magical in nature, though his caster level is equal to his Hit Dice for the purpose of brewing potions. He can increase the DC of the potion by +2 if he brews it for a particular race he has dissected, though the DC decreases by -2 for creatures not of that race. This is reduced to 0 for creatures of the same type.
For instance, you could specially make the potion for a Hill Giant, with the DC increasing by +2. Ogres, a fellow Giant-type, takes receives neither a bonus nor penalty. The DC of a human drinking it however would be -2.
Each brew is specific to creature type or specific sickness. There is no one cure-all. For example, a Remove Disease potion would be crafted to cure only Filth Fever. Or Poison to only affect Vermin. As such, the price for each brew to make is only 1/6th the standard price. Caster level equal to HD, Int-based.
Brewable Spells
Blindness/Deafness
Bestow Curse
Calm Animals
Charm
Delay Poison
Deep Slumber
Dominate Animal
Dominate Person
Ease of Breath
Gentle Repose
Hibernate
Hold Animal
Neutralize Poison
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Paralysis
Repel Vermin
Restoration, Lesser
Rigor Mortis
Plant Growth
Poison
Shivering Touch
Suggestion
Thin Air
Zone of Truth
Live To Fight Another Day (Ex): A monstrumologist as often as not has to resort to the one time honored method - fleeing from danger. He gains a +10 bonus to his speed(s).
Once per day he may flee at 6 times his base speed for a number of rounds equal to his Constitution modifier. At the end of this sprint he is Fatigued.
If The Right Eyestalk Offend Thee... (Ex): A monstrumologist may sacrifice 2d6 points from their sneak attack to deliver a specialized blow to a race they have dissected/vivisected. If successful, the victim must succeed on a Fortitude save equal to the damage dealt in the blow. If they fail their save, a single portion of their body used for special attacks or abilities is damaged and they lose that ability. If they are successfully injured they cannot use that ability until the damage dealt in that blow is healed. This healing can be via a spell, or through natural healing. Sneak attack damage from Knowledge of the Knife may be used.
Examples
A monstrumologist can announce he's aiming for an organ vital to the Troll's regeneration. If he hits, and the Troll fails their fortitude save, the Troll cannot regenerate until the organ is healed.
A monstrumologist aiming for a Sphinx's achilles tendon could remove its ability to pounce.
A dragon with a damaged draconis fundamentum can no longer use it's breath weapon.
A mindflayer purposely hit in a particular region of its cranium would lose its mind blast ability.
A balor smitten along a specific gland can no longer explode in it's death throes.
Researcher Specialty (Ex): At sixth level a monstrumologist can specialize in his research while still keeping knowledgeable of his general interest. He may now apply half his Focused Study bonus to not just a single race, but an entire creature type that he has dissected/vivisected at least 6 different races or professions (such as arcane casters) from, chosen from the types in Focused Researcher above. Bonuses from creatures that fall under two categories, such as a dragon sorcerer, do not stack.
He may still choose a specific race to use Focused Research on, even if it is not of the specialty he chose above. However, while focused he does not take a penalty to checks against his Speciality. He does however stack bonuses if his specialty and focus match, such as he is focusing on Beholders and his specialty is Aberrations.
Giver of Life (Ex): At 8th level a monstrumologist's intricate knowledge of the biological workings from such a wide variety of creatures has granted him insight into life like few others possess. They can attempt to revive any creature that has not been dead for more than a number of rounds equal to their full Constitution modifier before death. A Gentle Repose spell cast before this deadline preserves the corpse indefinitely for revival.
Physical
If a creature dies from mere physical damage, but retains a complete body and head, a Monstrumologist may attempt a DC 30 heal check as a full round action to revive them. For each point of damage beyond -10 the victim was harmed, the DC of the heal check required to revive them increases equally. Those revived are brought back to -9 hit points, but are stable.
Disease/Poison
If a creature dies due to Constitution loss by poison or disease, a monstrumologist may use a spell or ability that cures the condition even if the subject is dead. They may then attempt to revive them as mentioned in Physical, except their Constitution score is increased to 1.
Other
A creature that is killed through a method that does not deal hit point or constitution damage/drain, and leaves the full body intact, such as dim mak (see below), vivisection, suffocation, dehydration, hunger, death affects, etc., requires only a DC 30 heal check, as mentioned in Physical. Those that died of hunger or thirst, however, must be provided with food or water within an hour or they die again, and cannot be revived a second time. The revival time frame of those killed by non-magical cold is measured in minutes instead of rounds.
