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MesiDoomstalker
2011-03-30, 07:40 PM
This is a class that is still in the making. I'm posting it now as I am currently stuck on a few things and would like some ideas for the blank parts. Of course you will be duely credited for any ideas. I also want the other parts to looked over and reviewed too. Fluff is not my strong suit and any ideas on that would be much appreciated. This is a very long class as it is essentiall 17 classes in one, as you will see.

http://i.imgur.com/JHGtz.jpg
“You want to challenge little, unassuming me? Bring it on! Charizard, Go!” -Red, Pokémon Trainer
Creating a Pokémon Trainer

Background: A Pokémon Trainer is a shapeshifter. He uses his knowledge of Pokémon to transform his own body into that of a Pokémon.

Abilities: Strength and Dexterity are key skills to determine the effectiveness of the natural attacks and special abilities of a Pokémon Trainer’s Pokémon Forms. A high Constitution allows a Pokémon Trainer to retain Pokémon Form longer in combat. A high Charisma and Wisdom increase the effectiveness of some special abilities of a Pokémon Trainer’s Forms. A Pokémon Trainer’s abilities should determine which Form he uses or which Forms he wishes to take should determine his abilities.

Races: All races have the potential to become Pokémon Trainers, but more nature-orientated races hold them in higher respect. Elven Pokémon Trainers prefer taking the Form of Grass-type Pokémon while Dwarven Pokémon Trainers prefer taking the Form of Rock, Ground, and Steel type Pokémon. Humans are often drawn to be Pokémon Trainers, specifically Normal Specialist due to the natural flexibility of being able to be any Pokémon he wishes. Races of the Underdark prefer Ground, Dark, Rock, and Ghost types to match their dismal homes.

Alignment: Pokémon Trainers can be of any alignment but many have Neutral tendencies like their Druid brethren. Due to the impermanence being to alter your form at-will brings, most Pokémon Trainers are non-lawful and favor chaotic alignments.

Role: A Pokémon Trainer’s role varies and depends on his specialization and choice in forms. Fighting Specialists can be front line fighters, getting into the fray and dishing out unarmed damage and grapples. Rock and Steel Specialists tend to be tanks, getting between more vulnerable allies and the enemy. Fire Specialists tend to be area-of-effect focused, skillfully placing fire attacks to hit the maximum number of targets for maximum damage.

Organization:

Other Classes: Pokémon Trainer’s tend to get along with most other classes due to the natural flexibility of the class. Pokémon Trainers tend to get along with Druids especially due to their mutual interest in nature and similar abilities. Pokémon Trainers have mixed relations with Fighters, who sometimes feel they are upstaged by the flashy shapeshifter, while others appreciate the natural strength that Pokémon Forms bring to a group. Rogues appreciate the more stealthy forms a Pokémon Trainer takes but loathes the large, cumbersome, and noisy ones they tend to favor. Wizards and Sorcerers, especially those who specialize in Transmogrify, detest the Pokémon Trainer for stealing some of his spotlight.

Adaptation:

Adventurers:

Class Skills: The class skills (And the key ability for each skill) are Balance, (Dex) Climb (Str), Concentration (Con), Handle Animal (Wis), Swim (Str)
I’m not sure what kind of skills to give the Pokémon Trainer. I figured all the physical skills like climb and balance to supplement or counteract racial bonuses or penalties of Forms. But beyond that and those above I’m not sure if any more should be used

