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Strudel110
2010-07-22, 10:38 PM
Pikmin:
Red Pikmin [1 pikmin point]
Size/Type: Tiny Plant (1 ft,8 lbs)
Hit Dice: 1d8 ( 11hp) [toughness included]
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: Slam +1 melee (1d4+1)
Full Attack: 2 slams +1 melee (1d4+1)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks:
Special Qualities: low-light vision, plant traits, Fire resistance 5, Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them] Thwap [Pikmin do not take -4 when attacking while grappling]
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 12, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Skills: Hide +10*, Intimidate +2, Search +2, Spot +, Survival +2
Feats: Toughness x1
Environment: Temperate forests
Organization: Mob(4-7) or swarm (50-100)
Challenge Rating: 1/2
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (tiny)
Level Adjustment: _

Yellow Pikmin [3 pikmin points]
Size/Type: Tiny Plant (1 ft,6 lbs)
Hit Dice: 1d8 ( 8hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: Slam +1 melee (1d4+1)
Full Attack: 2 slams +1 melee (1d4+1)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks: [1/day per HD]Bomb Rocks 2d6+1xHD fire 10 ft radius (upon death, or kamikaze)
Special Qualities: low-light vision, plant traits, electric resistance 5, Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them] Thwap [Pikmin do not take -4 when attacking while grappling]aerodynamic [yellow pikmin can be thrown over cover up to 15 feet high]
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Skills: Hide +10*, Intimidate +2, Search +2, Spot +, Survival +2
Feats:
Environment: Temperate forests
Organization: Mob(4-7) or swarm (50-100)
Challenge Rating: 1/2
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (tiny)
Level Adjustment: _

Blue Pikmin [3 pikmin points]
Size/Type: Tiny Plant (1 ft,8 lbs)
Hit Dice: 1d8 ( 8hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: Slam +1 melee (1d4+1)
Full Attack: 2 slams +1 melee (1d4+1)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks:
Special Qualities: low-light vision, plant traits, ice resistance 5, amphibious, Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them] Thwap [Pikmin do not take -4 when attacking while grappling]
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 12, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Skills: Hide +10*, Intimidate +2, Search +2, Spot +, Survival +2
Feats:
Environment: Temperate forests
Organization: Mob(4-7) or swarm (50-100)
Challenge Rating: 1/2
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (tiny)
Level Adjustment: _

White Pikmin [5 pikmin points]
Size/Type: Tiny Plant (1 ft,6 lbs)
Hit Dice: 1d6 ( 6hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-8
Attack: Slam +1 melee (1d4+1) + 1d6 con poison [contact, Fort save DC 10+ HD]
Full Attack: 2 slams +1 melee (1d4+1)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks: poison cloud [10 ft radius, upon death]
Special Qualities: Darkvision 60 ft, plant traits, light weight [+5 throw distance] Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them] Thwap [Pikmin do not take -4 when attacking while grappling]
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Skills: Diplomacy +2, Hide +10*, Intimidate +2, Search +2, Spot +, Survival +2
Feats:
Environment: Temperate forests
Organization: Mob(4-7) or swarm (50-100)
Challenge Rating: 1/2
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (tiny)
Level Adjustment: _

Purple Pikmin [10 pikmin points]
Size/Type: Small Plant (1 1/2 ft,50 lbs)
Hit Dice: 1d10 ( 10hp)
Initiative: +0
Speed: 5 ft. (1 squares)
Armor Class: 14 (+1 size, +0 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+0
Attack: Slam +4 melee (1d6+4)
Full Attack: 2 slams +4 melee (1d6+4)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks:
Special Qualities: low-light vision, plant traits, Heavy lander [-5 throw distance, when thrown, on successful hit, enemy must make a reflex save or be stunned 1 round DC 10+ HD] Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them] Thwap [Pikmin do not take -4 when attacking while grappling]
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 16, Dex 10, Con 14, Int 8, Wis 8, Cha 10
Skills: Hide +8, Intimidate +4, Search +2, Spot +, Survival +2
Feats: Power Attack
Environment: Temperate forests
Organization: Mob(4-7)
Challenge Rating: 1
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (tiny)
Level Adjustment: _