For more exotic death methods consult your DM for appropriate revival.
Dim Mak (Ex): At 9th level a Monstrumologist can use his knowledge of the body to cause nearly any condition to a creature of which it is subject. He makes a special touch attack as a full round action.
Of races he has not dissected the effects are lessened as shown below. He may choose to use a lesser condition if he wishes. The condition can be negated with a Fortitude save equal to the Monstrumologist's heal check. If a member of a race that has been dissected or vivisection makes their save against a greater effect they must make a second save at the original DC to negate the lesser effect.
If the target is possessed of a symbiont, parasite or inhabiting creature (such as a tsochar), the monstrumologist can target it instead, even if he cannot directly see it, though in such a case it is considered to have partial concealment.
Lesser
Dazed
Dazzled
Disabled
Fatigued
Sickened
*Tinnitus
This condition is caused by overloading of the auditory senses. A creature with tinnitus has difficulty hearing and is beset with a constant ringing. They take a -1 penalty to listen checks and cannot use blindsight or blindsense based on sound, but can still hear normally (though with noted penalty).
Greater
Blinded
Confused
Deafened
Exhausted
Nauseated
Paralyzed
At 10th level this ability can also be used to cause instant death to one he has Dissected/Vivisected. It's lesser effect is 2d6 Constitution damage.
Playing God:
By 10th level a monstrumologist's knowledge of biology, life force and chemistry is unmatched.
He can distill a concoction that if a single piece of an organism is placed within can grow an exact clone of the original, at the age of the original at the time the sample was collected. This can be a blood sample, a hair, fang, feces or anything that was once a part of, or produced by, the body.
This body grows at an extremely accelerated rate, a mere 1 week per racial HD of the original creature (minimum 1 week). A human for instance would take a single week, and have all the exact features of the original, while a centaur would require 4 weeks.
A portion of a creature with natural regeneration, however, takes days instead of weeks. As such a Troll would take only 6 days.
The clone possesses no soul or mind. It is effectively a living vegetable. As such, the vivisection of such a creature has no moral stipulation yet grants you all the information if it was aware. Though mindless, you can still glean powers and spells it would normally be able to use (though, as mentioned, not those from a class).
For spells requiring a full body, such as Raise Dead, this body may be used if it was cloned from the last.
In fact, Raise Dead, Resurrection and similar treat the body as a True Resurrection spell, with no lost levels nor effects that effected the original body. In fact, if a portion of a body that was an undead is grown the body is not undead. This means only living creatures can be grown from this ability, but that even those who have an undead body can be resurrected into a living body.
A monstrumologist can produce a mating of two samples, but the spirit of any sample can use it (though no more than 1 at a time). In this manner a body can be grown that brings together the features of, say, two humans as if it were their child. The age of the body defaults to the youngest sample, though the mating are always of at least Adult age. As such a spirit of one who died of old age can be resurrected.
Multiple samples of creatures can also be grown to produce a hybrid. The monstrumologist must choose which race he wishes to dominate the hybrid.
For example, a human and elf sample could produce a human (with elvish features), a half-elf, or an elf (with humanish feature). This is standard for humanoids.
For crossbreeds that cross creature types, this is at the Monstrumologist's (and DM's) discretion.
A human/animal hybrid may gain the Feral template (Savage Species), the Tauric template (MM II), or become a simple crossbreed, like a human/horse a centaur, or a human/fish a merfolk (or an aventi). Bird and humanoids may become harpies, kenku, or gain the Winged Template. Whales and humans darfellan. A demon and human might become a fiendish creature, or a half-fiend, depending on how the monstrumologist decides how much of each to bond.
These crosses are often unstable and may die as they reach maturation. For each LA in the combined creature that is an equal 10% chance of failure (maximum 90%).
For example a LA +3 half-dragon (human & dragon equal combination) would have a 30% chance of death.
Creatures without an LA (not merely an La +0) have a 90% chance of death.
The monstrumologist can dissect and vivisect 1d4 days before complete maturation, though to hold the life force and soul of another requires full maturation.
Concoction Specifics
The cost to make this growth mixture depends on the amount needed for the creature as below.
