Glooble Glistencrist
2008-12-25, 01:03 PM
The Pokemon Trainer
Hit die: d4
Alignment: Any
The Pokemon Trainer:
{table=head]Level|BAB|Fort|Ref|Will|Special|Starter Pokemon
1|+0|+0|+2|+2|Pokemon Battle|Starter Pokemon
2|+1|+0|+3|+3|Capture Pokemon|+2 ability
3|+1|+1|+3|+3||Special Attack, Feat
4|+2|+1|+4|+4||Bonus
5|+2|+1|+4|+4||Special Attack
6|+3|+2|+5|+5||+2 ability, Feat
7|+3|+2|+5|+5||Evolution
8|+4|+2|+6|+6||+2 ability, Feat
9|+4|+3|+6|+6||Special Attack
10|+5|+3|+7|+7|Doubles battle|
11|+5|+3|+7|+7||Bonus
12|+6/+1|+4|+8|+8||Special Attack, Feat
13|+6/+1|+4|+8|+8||+2 ability
14|+7/+2|+4|+9|+9||Final Evolution
15|+7/+2|+5|+9|+9||Feat
16|+8/+3|+5|+10|+10||+2 Ability
17|+8/+3|+5|+10|+10||Special Attack
18|+9/+4|+6|+11|+11||Bonus, Feat
19|+9/+4|+6|+11|+11||+2 Ability
20|+10/+5|+6|+12|+12||Capstone special attack[/table]
Pokemon battle: Pokemon trainers do not fight on their own – they have their Pokemon do it for them. At any given time, a pokemon trainer can have one pokemon out to fight for them. The trainer and their pokemon share all of their actions.
The trainer can have up to five other pokemon in reserve an any given time. Switching pokemon is a full-round action.
Pokeballs:
Starter Pokemon: At first level, a pokemon trainer chooses a pokemon from among the four starters – Bulbasaur, Squirtle, Charmander, or Pichu. Unlike other pokemon, these starters advance as the pokemon trainer levels. Every time a pokemon trainer levels, their starter gains one hit die. The starters also gain additional benefits based on the trainer’s level. Approximately every other level, the trainer can choose to improve one of the pokemon’s physical ability scores by 2. At other levels, starter pokemon learn new special attacks. A pokemon can only know four special attacks at a time – At any time, a pokemon can forget an older attack to learn a new one. At levels seven and fourteen, starters evolve into tougher pokemon.
Capture Pokemon: A Pokemon trainer can capture any creature with an intelligence of 3 or below and fewer HD than the trainer’s class levels and train it as a pokemon. To capture a pokemon, the trainer must use a pokeball and succeed on a capture check (d20 + trainer level) with a DC equal to ten plus the creature’s HD plus any remaining hit points it has (creatures with less than one hit point cannot be captured.) Putting the creature under a sleep effect, or stunning or otherwise immobilizing it, grants a +4 bonus to the check.
Doubles Battle: At level ten, a pokemon trainer can have two pokemon on the field at the same time.
Pokemon subtype: The pokemon subtype is applied to any creature that has been captured by a pokemon trainer. The word "pokemon" in this description
applies to any creature with the pokemon subtype.
Starter Pokemon:
Bulbasaur
Size/Type: Tiny Magical Beast (Pokemon)
Hit Dice: 1 d10 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Vine +5 melee (1d3 - 2)
Full Attack: 2 vines +5 melee (1d3-2) and bite +0 melee (1d4 -2)
Space/Reach: 2˝ ft./2˝ ft.
Special Attacks: Leech Seed
Special Qualities: Vulnerable 5 fire, vulnerable 5 cold, resist 5 electric, photosynthesis
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 14, Con 12, Int 3, Wis 12, Cha 10
Skills: Climb +2, Tumble +2
Feats: Weapon Finesse, Ability Focus (B)
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 as familiar, companion
Leech Seed: A Bulbasaur can shoot out a parasitic plant which damages an enemy and heals the bulbasaur. The leech seed deals 1d3 damage per round, which the bulbasaur regains as hit points. The victim is allowed a fortitude save (DC 13) every round to shake off the seed. The save DC is constitution based.
Photosynthesis: A Bulbasaur regains 1 hit point per hour as long as it is in the sunlight.
Improvements:
At level 3, Bulbasaur learns the Poison Powder special attack.
Poison Powder: A Bulbasaur can attempt to poison an enemy within 5 feet. Intitial and secondary damage 1d6 Con. The save DC is Constitution based.
At level 4, Bulbasaur gains a +2 bonus to the save DC’s on all it’s attack rolls.
At level 5, Bulbasaur can learn the Sleep Powder attack.
Sleep Powder: A Bulbasaur can try to put to sleep an enemy within 5 feet. This lasts for 1d4 rounds plus one for every 5 hit dice the Bulbasaur possesses. The save DC is constitution based.
Squirtle:
Size/Type: Tiny Magical Beast (Aquatic, Pokemon)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares) Swim 30 ft.