Parasitic Pikmin [20 pikmin points]
Size/Type: Tiny Plant (5 in, 5 ounces)
Hit Dice: 1d4 ( 4hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 1 6(+4 size, +1 Dex, +1 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/-10
Attack: Slam +1 melee (1d2+1)
Full Attack: 2 slams +1 melee (1d2+1)
Space/Reach: 2 1/2 ft./5 ft.
Special Attacks: Dominate creature [must be inserted into victim (touch attack, wound, orifice, etc), caster level is the pikmin's HD]
Special Qualities: Darkvision 60 ft, plant traits, light weight [+5 throw distance] Hold On [Pikmin can grapple enemies more than 2 sizes larger but cannot pin them]
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 8, Dex 12, Con 12, Int 8, Wis 8, Cha 12
Skills: Hide +12*, Intimidate -6, Search +2, Spot +2, Survival +2
Feats:
Environment: Temperate forests
Organization: Single
Challenge Rating: 1/2
Treasure: Standard
Alignment: neutral
Advancement: 1-20 HD (Diminutive)
Level Adjustment: _

{table=head]Pikmin | Damage | Thrown | Criticals | Range | Special | Damage Type
Red|1d6|1d6|x2|15ft.|N/A|Bludgeoning
Yellow*|1d4|1d4|19-20x2|15ft.|N/A|Bludgeoning
Blue|1d6|1d6|x3|15ft.|N/A|Bludgeoning
White*|1d4|1d4|x2|20ft.|Poison|Bludgeoning
Purple#|1d10|1d10|x2|10ft.|Stun|Bludgeoning
[/table]
*light weapon
#2-handed weapon

Captain
Pikmin captains aren't sure why, or how they control the fearsome pikmin, or why it seems that their lot in life is not to continue being a simple farm-hand or worker, but rather that they should be forced into a life of dangerous adventures accompanied by soulless carrion feeding plant life. Pikmin while they appear small and even cute, are all but devoid of emotions, compassion, and self preservation. Why should they care? If they fall in battle their seeds will feed off of the bodies of their slain enemies causing them to be born again. Pikmin revere captains as leaders of their hive, relaying information telepathically, and sacrificing themselves to prevent the slightest amount of damage to their captain. Captains themselves are usually unremarkable individuals who discover their powers on accident, what the lack in training and power, they make up in sheer tenacity and tactical thinking. Most often the are from hard working farming or hunting backgrounds and are somewhat use to dangers that befall those in the wild.
Races: any
Role: Distance controller
Alignment: any
Weapon and Armor Proficiency:
A Pikmaster is proficient with all simple weapons, and light armor.
Class Skills:The Pikmaster’s class skills (and the key ability for each skill) are Climb (Str), Spot (Wis), Jump (Str), Listen (Wis), Search (Int), Survival (Wis), and Swim (Str).

Skill Points at 1st Level
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.

Hit Die: d8.


{table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
1st|+1|+0|+2|+0| Pikmin points, Red Pikmin
2nd|+2|+0|+3|+0| Weapon Proficiency:Pikmin
3rd|+3|+1|+3|+1| Yellow Pikmin
4th|+4|+1|+4|+1| Blue Pikmin
5th|+5|+1|+4|+1| Bomb Rock Throw
6th|+6/+1|+2|+5|+2| Con increase, Improved Natural Armor
7th|+7/+2|+2|+5|+2| Budding, White Pikmin
8th|+8/+3|+2|+6|+2| Improved Natural Attack
9th|+9/+4|+3|+6|+3| Str increase, Improved Grapple
10th|+10/+5|+3|+7|+3| Purple Pikmin
11th|+11/+6/+1|+3|+7|+3| Element Release Red
12th|+12/+7/+2|+4|+8|+4| Blooming
13th|+13/+8/+3|+4|+8|+4| Bomb Boost Yellow
14th|+14/+9/+4|+4|+9|+4|
15th|+15/+10/+5|+5|+9|+5| Improved Criticals Blue
16th|+16/+11/+6/+1|+5|+10|+5| Powerful Build
17th|+17/+12/+7/+2|+5|+10|+5| Parasitic Pikmin
18th|+18/+13/+8/+3|+6|+11|+6| Pikmin Point Boost
19th|+19/+14/+9/+4|+6|+11|+6|
20th|+20/+15/+10/+5|+6|+12|+6|Pikmin Whip [/table]