{table=head]Size| Price
Fine | 175 gp
Diminutive | 325 gp
Tiny | 750 gp
Small | 1,500 gp
Medium | 2,000 gp
Large | 2,500 gp
Huge | 5,000 gp
Gargantuan | 10,000 gp
Colossal | 20,000 gp
[/table]
Donor's Harvest
Organs, limbs and similar can be taken from a clone and used to restore the same to a living being it was cloned from. The Monstrumologist gains Graft Flesh as a bonus feat and may reattach severed limbs. He may also harvest any poisons it produces, as many doses each day as the creature would produce. Naturally produced diseases may also be harvested. See below.
Petri Dish
Instead of a body, a Monstrumologist may also grow diseases in his solution (considered fine creatures for purpose of concoction price). He gains the disease through any of an infected creature's excretions, from blood to stool and saliva. The solution keeps the disease growing indefinitely, allowing the monstrumologist a nearly inexhaustible supply.
http://tinyurl.com/24f772c
I will not rest until the fiend is slain, and my wife revenged. My heart must become as stone, and my resolve steel. I will become the stalker, and it my prey... - From the journal of Dr. Mordecai Slate, on the Eve of the Witching Hour.
Curiosity and Fear. These are both the curse and the blessing upon mankind. Especially that of the unknown. From the glowing eyes in the forest, and the shadows of the cave, to the depths of the still waters. We are both frightened by what it contains, and yet intrigued by it. It's a war that at times strengthens us and others to sew our own destruction.
The monstrumologist is one who straddles the line. A naturalist who braves the dark so as to seek illumination. They may be guardians, learning the ways of the horrors so that they may protect their people and loved ones. Others are monsters onto themselves, cold and detached individuals who see all creatures of creation as subjects to be cut open for their secrets. Regardless of the path they take, they go where the angels fear to tread.
http://i54.tinypic.com/ohsm7r.jpg
An inquisitive mind, nerves of steel, and a strong stomach is all that is required to follow the ways of the Monstrumologist. Most begin as apprentices to high-level Monstrumologists, but many a healer or hunter have learned the path on their own or through necessity.
Factotums with a naturalist bent are the most common monstrumologists, and most easily meet the requirements. Archivists fascinated by the (un)natural world also benefit greatly from the Monstrumologist's path. Rangers with high intelligence who wish to know more about that which they hunt are also very common, to whom skinning and dressing of hunted creatures is second nature. In fact, nearly any class may benefit from the knowledge gleaned, though full casters are uncommon as their concentration is fully focused on monsters. Wizards tend to study that of dragons and magical beasts, and Necromancers undead, dissecting the creatures to add to their collection of spells.
Hit Dice: d6
http://i53.tinypic.com/55j9lt.jpg
Feats: Educated, Jack Of All Trades, Open Minded or Skill Focus (any knowledge)
Skills: Concentration 8 ranks, Craft (alchemy) 4 ranks, Heal 8 ranks, Knowledge 4 ranks (any three that provides information of a creature type)
Skill Tricks: Collector of Stories and Healing Hands
{table=head]Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0|
+2|
+2|
+2|Knowledge from the Knife, Obsessive Concentration, Monstrous Lore
2nd|
+1|
+3|
+3|
+3|Focused Study, Immunity to Sickened, Secret Piercer
3rd|
+2|
+3|
+3|
+3|Haruspicy, Sneak Attack +1d6
4th|
+3|
+4|
+4|
+4|Dissection (Keen), Elixer Master, Live to Fight Another Day
5th|
+3|
+4|
+4|
+4|Darkvision 60 ft., If The Right Eyestalk Offend Thee..., Immunity to Fear
6th|
+4|
+5|
+5|
+5|Dissection (Wounding), Researcher Speciality
7th|
+5|
+5|
+5|
+5|See Invisibility
8th|
+6|
+6|
+6|
+6|Giver of Life, Immunity to Confusion
9th|
+6|
+6|
+6|
+6|Dim Mak, True Seeing
10th|
+7|
+7|
+7|
+7|Playing God, Graft Flesh[/table]
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A Monstrumologist's class skills (and the key ability for each skill) are All. A monstrumologist's studies and explorations have them researching and seeking an incredible wide range of topics and connections.
Skills Points at Each Level: 6 + int mod
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All of the following are class features of the Monstrumologist prestige class.