Armor Class: 16 (+2 size, +3 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Slam +5 melee (1d4-2)
Full Attack: Slam +5 melee (1d4-2)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Water gun, Withdraw
Special Qualities: Amphibious, Vulnerable 5 electricity, resist 5 fire, resist 5 cold.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 16, Con 10, Int 3, Wis 12, Cha 14
Skills: Swim +8, Climb +2, Jump +2
Feats: Weapon Finesse
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 (as familiar/ companion)
Bubble: A squirtle can send out a stream of bubbles at an opponent. This stream has a range of 30 ft. (six squares.) It deals 1d4 points of damage, or 2d4 to fire creatures.
Improvements:
At level 3, Squirtle learns the Withdraw special attack.
Withdraw: Squirtle’s natural armor increases by 4, to a total of plus six. It can take no actions while in this state.
At level 4, Squirtle gains a +10 bonus to it’s land speed and swim speed.
At level 5, Squirtle can learn the Water gun Special attack
Water gun: A squirtle can shoot water at a range of 10 ft. This stream of water deals 1d6 + Con modifier points of damage, or 2d6 to fire creatures.
Charmander:
Size/Type: Tiny Magical Beast (Fire, Pokemon)
Hit Dice: 1d10 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Claw +5 melee (1d2-1)
Full Attack: 2 claws +5 melee (1d2-1) and bite -1 melee (1d3-1)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Ember
Special Qualities: Resist 5 fire
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 12
Skills: Intimidate +2,
Feats: Weapon Finesse, Ability focus (B)
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 (familiar or companion)
Ember: Five foot cone (1 square) damage 1d6 fire, reflex DC 13 half.
Improvements:
At level 3, Charmander learns the Lear special attack
Lear: The target takes a minus 2 penalty to their armor class. This lasts for a number of rounds equal to half the Charmanders HD. A will save negates this ability. The save DC is charisma based.
At level 4, Charmanders damage die for it’s claw and bite attacks increase by one size category.
At level 5, Charmander learns the Rage special ability.
Rage: Once per day, Charmander can rage, as a barbarian with class levels equal to the Charmander’s HD.
Still Coming: Pichu, evolved forms, and more on the capture system, including stats for different kinds of pokeballs.
Here's where I need your input. I can't decide if captured pokemon should advance with the trainer or not. It would be more in the spirit of the games if they did, but I feel like it would be really hard to balance. Any help with this project would be appreciated.
Hit die: d4
Alignment: Any
The Pokemon Trainer:
{table=head]Level|BAB|Fort|Ref|Will|Special|Starter Pokemon
1|+0|+0|+2|+2|Pokemon Battle|Starter Pokemon
2|+1|+0|+3|+3|Capture Pokemon|+2 ability
3|+1|+1|+3|+3||Special Attack, Feat
4|+2|+1|+4|+4||Bonus
5|+2|+1|+4|+4||Special Attack
6|+3|+2|+5|+5||+2 ability, Feat
7|+3|+2|+5|+5||Evolution
8|+4|+2|+6|+6||+2 ability, Feat
9|+4|+3|+6|+6||Special Attack
10|+5|+3|+7|+7|Doubles battle|
11|+5|+3|+7|+7||Bonus
12|+6/+1|+4|+8|+8||Special Attack, Feat
13|+6/+1|+4|+8|+8||+2 ability
14|+7/+2|+4|+9|+9||Final Evolution
15|+7/+2|+5|+9|+9||Feat
16|+8/+3|+5|+10|+10||+2 Ability
17|+8/+3|+5|+10|+10||Special Attack
18|+9/+4|+6|+11|+11||Bonus, Feat
19|+9/+4|+6|+11|+11||+2 Ability
20|+10/+5|+6|+12|+12||Capstone special attack[/table]
Pokemon battle: Pokemon trainers do not fight on their own – they have their Pokemon do it for them. At any given time, a pokemon trainer can have one pokemon out to fight for them. The trainer and their pokemon share all of their actions.
The trainer can have up to five other pokemon in reserve an any given time. Switching pokemon is a full-round action.
Pokeballs:
Starter Pokemon: At first level, a pokemon trainer chooses a pokemon from among the four starters – Bulbasaur, Squirtle, Charmander, or Pichu. Unlike other pokemon, these starters advance as the pokemon trainer levels. Every time a pokemon trainer levels, their starter gains one hit die. The starters also gain additional benefits based on the trainer’s level. Approximately every other level, the trainer can choose to improve one of the pokemon’s physical ability scores by 2. At other levels, starter pokemon learn new special attacks. A pokemon can only know four special attacks at a time – At any time, a pokemon can forget an older attack to learn a new one. At levels seven and fourteen, starters evolve into tougher pokemon.