Special Abilities and Feats

Pikmin points:These points determine how many pikmin you can create you get a set amount each day [Charisma modifier + three times class level] and these can only be regenerated by resting or killing enemies [small enemy=1 point, medium=2, large=4, huge=8, gargantuan=16, colossal=32] you can only control a certain amount of pikmin at any given time [5 + Cha modifier + Class level] any pikmin created beyond this number, or are ordered to, become idle not moving from the spot they were picked and only attacking in self-defense.
Pikmin gain a hit die and a +1 BAB for every two levels you gain including first.[Instead of rolling everytime you spawn a pikmin, roll once for each type everytime you gain two levels] a captain canpick up to four pikmin during combat is a standard action, or eight as a full round.

Red Pikmin: At 1st level a captain can create red pikmin. Red pikmin are the most basic form of pikmin, they don't have any special attacks like other pikmin but they are tougher than most and are the cheapest to spawn.

Pikmin Weapon Proficiency: At 2nd level a captain has learned that the small pikmin are abnormally sturdy for something so small and are effective bludgeons, when used as a thrown weapon the pikmin deal initial damage as well as grappling the opponent to continuously attack.

Yellow Pikmin: At 3rd level yellow pikmin become available. All pikmin lack self preservation instinct, but none exhibit this trait more than the explosive yellows. When created, yellows have a small amount of bomb rocks created from their bodies which they will use for last stand or kamikaze attacks. Using yellows in large groups is a risky tactic as a single death can create a chain reaction.Yellows can be thrown at high arcs over enemy cover. When wielded as weapons yellows deal less damage but are light making them ideal for dual wielding.

Blue Pikmin: At 4th level blue pikmin become available. Blue pikmin are amphibious and therefore the only variety capable of swimming. In relation to other pikmin blues are better all rounders with better saves and higher crits, but not always worth the cost at lower levels. Their ability to breathe water and swim can make them invaluable in certain situations though.

Bomb Rock Throw: Yellow pikmin have become less suicidal and have learned the ability to throw bomb rocks 20 ft.

Con Increase: All pikmin's constitution attributes are increased by 1

Improved Natural Armor: All pikmin’s natural armor bonus increases by 1.

Budding: At 7th level pikmin you create have a flower bud on their stem rather than a leaf, this is an indicator of power and growth. Pikmin speed increases by 5 ft, Str, con, and dex increase by 1.

White Pikmin: At 7th level White pikmin become available. White pikmin release a powerful contact poison at will to weaken and kill their foes, in death they release a small cloud of it as a final punishment for anything foolish enough to eat or kill it. White pikmin are small and easy to throw, and choose which creatures are affected by it's poison.

Improved Natural Attack:The damage for pikmin's slam attack increases by one step, as if the their size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

Str increase: All pikmin's strength attributes are increased by 1

Improved Grapple:Pikmin do not provoke an attack of opportunity when they make a touch attack to start a grapple. They also gain a +4 bonus on all grapple checks, regardless of whether they started the grapple.

Purple Pikmin: The largest variety of pikmin, available at 10th level, these pikmin really know how to throw their weight around literally. Purples weigh more than they appear to this weight and density gives them devastating power and stunning capabilities. These pikmin require more essence from enemies than most other pikmin.

Element Release Red: Red pikmin gain 1d6 fire damage on their slam attack or when thrown. Plus an additional 1d10 on a critical.

Blooming: At 12th level pikmin you create have a flower on their stem rather than a bud, this is an indicator of power and growth. Pikmin speed increases by 5 ft, Str, and con increase by 2.

Bomb Boost Yellow: Increases the radius of bomb rocks two 20 ft, and increases damage to 3d6.

Improved Criticals Blue: Blue pikmin now have a crit range of 19-20 with their slam attacks or when thrown.

