supernerd
2011-01-25, 11:13 PM
So i've been working on this class for quite a while, but i think it still needs some toggling, also i really hope that at one point i can find someone who will let me use this class.pokemon is interchangable with creature as the basis of the class is to capture d&d monsters. This is an updated version thanks to the work of Dragon of Undeath. Thanks a lot!
Name is max 7 characters (all caps)
Class: Pokemon Trainer
D6 Hit Die
1/2 BAB
Simple Weapon Proficiency
Military Incompetence
Fort save: Poor
Will save: Good
Ref save: Good
Class skills:Balance, Climb, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge: (Pokemon), Listen, Move Silently, Ride, Search, Spot, Swim, Tumble
{5+INT}x4 at first level skill points
1st level: Gain Pokemon (Starter), Pokedex, Trainer Skill
2nd level: Poke-Control I, Running Shoes
3rd level: Companionship
4th level: Trainer Skill, Poke-Control II
5th level: Improved Companionship
6th level: Poke-Control III
7th level: Advanced Companionship, Trainer skill
8th level: Poke-Control IV
9th level: Greater Companionship
10th level: Trainer Skill, Poke-Control V, Synced Companionship
Gain Pokemon (Starter): You gain an Animal Companion, you may choose an animal companion as a Druid. If you have levels of Druid you may designate your current Druidic Animal Companion as your Starter Pokemon. If you do so treat your Pokemon Trainer levels as Druid levels for Advancement.
Running Shoes: at level 2 a trainer can activate his Running Shoes ability(does not fill the boots/shoes equipment slot) to add 10ft to his base land speed as a free action. He needs to have one hand free to hold the B button in order to gain this benefit.
Pokedex: When you have a Pokemon in a Pokeball, +10 on Knowledge checks about them or their species, +20 if you caught them yourself, +30 if you have used them in a fight, +40 if you have used them in a fight more than ten times.
Trainer Skill: +2 bonus to Handle Animal and Knowledge: (Pokemon) at level 1 and every 3 levels after that (4, 7, 10)
Poke-Control At level 2 and every two levels after (4, 6, 8, 10) increase the number of Pokemon you may control in battle at once.
Companionship: At level 3 when you are successfully attacked and a Pokemon is within move distance of you, roll a D4. On a 4 the Pokemon takes the hit, moves to where you are and you move 5 feet in the opposite direction as the Pokemon. If more than one Pokemon trigger this ability roll separately for all of them. If more than one makes it you may choose which does it.
At level 5 success is on a 3 and 4
At level 7 success is on a 2, 3 and 4
At level 9 it is an automatic success
Synced Companionship: You learn to speak Pokemon. You can talk to Pokemon and understand them completely. +4 to Handle Animal
Trainer Spell list: A Trainer automatically knows his/her whole spell list, s/he can cast spontaneously, uses Charisma for extra spells and uses a Wizard's spell per day
0: Catch Bug, Catch Bird, Catch Rat, Minor Pokecenter
1st level: Catch Fighting, Inspire Pokemon
2nd level: Catch Aquatic, Pokecenter
3rd level: Catch Fire, Catch Psychic, Catch Ice, Diss Pokemon
4th level: Catch Demon, Catch Angel, Greater Pokecenter
5th level: Catch Undead, Perfect Pokecenter
All Catch spells require a Pokeball at least and your Pokemon can't act until your next turn begins.
Catch Demon (more spells later)
Spell level: 4
Trainer: 7
Special: bypasses immunity to magic
SR: No
Save: Will
Target: Evil Outsider
Material Component: Pokeball
Action: Full-Round
Effect: On casting Catch Demon roll a d20 and add your Trainer level, Handle Animal skill level and relevant modifiers. If the roll doesn't exceed the target the spell fails to go off and the Material Component is thrown 2D6 feet in the direction of the target. If the roll exceeds the target creature's HD the creature must roll a will save with a DC equal to what you rolled or be captured. If it beats the DC the Material Components are expended and the creature takes a -2 to Will saves for 2 hours.
Targets for Capture: You may capture a target if the DM believes it fits one of the spells you may cast that day, has an Intelligence score lower than your own and has been reduced to at least half it's hitpoints.
New Items:
Pokeball: Costs 10GP. Provided no bonuses.
Greatball: Costs 150GP. Provides a +4
UltraBall: Costs 500GP. Provides a +8
IncrediBall: Costs 1,000GP. Provides a +16
Masterball: Costs 15,000GP. Automatically captures a Pokemon with less than 20 HD
UltimateBall: Costs 150,000GP. Automatically captures a Pokemon, even if the Pokemon is not at 1/2 hitpoints yet.