Skill Points at 1st Level: (4 + Int modifier) x4

Skill Points at each Level: 4 + Int modifier

Hit Die: Depends on Specialization (see below)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1|+0|+0|+2|+2| Pokémon Form 3, Type Specialization
2|+1|+0|+3|+3| Pokémon Evolution, Monstrous Bonus Feat
3|+2|+1|+3|+3| Pokémon Form 4
4|+3|+1|+4|+4| Specialization Advancment I
5|+3|+1|+4|+4| Monstrous Bonus Feat, Form-to-Form Transformation
6|+4|+2|+5|+5| Pokémon Form 5
7|+5|+2|+5|+5| Specialization Advancment II
8|+6/+1|+2|+6|+6| Monstrous Bonus Feat
9|+6/+1|+2|+6|+6| Pokémon Form 6
10|+7/+2|+3|+7|+7| Quickened Transformation 1/day, Specialization Advancment III
11|+8/+3|+3|+7|+7| Monstrous Bonus Feat
12|+9/+4|+3|+8|+8| Pokémon Form 7
13|+9/+4|+4|+8|+8| Specialization Advancment IV
14|+10/+5|+4|+9|+9|Monstrous Bonus Feat
15|+11/+6/+1|+4|+9|+9| Pokémon Form 8
16|+12/+7/+2|+5|+10|+10| Specialization Advancment V
17|+12/+7/+2|+5|+10|+10| Monstrous Bonus Feat
18|+13/+8/+3|+5|+11|+11| Pokémon Form 9,
19|+14/+9/+4|+6|+11|+11|Specialization Advancment VI
20|+15/+5/+5|+6|+12|+12| Pokémon Form 10, Monstrous Bonus Feat, Quickend Transformation 1/encounter
[/table]

A Pokémon Trainer is proficient with all simple weapons but no armor or shields. He finds little use for manufactured weapons and protection as they simply meld into his Pokémon Form.z

Pokémon Form: Starting at first level, a Pokémon Trainer may transform into a known Pokémon Form. The number of Pokémon Forms known starts at 3 and increases by 1 at 3rd level and every third level and an additional Form at 20th level for a total of 10. An evolution chain counts as 1 Form. If a chain branches, each branch is counted separately. At the start of each day, a Pokémon trainer must spend 10 minutes of meditation to attune his body and mind to up to 6 Pokémon Forms. Note: If a Pokémon Trainer chooses a Pokémon Form that is evolved, the lower Forms are automatically chosen as well but do not count towards the 6 Form limit. So if a Pokémon Trainer chooses Politoad, Poliwag and Poliwhirl would be chosen as well but not Poliwrath. A Pokémon Trainer has one form at character creation that is part of his specialization (see below). This form must be at its lowest possible evolution state. Talk with your GM to determine which form is most appropriate for your campaign.

Transforming requires a full-round action as you throw the appropriate pokeball into the air and your form glows and changes. This provokes attacks of opportunity. You are considered flat-footed while transforming as you must remain still to transform. Due to you altering Form, you cannot be subject to precision damage or critical hits while transforming but any other effects that are triggered with a successful critical hit (such as the flaming burst weapon property) still apply. Unless stated otherwise, a Pokémon Trainer may only transform into a Pokémon Form from his natural Form. At fifth level, a Pokémon Trainer may transform from one Pokémon Form directly into another as a move equivalent action. This still provokes opportunity attacks as above.

Transforming does not heal the Pokémon Trainer unless otherwise noted.

While in Pokémon Form, a Pokémon Trainer gains all natural attacks of the Form and is proficient with them and all appropriate subtypes. He is considered to be humanoid and the normal type of the chosen Form to determine if he is affected by effects that depend on type. His base attack bonus and base saves do not change, but his saves may change due to increased (or decreased) ability scores. His size is also changed along with all appropriate modifiers. He also gains any special attacks and supernatural abilities of the Form. The abilities of a specific Pokémon Form can vary between wild Pokémon and other Pokémon Trainers. When a new Form is obtained, the Pokémon Trainer must choose up to 4 special attacks and one ability that are available to the new Form. Pokémon attacks are supernatural abilities and Pokémon abilities are extraordinary abilities. These are described in detail below.

A Pokémon Trainer may be in Pokémon Form as long as he is conscious and not in duress. When only partaking in marginally exhaustive tasks, such as extended travel, his altered form does not consume more energy than his natural form. While undertaking exhaustive tasks, such as combat or full sprint, his altered form’s metabolism increases dramatically. In such situations, a Pokémon Trainer can retain his altered form for a number of rounds equal to his Pokémon Trainer level plus his Constitution modifier, if any (minimum 5).