Capture Pokemon: A Pokemon trainer can capture any creature with an intelligence of 3 or below and fewer HD than the trainer’s class levels and train it as a pokemon. To capture a pokemon, the trainer must use a pokeball and succeed on a capture check (d20 + trainer level) with a DC equal to ten plus the creature’s HD plus any remaining hit points it has (creatures with less than one hit point cannot be captured.) Putting the creature under a sleep effect, or stunning or otherwise immobilizing it, grants a +4 bonus to the check.
Doubles Battle: At level ten, a pokemon trainer can have two pokemon on the field at the same time.
Pokemon subtype: The pokemon subtype is applied to any creature that has been captured by a pokemon trainer. The word "pokemon" in this description
applies to any creature with the pokemon subtype.
Starter Pokemon:
Bulbasaur
Size/Type: Tiny Magical Beast (Pokemon)
Hit Dice: 1 d10 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Vine +5 melee (1d3 - 2)
Full Attack: 2 vines +5 melee (1d3-2) and bite +0 melee (1d4 -2)
Space/Reach: 2˝ ft./2˝ ft.
Special Attacks: Leech Seed
Special Qualities: Vulnerable 5 fire, vulnerable 5 cold, resist 5 electric, photosynthesis
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 14, Con 12, Int 3, Wis 12, Cha 10
Skills: Climb +2, Tumble +2
Feats: Weapon Finesse, Ability Focus (B)
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 as familiar, companion
Leech Seed: A Bulbasaur can shoot out a parasitic plant which damages an enemy and heals the bulbasaur. The leech seed deals 1d3 damage per round, which the bulbasaur regains as hit points. The victim is allowed a fortitude save (DC 13) every round to shake off the seed. The save DC is constitution based.
Photosynthesis: A Bulbasaur regains 1 hit point per hour as long as it is in the sunlight.
Improvements:
At level 3, Bulbasaur learns the Poison Powder special attack.
Poison Powder: A Bulbasaur can attempt to poison an enemy within 5 feet. Intitial and secondary damage 1d6 Con. The save DC is Constitution based.
At level 4, Bulbasaur gains a +2 bonus to the save DC’s on all it’s attack rolls.
At level 5, Bulbasaur can learn the Sleep Powder attack.
Sleep Powder: A Bulbasaur can try to put to sleep an enemy within 5 feet. This lasts for 1d4 rounds plus one for every 5 hit dice the Bulbasaur possesses. The save DC is constitution based.
Squirtle:
Size/Type: Tiny Magical Beast (Aquatic, Pokemon)
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares) Swim 30 ft.
Armor Class: 16 (+2 size, +3 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Slam +5 melee (1d4-2)
Full Attack: Slam +5 melee (1d4-2)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Water gun, Withdraw
Special Qualities: Amphibious, Vulnerable 5 electricity, resist 5 fire, resist 5 cold.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 6, Dex 16, Con 10, Int 3, Wis 12, Cha 14
Skills: Swim +8, Climb +2, Jump +2
Feats: Weapon Finesse
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 (as familiar/ companion)
Bubble: A squirtle can send out a stream of bubbles at an opponent. This stream has a range of 30 ft. (six squares.) It deals 1d4 points of damage, or 2d4 to fire creatures.
Improvements:
At level 3, Squirtle learns the Withdraw special attack.
Withdraw: Squirtle’s natural armor increases by 4, to a total of plus six. It can take no actions while in this state.
At level 4, Squirtle gains a +10 bonus to it’s land speed and swim speed.
At level 5, Squirtle can learn the Water gun Special attack
Water gun: A squirtle can shoot water at a range of 10 ft. This stream of water deals 1d6 + Con modifier points of damage, or 2d6 to fire creatures.
Charmander:
Size/Type: Tiny Magical Beast (Fire, Pokemon)
Hit Dice: 1d10 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Claw +5 melee (1d2-1)
Full Attack: 2 claws +5 melee (1d2-1) and bite -1 melee (1d3-1)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: Ember
Special Qualities: Resist 5 fire
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 12
Skills: Intimidate +2,
Feats: Weapon Finesse, Ability focus (B)
Environment: Any
Organization: Domesticated or solitary
Challenge Rating: ˝
Advancement: by evolution
Level Adjustment: 0 (familiar or companion)
Ember: Five foot cone (1 square) damage 1d6 fire, reflex DC 13 half.
Improvements:
At level 3, Charmander learns the Lear special attack
Lear: The target takes a minus 2 penalty to their armor class. This lasts for a number of rounds equal to half the Charmanders HD. A will save negates this ability. The save DC is charisma based.
At level 4, Charmanders damage die for it’s claw and bite attacks increase by one size category.
At level 5, Charmander learns the Rage special ability.
Rage: Once per day, Charmander can rage, as a barbarian with class levels equal to the Charmander’s HD.
Still Coming: Pichu, evolved forms, and more on the capture system, including stats for different kinds of pokeballs.
Here's where I need your input. I can't decide if captured pokemon should advance with the trainer or not. It would be more in the spirit of the games if they did, but I feel like it would be really hard to balance. Any help with this project would be appreciated.