FastBall: Costs 150GP. Provides a bonus of Target Creature's Base Speed/10 to the roll
TimerBall: Costs 150GP. Provides a +1 bonus for each round that goes by (Max +9)
RepeatBall: Costs 150GP. Provides a +4 bonus when you have already caught that species of Pokemon
FriendBall: Costs 2,000GP. Provides a +1 To Hit, To Damage and AC per level of Trainer.
NetBall: Costs 100GP. Provides a +8 bonus when used on Bug Pokemon. (Can't be used on any Pokemon except Bug)
OceanicBall: Costs 100GP. Provides a +8 bonus when used on Aquatic Pokemon. (Can't be used on any Pokemon except Aquatic)
BlizzardBall: Costs 100GP. Provides a +8 bonus when used on Ice Pokemon. (Can't be used on any Pokemon except Ice)
InfernoBall: Costs 100GP. Provides a +8 bonus when used on Fire Pokemon. (Can't be used on any Pokemon except Fire)
HellBall: Costs 100GP. Provides a +8 bonus when used on Demon Pokemon. (Can't be used on any Pokemon except Fire)
HeavenBall: Costs 100GP. Provides a +8 bonus when used on Angel Pokemon. (Can't be used on any Pokemon except Angel)
CheeseBall: Costs 100GP. Provides a +8 bonus when used on Rat Pokemon. (Can't be used on any Pokemon except Rat)
RoostBall: Costs 100GP. Provides a +8 bonus when used on Bird Pokemon. (Can't be used on any Pokemon except Bird)
CrystalBall: Costs 100GP. Provides a +8 bonus when used on Psychic Pokemon. (Can't be used on any Pokemon except Psychic)
DojoBall: Costs 100GP. Provides a +8 bonus when used on Fighting Pokemon. (Can't be used on any Pokemon except Fighting)
NegativeBall: Costs 100GP. Provides a +8 bonus when used on Undead Pokemon. (Can't be used on any Pokemon except Undead)
Note: All Balls must replace Pokeballs in the Spell casting to take effect. This also uses them up. You cannot use more than one ball to gain multiple effects.
New Language:
Pokemon: Basically Common for Pokemon. Everything that is capable of being captured can speak this.
New Skill:
Knowledge: (Pokemon):
Provides a +2 bonus to Capturing Pokemon for every 4 skill points invested. Can be used to classify which type of Pokemon (Bird, Rat, Undead, Angel etc) and used as a Minor Action can provide another +5 if it beats the DC. DC=HD+1/2HD
New Feats:
Metamagic:
MultiThrow: By spending either 2 same level spell slots or 1 of the level above you may throw up to 5 Balls at 5 different Pokemon. Each Ball's bonuses (if any) apply only to the target it hits. You may only target one Pokemon per Ball.
Pokemon Autonomy I: You Pokemon can use one Standard Action in the turn you use a Capture Spell.
Pokemon Autonomy II: Your Pokemon can use a Standard Action, Move and Swift in the turn you use a Capture Spell.
Pokemon Autonomy III: Your Pokemon are unaffected by you using Capture Spells.
Class feats:
Trainer's license: this is a Trainer's most important piece of equipment. Made
of magic durable parchment (plastic) it is the thing that grants the Trainer his use Pokéball feat. It also grants them access to the Pokémon Center Facility Union. This also gives the trainer 5 Pokéballs.
Use Pokéball: a Trainer's key piece of equipment is his Pokéballs. He can use
these to befriend and obtain Pokémon after earning their respect in battle byusing his "Catch" spells. Half XP is gained when catching a Pokémon. Any caught Pokémon is automatically domesticated, even if the creature type says that it can't. The Pokémon also assumes the alignment of it's trainer for the purpose of example: a beholder with a good trainer isn't affected by smite evil. At the same time, a celestial Pokémon will be able to smite evil, but if their trainer is not good aligned, they will not be affected by smite good.
Special Animal Companion-Pokémon: a Trainer has several companions called
Pokémon. A party of trainers can have up to six Pokémon among them. A trainer can have up to 366 Pokémon, but it is recommended to stay within thirty. These are the responsibility of the player and not the DM to keep track of. A trainer cannot capture a Pokémon who's hit dice is higher than his level. Every morning, the trainer prepares the Pokémon he wishes to summon that day. A Pokémon that was summoned the previous day heals no hit points over night. Pokémon not prepared are sent to extra dimensional storage planes called boxes. When in a box for the day any and all Pokémon are completely healed.