How a Pokémon Trainer learns new Forms depends on the campaign and is up to the GM’s discretion. Two possible ways are as follows:

Capturing: Similar to how capturing Pokémon in the canon, a Pokémon Trainer encounters wild Pokémon in their natural habitat and must capture them using pokeballs. They may be captured at any health by rolling percentage dice. The DC is based off the Pokémon and its current HP relative to its maximum. The base DC for a completely healthy Pokémon is 100+HD+its capture difficulty score. The capture difficulty score are determined individually. When not at full health, multiply the Pokémon’s base capture DC by the percentage of its current HP relative to its maximum HP. For example: a Pokémon with 100 HP is reduced to 10 HP before attempting to be captured. The Pokémon’s base capture DC would be multiplied by 0.10 to determine its current capture DC. Special conditions also affect capture DC’s and are detailed below. This method is for GM’s willing to include Pokémon as natural creatures in his campaign.

Study: This method is for GM’s unwilling to include Pokémon as natural creatures in his campaign. At the GM’s discretion, Pokémon may be extent creatures or extraplanar in origin. Either way, they are not natural to the material plane in the current time frame. This then allows collections of books and magical recording devices called Pokedexs to be found by Pokémon Trainers who can then study their records and learn how to transform into the Pokémon archived within them. This method is far easier on both the GM and the players as there isn’t any new monsters to fight and all the GM needs to do is have Pokedexes and books in treasure hoards, libraries, markets, etc.

Type Specialization: At first level, a Pokémon Trainer chooses one Pokémon Type to specialize in. This specialization determines the Pokémon Trainer’s Hit Die and grants other abilities as noted below. He has these abilities regardless if he is in Pokémon Form or not, unless stated otherwise. If a Pokémon Trainer takes a form with a type(s) other than his specialization, he gains the abilities of the other type(s) while only in that form and counts his effective Pokémon Trainer level as half (rounded down, minimum 1) for level based benefits. His form known at character creation must be of his specialization.

I wanted to originally make specializations similar to how Wizards specialize but the orginal idea didn't provide much benefit and me and my GM both agreed it wouldn't be used much if at all so we decided to make forced specialization. You don't gain any penalties to using forms outside your specialization but every specialization should give benefits, typically stat increases relevent to the type, that are only obtainable in Pokémon Form. I also added that you get half your level for a form that is not your specialization so that its not completly pointless to dabble outside your specialization or have no benefits for have dual type forms. I also gave specialization abilities that they retain out of Pokémon Form so they could be used with multiclassing.

{table=head]Type|Hit Die|Type|Hit Die|Type|Hit Die
Bug|d8|Dark|d6|Dragon|d12
Electric|d6|Fighting|d8|Fire|d6
Flying|d6|Ghost|d12|Grass|d8
Ground|d8|Ice|d6|Normal|d8
Poison|d6|Psychic|d4|Rock|d10
Steel|d10|Water|d8
[/table]

I wanted types that are actual types in D&D to have the same hit die. The exception are Psychics who are abberations, who normally have a d8, get a d4 because they are usually portrayed as less physicaly strong and more mentally strong, thus lower HD. For the types that don't have a clear counterpart, I eyeballed the percieved resilience of a given type to determine its HD
Bug Specialist: A Bug Specialist is considered to be of the Vermin type while in Pokémon Form.

At 1st level, a Bug Specialist

At 4th level, a Bug Specialist

At 7th level, a Bug Specialist

At 10th level, a Bug Specialist

At 13th level, a Bug Specialist

At 17th level, a Bug Specialist

At 19th level, a Bug Specialist

Dark Specialist:
At 1st level, a Dark Specialist

At 4th level, a Dark Specialist

At 7th level, a Dark Specialist

At 10th level, a Dark Specialist

At 13th level, a Dark Specialist

At 17th level, a Dark Specialist

At 19th level, a Dark Specialist

Dragon Specialist: A Dragon Specialist is considered to be of the Dragon type while in Pokémon Form. A Dragon Specialist has vulnerability to cold.