Powerful Build:The amazing strength of Pikmin lets them function in many ways as if they were one size category larger. Whenever a pikmin is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), pikmin are treated as one size larger if doing so is advantageous to him. Pikmin are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect them.

Parasitic Pikmin: at 17th level captains gain access to these small, but dangerous pikmin. These loathsome little creatures take over the minds and bodies of other creatures from the inside. They can dominate a creature 1 day per HD. Cannot be used as a weapon like other pikmin. C.an only survive 1 day without a host

Pikmin Point Boost: Adds an extra 10 pikmin points to your max as well as doubling the amount you get from kills.[small enemy=2 point, medium=4, large=8, huge=16, gargantuan=32, colossal=64]

Pikmin Whip: This special attack requires that you sacrifice a pikmin for every attack you make with it in the round you activate it, when using the attack the captain selects five adjacent pikmin, each of which grab the legs of the one in front of it to form a chain, which the captain uses to inflict greivous damage upon enemies up to 20 ft away. This attack grants +5 BAB on all attacks made with it and activates a special attack for each pikmin used to attack, with a -4 on enemie's saves. example, a captain makes this attack with three yellows, a white, and a purple, and makes three attacks. The purple being on the end would activate its stun attack, then switch places with the white for the next attack who would use its poison, and then one of the yellows who would use a bomb rock, after this attack all three would die of exertion.

Hamswordsman
2010-07-23, 12:07 AM
I have always wanted to do olimar and pikmin cause I think they are the best!

I have a few questions though:
Do the pikmin stay alive forever until they die in combat or do they die every night? If they stay around then you would eventually get an army of all parasitic pikmin.

Are the pikmin just there at the beginning of the day or do you have to pick them? It would be nice if you had a little text about that. like saying it is a standard action or something and what exactly happens.

Just wondering why olimar is actually any good at combat. He has a BAB of a Barbarian with a HD of a cleric. Flavor wise I think olimar would be more of a weakling like a wizard or sorcerer in terms of combat and pretty much completely rely on the pikmin. I can see some of the point of good combat because he can do it in ssbb but I always try and remember him as the guy who sits in the back in his own games. He also needs it to throw accurately and be able to fight with his pikmin. Its mostly just a flavor issue but I think olimar should be weaker and more dependent on the pikmin for combat.

I also have a few requests/ ideas:

You should add the whistle! It is like the second most used thing in the pikmin game and its awesome at saving pikmin and calling the lazy bums out!

Maybe try a few random pikmin maneuvers that are not even in the game kind of like the pikmin whip. Possibly something like a pikmin wall or the like.

Add more of the elements to the pikmin kind of like you did with the fire one. You might want to make it so it does it automatically so you have to keep a diverse array of pikmin at all times just like the game to counter the resistances and such.

Strudel110
2010-07-23, 03:30 AM
I'll try to respond better tomorrow, but pretty much wanted to be able to throw tons of pikmin, and captains are squishier than clerics because they don't get heavy armor or spells, I guess parasitic pikmin could get abused but they're the weakest and the most expensive so I might give them a shelf life. Also thinking of making the onions like bags of holding that can sustain life.

Strudel110
2010-07-23, 12:10 PM
I have always wanted to do olimar and pikmin cause I think they are the best!

I have a few questions though:
Do the pikmin stay alive forever until they die in combat or do they die every night? If they stay around then you would eventually get an army of all parasitic pikmin.

Are the pikmin just there at the beginning of the day or do you have to pick them? It would be nice if you had a little text about that. like saying it is a standard action or something and what exactly happens.

Just wondering why olimar is actually any good at combat. He has a BAB of a Barbarian with a HD of a cleric. Flavor wise I think olimar would be more of a weakling like a wizard or sorcerer in terms of combat and pretty much completely rely on the pikmin. I can see some of the point of good combat because he can do it in ssbb but I always try and remember him as the guy who sits in the back in his own games. He also needs it to throw accurately and be able to fight with his pikmin. Its mostly just a flavor issue but I think olimar should be weaker and more dependent on the pikmin for combat.