Any Pokémon captured that normally has spellcasting or spell like abilties cannot use them at the command of a trainer.
Name is max 7 characters (all caps)
Class: Pokemon Trainer
D6 Hit Die
1/2 BAB
Simple Weapon Proficiency
Military Incompetence
Fort save: Poor
Will save: Good
Ref save: Good
Class skills:Balance, Climb, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge: (Pokemon), Listen, Move Silently, Ride, Search, Spot, Swim, Tumble
{5+INT}x4 at first level skill points
1st level: Gain Pokemon (Starter), Pokedex, Trainer Skill
2nd level: Poke-Control I, Running Shoes
3rd level: Companionship
4th level: Trainer Skill, Poke-Control II
5th level: Improved Companionship
6th level: Poke-Control III
7th level: Advanced Companionship, Trainer skill
8th level: Poke-Control IV
9th level: Greater Companionship
10th level: Trainer Skill, Poke-Control V, Synced Companionship
Gain Pokemon (Starter): You gain an Animal Companion, you may choose an animal companion as a Druid. If you have levels of Druid you may designate your current Druidic Animal Companion as your Starter Pokemon. If you do so treat your Pokemon Trainer levels as Druid levels for Advancement.
Running Shoes: at level 2 a trainer can activate his Running Shoes ability(does not fill the boots/shoes equipment slot) to add 10ft to his base land speed as a free action. He needs to have one hand free to hold the B button in order to gain this benefit.
Pokedex: When you have a Pokemon in a Pokeball, +10 on Knowledge checks about them or their species, +20 if you caught them yourself, +30 if you have used them in a fight, +40 if you have used them in a fight more than ten times.
Trainer Skill: +2 bonus to Handle Animal and Knowledge: (Pokemon) at level 1 and every 3 levels after that (4, 7, 10)
Poke-Control At level 2 and every two levels after (4, 6, 8, 10) increase the number of Pokemon you may control in battle at once.
Companionship: At level 3 when you are successfully attacked and a Pokemon is within move distance of you, roll a D4. On a 4 the Pokemon takes the hit, moves to where you are and you move 5 feet in the opposite direction as the Pokemon. If more than one Pokemon trigger this ability roll separately for all of them. If more than one makes it you may choose which does it.
At level 5 success is on a 3 and 4
At level 7 success is on a 2, 3 and 4
At level 9 it is an automatic success
Synced Companionship: You learn to speak Pokemon. You can talk to Pokemon and understand them completely. +4 to Handle Animal
Trainer Spell list: A Trainer automatically knows his/her whole spell list, s/he can cast spontaneously, uses Charisma for extra spells and uses a Wizard's spell per day
0: Catch Bug, Catch Bird, Catch Rat, Minor Pokecenter
1st level: Catch Fighting, Inspire Pokemon
2nd level: Catch Aquatic, Pokecenter
3rd level: Catch Fire, Catch Psychic, Catch Ice, Diss Pokemon
4th level: Catch Demon, Catch Angel, Greater Pokecenter
5th level: Catch Undead, Perfect Pokecenter
All Catch spells require a Pokeball at least and your Pokemon can't act until your next turn begins.
Catch Demon (more spells later)
Spell level: 4
Trainer: 7
Special: bypasses immunity to magic
SR: No
Save: Will
Target: Evil Outsider
Material Component: Pokeball
Action: Full-Round
Effect: On casting Catch Demon roll a d20 and add your Trainer level, Handle Animal skill level and relevant modifiers. If the roll doesn't exceed the target the spell fails to go off and the Material Component is thrown 2D6 feet in the direction of the target. If the roll exceeds the target creature's HD the creature must roll a will save with a DC equal to what you rolled or be captured. If it beats the DC the Material Components are expended and the creature takes a -2 to Will saves for 2 hours.
Targets for Capture: You may capture a target if the DM believes it fits one of the spells you may cast that day, has an Intelligence score lower than your own and has been reduced to at least half it's hitpoints.
New Items:
Pokeball: Costs 10GP. Provided no bonuses.
Greatball: Costs 150GP. Provides a +4
UltraBall: Costs 500GP. Provides a +8
IncrediBall: Costs 1,000GP. Provides a +16
Masterball: Costs 15,000GP. Automatically captures a Pokemon with less than 20 HD
UltimateBall: Costs 150,000GP. Automatically captures a Pokemon, even if the Pokemon is not at 1/2 hitpoints yet.