Weapon and Armor Proficiency: A Monstrumologist gains proficiency with all simple weapons, and a single weapon of his choice, even an exotic weapon, but not with any type of armor or shield.
Knowledge from the Knife (Ex): A monstrumologist can learn nearly anything about a creature through application of two methods -- Dissection (internal exploration of a dead or inert body) and Vivisection (internal exploration of a live or animated body).
Dissection
A monstrumologist may spend an hour to dissect a creature that has been dead for no longer than 2d6 days. Without requiring a knowledge check he gains knowledge of the creature's type, subtype, physical ability scores, physical special abilities/attacks, special qualities, vulnerabilities and resistances. He knows where their organs or weaknesses are, and gains a 1d6 sneak attack against that specific creature's race. This bonus increases to 2d6 at 4th level, and 3d6 at 8th level, and stacks with sneak attacks gained from another source.
At 4th level, he may choose to use any slashing weapon against a creature he has dissected as if it possessed the Keen property. At 6th it also acts as if it had the Wounding enhancement. The weapon attains no enhancement bonus through this ability. These bonus stacks with those provided by the true Wounding and Keen enhancements or Improved Critical and similar feats.
A monstrumologist may also determine the cause of death of any creature he dissects.
Vivisection
To vivisect a creature it must be rendered unconscious or helpless. In the first 1d4 minutes of vivisection the creature's HP total is reduced to 0 as he cuts into it, and enough Constitution damage to reduce their score to 1. Every five minutes he must succeed on a DC 25 Heal check to keep the subject stable. If he fails a check they take 1 point of damage and are dying. He must attempt to stabilize them through another heal check (DC 15). Even after the vivisection he can attempt to keep the subject alive through continued Heal checks, though these need be done only every 10 minutes since he is not continuing to prod and poke. The subject can only be kept alive for up to 12 hours before succumbing permanently. At any time a curing spell or ability can stabilize them, and the monstrumologist need not make additional heal checks.
At any point of the vivisection the monstrumologist can deal damage to a vital organ or supporting segment to kill/destroy the subject as a standard action.
He may, in addition to learning all that dissection (above) grants, determine its feats, spell-like and supernatural abilities, as well as it's race's standard HD.
The monstrumologist may even learn how to reproduce a certain affect of which a vivisected creature is capable. Only a living creature's affects can be reproduced, though one can still determine the abilities of a non-living creature. To recognize a psi-like ability, psionic power, racial spell, or spell-like ability the being knew (such as a dryad's casting 'as' a druid, not a spell gained exclusively from levels in a class, though you may a power due to its inherent nature), you must be able to examine the brain and succeed on a Psicraft or Spellcraft check, DC 20 + power/spell level. Studying a single power, spell or psi/spell-like ability requires 10 minutes of concentration +1 minute per level of the power/spell in addition to the normal hour required.
Once you have determined the ability the being possessed, you can learn it in one of two ways.
Psi-like/Spell-like: If the creature had a psi-like or spell-like ability you also learn it as such.
Power/Spell: If the creature could manifest or cast a power or spell as a racial ability you add it to your powers or spells known if you have the ability to manifest powers or cast spells. Otherwise it becomes a psi-like or spell-like ability as mentioned above. For example, a Psion could add Mind Thrust to his list of powers known, but a Fireball spell would become a 1/day spell-like ability due to the fact a psion cannot cast spell.
If you vivisect another creature with the same ability you can increase the number of times per day you may use this ability, up to a number of times per day equal to your Int mod or 3/day, whichever is less. The caster/manifester level of the power or spell must be one you'd be capable of if your level equaled your HD. The save DC is Intelligence based.
For instance, a Factotum 5/Monstrumologist 2 would have a caster level of 7, and be able to use a 4th level power or spell.
To learn additional abilities requires another 10 + 1 min/level session. Out of these abilities learned only 1 may be kept permanently from each brain studied from an individual. The rest grant you insight into what the subject was capable of, but grant no additional abilities.
Non-Living and Regeneration
Undead and Deathless that remain animated must be restrained, but do not have to be kept stable during vivisection. They are reduced to 1 hit point so as not to be destroyed.
A creature with regeneration automatically stabilizes and the monstrumologist can choose to purposely deal damage so as to keep it unconscious.