I also have a few requests/ ideas:

You should add the whistle! It is like the second most used thing in the pikmin game and its awesome at saving pikmin and calling the lazy bums out!

Maybe try a few random pikmin maneuvers that are not even in the game kind of like the pikmin whip. Possibly something like a pikmin wall or the like.

Add more of the elements to the pikmin kind of like you did with the fire one. You might want to make it so it does it automatically so you have to keep a diverse array of pikmin at all times just like the game to counter the resistances and such.

All right so parasitic pikmin can only survive a day without a host.

You have to pick the ones you create, but the ones that survived from the day before are just hanging around.

Allright the whistle... you can always tell the pikmin what to do, but it could be a magic item that does something, feel free to post ideas.

Pikmin maneuvers that could be awesome, post any ideas you have and I'll attempt make rules.

I probably won't do it first level but this seems like a good idea.

Hamswordsman
2010-07-23, 01:19 PM
All right so parasitic pikmin can only survive a day without a host.

You have to pick the ones you create, but the ones that survived from the day before are just hanging around.

Allright the whistle... you can always tell the pikmin what to do, but it could be a magic item that does something, feel free to post ideas.

Pikmin maneuvers that could be awesome, post any ideas you have and I'll attempt make rules.

I probably won't do it first level but this seems like a good idea.

I was thinking the whistle can sort of be like the bards songs but only affects pikmin. Like they get boosts in combat or something. I was also thinking that it automatically calls back any pikmin to your side which in the end is more flavorful though it can definitely be expanded to do much more interesting things that don't necessarily follow the game.

As for the pikmin maneuvers, I was thinking some sort of wall, maybe they can all unite together and pick something up and carry it kind of like when you are looking for treasure though I am not really sure how to get it to work in combat, or the pikmin chain in super smash brawl that can help it climb. Maybe you can even use them like a rope of sorts to make bridges or other useful things.

I also forgot about the rocket too. I was thinking it could be the storage device as well as some weird kind of riding steed but the rules would be complicated for sure but would be really cool!

I think if you get it so they are varied enough, then you can make a storage system that you can access once a day and you pull your pikmin out of that. That way people don't just hoard all of the good ones and have a balanced team. That is why I think you should heavily emphasize the elements so if you fight someone with a fire resistance your red pikmin become useless so you need a varied team.

TheLonelyScribe
2010-07-23, 02:59 PM
I think you might need to detail the domination ability of parasitic pikmin a little more. Does it work exactly like the spell or no? What stat is the save DC based on?

Just my 2cp.

Strudel110
2010-07-23, 04:16 PM
I think you might need to detail the domination ability of parasitic pikmin a little more. Does it work exactly like the spell or no? What stat is the save DC based on?

Just my 2cp.

Read special attacks, it's just like the spell DC is 10 + 1/2 HD

Hamswordsman
2010-07-23, 09:29 PM
Mostly just nitpick but wondering what happens if some wizard does some area of effect damage attack and basically takes out most of your pikmin? It says currently that you choose at the start of the day and you can cash dead things in to get more pikmin but does it take a standard action to pikmin pluck or do they just automatically appear? Do you actually have to carry the carcass somewhere like in the game?

Also you might want to even change the idea of start of the day to preparing kind of like a Wizard does with spells. Let you change around a bit more for the situation and more flavorful as well cause in the game you can go back to base and switch pikmin at any time as long as your willing to walk.

Strudel110
2010-07-24, 04:55 PM
Mostly just nitpick but wondering what happens if some wizard does some area of effect damage attack and basically takes out most of your pikmin? It says currently that you choose at the start of the day and you can cash dead things in to get more pikmin but does it take a standard action to pikmin pluck or do they just automatically appear? Do you actually have to carry the carcass somewhere like in the game?

Also you might want to even change the idea of start of the day to preparing kind of like a Wizard does with spells. Let you change around a bit more for the situation and more flavorful as well cause in the game you can go back to base and switch pikmin at any time as long as your willing to walk.

Yep plucking four of them is a standard action, or eight as a full round. You don't have to bring them anywhere luckily.