FastBall: Costs 150GP. Provides a bonus of Target Creature's Base Speed/10 to the roll
TimerBall: Costs 150GP. Provides a +1 bonus for each round that goes by (Max +9)
RepeatBall: Costs 150GP. Provides a +4 bonus when you have already caught that species of Pokemon
FriendBall: Costs 2,000GP. Provides a +1 To Hit, To Damage and AC per level of Trainer.
NetBall: Costs 100GP. Provides a +8 bonus when used on Bug Pokemon. (Can't be used on any Pokemon except Bug)
OceanicBall: Costs 100GP. Provides a +8 bonus when used on Aquatic Pokemon. (Can't be used on any Pokemon except Aquatic)
BlizzardBall: Costs 100GP. Provides a +8 bonus when used on Ice Pokemon. (Can't be used on any Pokemon except Ice)
InfernoBall: Costs 100GP. Provides a +8 bonus when used on Fire Pokemon. (Can't be used on any Pokemon except Fire)
HellBall: Costs 100GP. Provides a +8 bonus when used on Demon Pokemon. (Can't be used on any Pokemon except Fire)
HeavenBall: Costs 100GP. Provides a +8 bonus when used on Angel Pokemon. (Can't be used on any Pokemon except Angel)
CheeseBall: Costs 100GP. Provides a +8 bonus when used on Rat Pokemon. (Can't be used on any Pokemon except Rat)
RoostBall: Costs 100GP. Provides a +8 bonus when used on Bird Pokemon. (Can't be used on any Pokemon except Bird)
CrystalBall: Costs 100GP. Provides a +8 bonus when used on Psychic Pokemon. (Can't be used on any Pokemon except Psychic)
DojoBall: Costs 100GP. Provides a +8 bonus when used on Fighting Pokemon. (Can't be used on any Pokemon except Fighting)
NegativeBall: Costs 100GP. Provides a +8 bonus when used on Undead Pokemon. (Can't be used on any Pokemon except Undead)
Note: All Balls must replace Pokeballs in the Spell casting to take effect. This also uses them up. You cannot use more than one ball to gain multiple effects.
New Language:
Pokemon: Basically Common for Pokemon. Everything that is capable of being captured can speak this.
New Skill:
Knowledge: (Pokemon):
Provides a +2 bonus to Capturing Pokemon for every 4 skill points invested. Can be used to classify which type of Pokemon (Bird, Rat, Undead, Angel etc) and used as a Minor Action can provide another +5 if it beats the DC. DC=HD+1/2HD
New Feats:
Metamagic:
MultiThrow: By spending either 2 same level spell slots or 1 of the level above you may throw up to 5 Balls at 5 different Pokemon. Each Ball's bonuses (if any) apply only to the target it hits. You may only target one Pokemon per Ball.
Pokemon Autonomy I: You Pokemon can use one Standard Action in the turn you use a Capture Spell.
Pokemon Autonomy II: Your Pokemon can use a Standard Action, Move and Swift in the turn you use a Capture Spell.
Pokemon Autonomy III: Your Pokemon are unaffected by you using Capture Spells.
Class feats:
Trainer's license: this is a Trainer's most important piece of equipment. Made
of magic durable parchment (plastic) it is the thing that grants the Trainer his use Pokéball feat. It also grants them access to the Pokémon Center Facility Union. This also gives the trainer 5 Pokéballs.
Use Pokéball: a Trainer's key piece of equipment is his Pokéballs. He can use
these to befriend and obtain Pokémon after earning their respect in battle byusing his "Catch" spells. Half XP is gained when catching a Pokémon. Any caught Pokémon is automatically domesticated, even if the creature type says that it can't. The Pokémon also assumes the alignment of it's trainer for the purpose of example: a beholder with a good trainer isn't affected by smite evil. At the same time, a celestial Pokémon will be able to smite evil, but if their trainer is not good aligned, they will not be affected by smite good.
Special Animal Companion-Pokémon: a Trainer has several companions called
Pokémon. A party of trainers can have up to six Pokémon among them. A trainer can have up to 366 Pokémon, but it is recommended to stay within thirty. These are the responsibility of the player and not the DM to keep track of. A trainer cannot capture a Pokémon who's hit dice is higher than his level. Every morning, the trainer prepares the Pokémon he wishes to summon that day. A Pokémon that was summoned the previous day heals no hit points over night. Pokémon not prepared are sent to extra dimensional storage planes called boxes. When in a box for the day any and all Pokémon are completely healed.
Any Pokémon captured that normally has spellcasting or spell like abilties cannot use them at the command of a trainer.