Other
A monstrumologist gains the benefits of the Darkstalker feat in regards to the race of a creature that has been dissected or vivisected.
An evil-aligned monstrumologist that retains a living creature for 2d4 weeks may also inflict upon them a physical Deformity feat as a bonus feat. The victim itself need not be evil to receive this feat, nor does acquiring it alter their alignment.
DM Notes
For players who begin a game with a level of Monstrumologist there may lead to questions on how many creatures he has dissected/vivisected previously, before the campaign began.
It is recommended that the amount of spells, spell-likes, and psionic equivalents be kept to 1 ability per level of monstrumologist. After that, any supernatural ability gained through vivisection should cost as much as an equivalent scroll or power stone. This is to show the cost of tracking down and preparing to hold the creature. Also it could be the cost to hire hunters to trap it and bring it to you. You are essentially paying for bodies instead of scrolls/power stones.
In games that use alignment the vivisection of a sentient creature is considered a strongly evil act, even if the subject is kept unconscious through the procedure. If the creature is evil and has caused much death, some may reason that its vivisection, to learn and prepare to defend against others of its kind, is to the greater good. In this regard it is up to your discretion whether the morality of the ends justifying the means is grounds for shading to evil
Vivisection of a conscious non-sentient, while not a good act, should not be considered evil, though repeated offenses by a good-aligned character has precedence for shifting them towards Neutral.
Obsessive Concentration: A monstrumologist becomes so focused on the pursuit of knowledge, and inured to the unpleasantness of his work, that sights and scents and scenarios that would leave another cowering, he barely notices. In fact, he is so obsessed that he often fails to eat, drink, rest or in general care for himself properly, taking -1 hit points each monstrumologist level and a -4 penalty to saves against fatigue and exhaustion.
However, he does not have to make a Concentration check due to receiving damage. He also gains a +4 bonus to Concentration checks to avoid being distracted, such as while maintaining concentration on a spell or bardic music. This bonus increases to +6 at 5th level, and +10 at 10th level.
In addition, at 2nd level he gains a +6 bonus to saves against fear and confusion. Whenever he would be Nauseated he is instead Sickened.
At 5th level he gains immunity to Fear.
At 8th level he gains immunity to Confusion
At 9th level he adds his Intelligence modifier to his Will saves.
Monstrous Lore: A monstrumologist may make a special monstrous knowledge check with a bonus equal to his monstrumologist level + his Intelligence modifier to see whether he knows some relevant information about a creature, urban legends, supernatural occurrences and similar. If the monstrumologist has 5 or more ranks in any Knowledge check that involves the creature's type, he gains a +2 bonus on this check. Bard levels stack with his monstrumologist levels to gain relevant information in the subjects mentioned above.
A successful monstrous lore check will not reveal the exact abilities of a creature such as you would require dissection or vivisection, but it gives you an idea of what it is capable. A monstrumologist may not take 10 or 20 on this check; this knowledge is essentially random.
Focused Study (Ex): Once per day a monstrumologist may choose a specific race of being to devote his entire focus to, such as white dragons, goblins, or zombies. He may also choose a supernatural profession including Mage (arcane caster), Priest (divine caster), Psionicist (manifester), Binder (pact magic), Shade (shadowcaster), Speaker (truenamer), Spiritual (incarnum), or Martial (maneuver user).
He gains a bonus equal to his Monstrumologist levels to Bluff, Heal, Hide, Listen, Move Silently, Sense Motive, Search, Spot, and Survival checks when using these skills against creatures of this type or followers of the mentioned professions. He then takes a penalty equal to the bonus to these checks against all others races and professions. Beings of the same creature type (such as true dragons, goblinoids, or undead) do not gain the bonus, but nor do they gain the penalty. The same applies to racial minions, or symbionts to the studied creature. A profession-based focus does not have a related creature type for the purpose of non-penalties.
Likewise, he gets an insight bonus to AC and weapon damage rolls against the subject of his focus equal to his monstrumologist level. He does not take a concordant penalty.
For example, a 5th level Monstrumologist would gain a +5 bonus against aboleths, take no penalty or bonus against aberrations and skums, but take a -5 penalty to all other creatures. Same with neogi and umber hulks, and similar relationships.