At 1st level, a Dragon Specialist

At 4th level, a Dragon Specialist

At 7th level, a Dragon Specialist

At 10th level, a Dragon Specialist a Dragon Specialist gains the Frightful Presence (Su) ability while in Pokémon form. This functions the same as the ability that Dragons gain when they reach young adult stage except as follows: its effective radius is equal to Pokémon Trainer Levels x 5 ft, on a failed save, creatures with 4 HD or less become panicked for 1d6 rounds, and those with 5 HD or more become shaken for 1d6 rounds.

At 13th level, a Dragon Specialist

At 17th level, a Dragon Specialist

At 19th level,

Electric Specialist:
At 1st level, an Electric Specialist

At 4th level, an Electric Specialist

At 7th level, an Electric Specialist

At 10th level, an Electric Specialist

At 13th level, an Electric Specialist

At 17th level, an Electric Specialist

At 19th level, an Electric Specialist

Fighting Specialist: A Fighting Specialist is considered to be of the Monstrous-Humanoid type while in Pokémon Form. A Fighting Specialist unarmed attacks, in his natural and Pokémon Forms, deals damage like a Monk of his Pokémon Trainer level and size or the natural damage for a form, whichever is higher. A Fighting Specialist can use Flurry of Blows like a monk of his level but may not use special monk weapons like this. Monk levels stack with Fighting Specialist levels for unarmed damage progression, AC bonus, and Flurry of Blows progression and a Fighting Specialist may multiclass with Monk freely.

At 1st level, a Fighting Specialist gains Improved Unarmed Attack and Power attack feat as bonus feats.

At 4th level, a Fighting Specialist gains Cleave and Great Cleave as bonus feats. While in Pokémon Form, a Fighting Specialist gains a bonus to Strength and Constitution equal to +2.

At 7th level, a Fighting Specialist gains both Improved Grapple and Stunning Fist as a bonus feat. Pokémon Trainer levels count and stack with Monk levels for the purposes of Stunning Fist.

At 10th level, a Fighting Specialist gains both Improved Disarm and Superior Disarm as bonus feats. While in Pokémon Form, a Fighting Specialist gains a bonus to Strength and Constitution equal to +4.

At 13th level, a Fighting Specialist gains both Improved Bull Rush and Improved Overrun as bonus feats.

At 17th level, a Fighting Specialist gains both Earth’s Embrace (CA) and Flying Kick (CA) as bonus feats. While in Pokémon Form, a Fighting Specialist gains a bonus to Strength and Constitution equal to +6.

At 19th level, a Fighting Specialist

Fire Specialist: A Fire Specialist is considered to have the Fire subtype while in Pokémon Form and gain all the relevant abilities.

At 1st level, a Fire Specialist

At 4th level, a Fire Specialist

At 7th level, a Fire Specialist

At 10th level, a Fire Specialist

At 13th level, a Fire Specialist

At 17th level, a Fire Specialist

At 19th level, a Fire Specialist

Flying Specialist: A Flying Specialist has vulnerability to cold and electricity.

At 1st level, a Flying Specialist

At 4th level, a Flying Specialist

At 7th level, a Flying Specialist

At 10th level, a Flying Specialist

At 13th level, a Flying Specialist

At 17th level, a Flying Specialist

At 19th level, a Flying Specialist

Ghost Specialist: A Ghost Specialist is considered to be of the Undead type wile in Pokémon Form.

At 1st level, a Ghost Specialist

At 4th level, a Ghost Specialist

At 7th level, a Ghost Specialist

At 10th level, a Ghost Specialist

At 13th level, a Ghost Specialist

At 17th level, a Ghost Specialist

At 19th level, a Ghost Specialist

Grass Specialist: A Grass Specialist is considered to be of the Plant type while in Pokémon Form.