This focus lasts indefinitely, or until the monstrumologist chooses a new focus. He remains focused for a minimum of 24 hours before he can choose a new focus. To change to a new focus requires an hour of reviewing notes if any, and thinking on the creature to recall details.
Secret Piercer (Ex): A monstrumologist searches for hidden things as a way of life. He gains low-light vision, and if passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. If you already possess low-light vision your sight distance doubles.
At 5th level he gains Darkvision out to 60 ft. If you already possess Darkvision your sight distance doubles.
At 7th level he is affected as by See Invisibility at will.
At 9th level this heightens to a True Seeing effect that he can use for a total number of minutes per day equal to his Monstrumologist level. He must maintain concentration to use this ability.
Haruspicy (Ex): A monstrumologist in his examination and research of the inner workings of the creatures he hunts, becomes well trained in the discipline of Haruspicy - insight from the examination of entrails. To study the entrails, the creature must not have been dead for more than an hour, and have a discernible anatomy with the majority of its body intact. It takes 1d10+10 minutes to study the entrails, -1 minute for each level you have in Monstrumologist. A monstrumologist can attempt a hurried Haruspicy check, minutes becoming rounds, though the DC of the check increases by 20. Use the following chart to decipher the results of your search. Only one haruspicy check can be made per creature. Even if the creature is resurrected or brought to life in some way he cannot gain a second check.
The monstrumologist makes a Heal check and gains knowledge as if having casted one of the spells below, depending on the result:
{table=head]DC| Result
20 | Augery
30 | Divination
35 | Commune
40 | Legend Lore
[/table]
The more magically inclined creatures produce stronger effects than mundane creatures. He adds the following bonuses to his Heal check.
{table=head]*Bonus | Creature
+0 | Animal
+1 | Monstrous Humanoid
+4 | Magical Beast
+6 | Fey**
+8 | Aberration
+10 | Dragon
+12 | Outsider
[/table]
* If the heal check is sufficient to gain a divinary result, the bonus is also applied to the base chance of receiving a correct answer.
** Unless the question is regarding fey, seelie/unseelie court, natural phenomena or similar, when reading the entrails of Fey creatures Commune instead functions as Commune with Nature, and Legend Lore functions as Find the Path.
As well, the more knowledgeable a monstrumologist is in the workings of the creature, the more he may glean. For every 5 he rolls over 10 in a Knowledge skill that covers the creatures type he is searching, he gains a +1 bonus that stacks with those previously mentioned.
For example, a monstrumologist is studying the entrails of a Hydra (magical beast bonus +4). He then makes a Heal check of 29, and a Knowledge (arcana check) of 21 (+2 bonus). The end result is a Haruspicy check of 35, allowing the Monstrumologist to use the Commune spell. If he wished to hurry this check, he would fail his check by only achieving a DC 15.
If the monstrumologist succeeds on a DC 40 for Legend Lore he may choose to instead make use of a lower DC spell.
Sneak Attack: A monstrumologist gains a sneak attack as a Rogue that deals +1d6 damage. This stacks with the sneak attack damage from another source, including the monstrumologist's Knowledge of the Knife.
Elixer Master: A monstrumologist has studied much in the way of medicines, poisons and preservative substances. At 4th level he gains Brew Potion as a bonus feat. He is considered to to possess the prerequisites necessary to brew any potion mentioned below, even if he does not otherwise meet the requirements or have the ability to cast the necessary spells. These potions are not considered magical in nature, though his caster level is equal to his Hit Dice for the purpose of brewing potions. He can increase the DC of the potion by +2 if he brews it for a particular race he has dissected, though the DC decreases by -2 for creatures not of that race. This is reduced to 0 for creatures of the same type.
For instance, you could specially make the potion for a Hill Giant, with the DC increasing by +2. Ogres, a fellow Giant-type, takes receives neither a bonus nor penalty. The DC of a human drinking it however would be -2.
Each brew is specific to creature type or specific sickness. There is no one cure-all. For example, a Remove Disease potion would be crafted to cure only Filth Fever. Or Poison to only affect Vermin. As such, the price for each brew to make is only 1/6th the standard price. Caster level equal to HD, Int-based.
Brewable Spells
Blindness/Deafness
Bestow Curse
Calm Animals
Charm
Delay Poison
Deep Slumber
Dominate Animal
Dominate Person
Ease of Breath
Gentle Repose
Hibernate
Hold Animal
Neutralize Poison
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Paralysis
Repel Vermin
Restoration, Lesser
Rigor Mortis
Plant Growth
Poison
Shivering Touch
Suggestion
Thin Air
Zone of Truth
Live To Fight Another Day (Ex): A monstrumologist as often as not has to resort to the one time honored method - fleeing from danger. He gains a +10 bonus to his speed(s).
Once per day he may flee at 6 times his base speed for a number of rounds equal to his Constitution modifier. At the end of this sprint he is Fatigued.
If The Right Eyestalk Offend Thee... (Ex): A monstrumologist may sacrifice 2d6 points from their sneak attack to deliver a specialized blow to a race they have dissected/vivisected. If successful, the victim must succeed on a Fortitude save equal to the damage dealt in the blow. If they fail their save, a single portion of their body used for special attacks or abilities is damaged and they lose that ability. If they are successfully injured they cannot use that ability until the damage dealt in that blow is healed. This healing can be via a spell, or through natural healing. Sneak attack damage from Knowledge of the Knife may be used.
Examples
A monstrumologist can announce he's aiming for an organ vital to the Troll's regeneration. If he hits, and the Troll fails their fortitude save, the Troll cannot regenerate until the organ is healed.
A monstrumologist aiming for a Sphinx's achilles tendon could remove its ability to pounce.
A dragon with a damaged draconis fundamentum can no longer use it's breath weapon.
A mindflayer purposely hit in a particular region of its cranium would lose its mind blast ability.
A balor smitten along a specific gland can no longer explode in it's death throes.
Researcher Specialty (Ex): At sixth level a monstrumologist can specialize in his research while still keeping knowledgeable of his general interest. He may now apply half his Focused Study bonus to not just a single race, but an entire creature type that he has dissected/vivisected at least 6 different races or professions (such as arcane casters) from, chosen from the types in Focused Researcher above. Bonuses from creatures that fall under two categories, such as a dragon sorcerer, do not stack.
He may still choose a specific race to use Focused Research on, even if it is not of the specialty he chose above. However, while focused he does not take a penalty to checks against his Speciality. He does however stack bonuses if his specialty and focus match, such as he is focusing on Beholders and his specialty is Aberrations.
Giver of Life (Ex): At 8th level a monstrumologist's intricate knowledge of the biological workings from such a wide variety of creatures has granted him insight into life like few others possess. They can attempt to revive any creature that has not been dead for more than a number of rounds equal to their full Constitution modifier before death. A Gentle Repose spell cast before this deadline preserves the corpse indefinitely for revival.
Physical
If a creature dies from mere physical damage, but retains a complete body and head, a Monstrumologist may attempt a DC 30 heal check as a full round action to revive them. For each point of damage beyond -10 the victim was harmed, the DC of the heal check required to revive them increases equally. Those revived are brought back to -9 hit points, but are stable.
Disease/Poison
If a creature dies due to Constitution loss by poison or disease, a monstrumologist may use a spell or ability that cures the condition even if the subject is dead. They may then attempt to revive them as mentioned in Physical, except their Constitution score is increased to 1.
Other
A creature that is killed through a method that does not deal hit point or constitution damage/drain, and leaves the full body intact, such as dim mak (see below), vivisection, suffocation, dehydration, hunger, death affects, etc., requires only a DC 30 heal check, as mentioned in Physical. Those that died of hunger or thirst, however, must be provided with food or water within an hour or they die again, and cannot be revived a second time. The revival time frame of those killed by non-magical cold is measured in minutes instead of rounds.
For more exotic death methods consult your DM for appropriate revival.
Dim Mak (Ex): At 9th level a Monstrumologist can use his knowledge of the body to cause nearly any condition to a creature of which it is subject. He makes a special touch attack as a full round action.
Of races he has not dissected the effects are lessened as shown below. He may choose to use a lesser condition if he wishes. The condition can be negated with a Fortitude save equal to the Monstrumologist's heal check. If a member of a race that has been dissected or vivisection makes their save against a greater effect they must make a second save at the original DC to negate the lesser effect.
If the target is possessed of a symbiont, parasite or inhabiting creature (such as a tsochar), the monstrumologist can target it instead, even if he cannot directly see it, though in such a case it is considered to have partial concealment.
Lesser
Dazed
Dazzled
Disabled
Fatigued
Sickened
*Tinnitus
This condition is caused by overloading of the auditory senses. A creature with tinnitus has difficulty hearing and is beset with a constant ringing. They take a -1 penalty to listen checks and cannot use blindsight or blindsense based on sound, but can still hear normally (though with noted penalty).
Greater
Blinded
Confused
Deafened
Exhausted
Nauseated
Paralyzed
At 10th level this ability can also be used to cause instant death to one he has Dissected/Vivisected. It's lesser effect is 2d6 Constitution damage.
Playing God:
By 10th level a monstrumologist's knowledge of biology, life force and chemistry is unmatched.
He can distill a concoction that if a single piece of an organism is placed within can grow an exact clone of the original, at the age of the original at the time the sample was collected. This can be a blood sample, a hair, fang, feces or anything that was once a part of, or produced by, the body.
This body grows at an extremely accelerated rate, a mere 1 week per racial HD of the original creature (minimum 1 week). A human for instance would take a single week, and have all the exact features of the original, while a centaur would require 4 weeks.
A portion of a creature with natural regeneration, however, takes days instead of weeks. As such a Troll would take only 6 days.
The clone possesses no soul or mind. It is effectively a living vegetable. As such, the vivisection of such a creature has no moral stipulation yet grants you all the information if it was aware. Though mindless, you can still glean powers and spells it would normally be able to use (though, as mentioned, not those from a class).
For spells requiring a full body, such as Raise Dead, this body may be used if it was cloned from the last.
In fact, Raise Dead, Resurrection and similar treat the body as a True Resurrection spell, with no lost levels nor effects that effected the original body. In fact, if a portion of a body that was an undead is grown the body is not undead. This means only living creatures can be grown from this ability, but that even those who have an undead body can be resurrected into a living body.
A monstrumologist can produce a mating of two samples, but the spirit of any sample can use it (though no more than 1 at a time). In this manner a body can be grown that brings together the features of, say, two humans as if it were their child. The age of the body defaults to the youngest sample, though the mating are always of at least Adult age. As such a spirit of one who died of old age can be resurrected.
Multiple samples of creatures can also be grown to produce a hybrid. The monstrumologist must choose which race he wishes to dominate the hybrid.
For example, a human and elf sample could produce a human (with elvish features), a half-elf, or an elf (with humanish feature). This is standard for humanoids.
For crossbreeds that cross creature types, this is at the Monstrumologist's (and DM's) discretion.
A human/animal hybrid may gain the Feral template (Savage Species), the Tauric template (MM II), or become a simple crossbreed, like a human/horse a centaur, or a human/fish a merfolk (or an aventi). Bird and humanoids may become harpies, kenku, or gain the Winged Template. Whales and humans darfellan. A demon and human might become a fiendish creature, or a half-fiend, depending on how the monstrumologist decides how much of each to bond.
These crosses are often unstable and may die as they reach maturation. For each LA in the combined creature that is an equal 10% chance of failure (maximum 90%).
For example a LA +3 half-dragon (human & dragon equal combination) would have a 30% chance of death.
Creatures without an LA (not merely an La +0) have a 90% chance of death.
The monstrumologist can dissect and vivisect 1d4 days before complete maturation, though to hold the life force and soul of another requires full maturation.
Concoction Specifics
The cost to make this growth mixture depends on the amount needed for the creature as below.
{table=head]Size| Price
Fine | 175 gp
Diminutive | 325 gp
Tiny | 750 gp
Small | 1,500 gp
Medium | 2,000 gp
Large | 2,500 gp
Huge | 5,000 gp
Gargantuan | 10,000 gp
Colossal | 20,000 gp
[/table]
Donor's Harvest
Organs, limbs and similar can be taken from a clone and used to restore the same to a living being it was cloned from. The Monstrumologist gains Graft Flesh as a bonus feat and may reattach severed limbs. He may also harvest any poisons it produces, as many doses each day as the creature would produce. Naturally produced diseases may also be harvested. See below.
Petri Dish
Instead of a body, a Monstrumologist may also grow diseases in his solution (considered fine creatures for purpose of concoction price). He gains the disease through any of an infected creature's excretions, from blood to stool and saliva. The solution keeps the disease growing indefinitely, allowing the monstrumologist a nearly inexhaustible supply.