At 1st level, a Grass Specialist

At 4th level, a Grass Specialist

At 7th level, a Grass Specialist

At 10th level, a Grass Specialist

At 13th level, a Grass Specialist

At 17th level, a Grass Specialist

At 19th level, a Grass Specialist

Ground Specialist: A Ground Specialist is considered to be composed of sand, mud, etc. while in Pokémon Form. A Ground Specialist has vulnerability to cold.

At 1st level, a Ground Specialist

At 4th level, a Ground Specialist

At 7th level, a Ground Specialist

At 10th level, a Ground Specialist

At 13th level, a Ground Specialist

At 17th level, a Ground Specialist

At 19th level, a Ground Specialist

Ice Specialist: An Ice Specialist is considered to have the Cold subtype while in a Pokémon Form and gain all the relevant abilities.

At 1st level, an Ice Specialist

At 4th level, an Ice Specialist

At 7th level, an Ice Specialist

At 10th level, an Ice Specialist

At 13th level, an Ice Specialist

At 17th level, an Ice Specialist

At 19th level, an Ice Specialist

Normal Specialist:
At 1st level, a Normal Specialist

At 4th level, a Normal Specialist

At 7th level, a Normal Specialist

At 10th level, a Normal Specialist

At 13th level, a Normal Specialist

At 17th level, a Normal Specialist

At 19th level, a Normal Specialist
I wanted Normal specialist to be played like the average player plays one of the main games. IE: having no real specialty. But I'm not sure how to do that without completely reworking the system.

Poison Specialist: A Poison Specialist gains a +4 bonus to saves from poisons.

At 1st level, a Poison Specialist

At 4th level, a Poison Specialist

At 7th level, a Poison Specialist

At 10th level, a Poison Specialist

At 13th level, a Poison Specialist

At 17th level, a Poison Specialist

At 19th level, a Poison Specialist

Psychic Specialist: A Psychic Specialist is considered to be of the Aberration type while in Pokémon Form.

At 1st level, a Psychic Specialist

At 4th level, a Psychic Specialist

At 7th level, a Psychic Specialist

At 10th level, a Psychic Specialist

At 13th level, a Psychic Specialist

At 17th level, a Psychic Specialist

At 19th level, a Psychic Specialist

Rock Specialist: A Rock Specialist is considered to be composed of rock while in Pokémon Form.

At 1st level, a Rock Specialist gains a bonus to his Natural Armor equal to +1. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 2/bludgeoning or magic or his natural damage reduction, whichever is higher.

At 4th level, a Rock Specialist gains a bonus to his Natural Armor equal to +3. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 3/bludgeoning or magic or his natural damage reduction, whichever is higher.

At 7th level, a Rock Specialist gains a bonus to his Natural Armor equal to +5. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 4/bludgeoning or magic or his natural damage reduction, whichever is higher.

At 10th level, a Rock Specialist gains a bonus to his Natural Armor equal to +8. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 6/bludgeoning or magic or his natural damage reduction, whichever is higher.

At 13th level, a Rock Specialist gains a bonus to his Natural Armor equal to +10. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 7/bludgeoning or magic or his natural damage reduction, whichever is higher.

At 17th level, a Rock Specialist gains a bonus to his Natural Armor equal to +12. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 8/bludgeoning and magic or his natural damage reduction, whichever is higher.

At 19th level, a Rock Specialist gains a bonus to his Natural Armor equal to +15. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 10/bludgeoning and magic or his natural damage reduction, whichever is higher.
I'm thinking about giving Rock Specialist Constitution bonus like Fighting Specialists, maybe even a little more so since they only get one stat boosted instead of 2.

Steel Specialist: A Steel Specialist is considered to be of the Construct? type while in Pokémon Form. A Steel Specialist has vulnerability to fire.

At 1st level, a Steel Specialist gains a bonus to his Natural Armor equal to +1. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 2/Adamantine or magic or his natural damage reduction, whichever is higher.

At 4th level, a Steel Specialist gains a bonus to his Natural Armor equal to +3. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 3/Adamantine or magic or his natural damage reduction, whichever is higher.

At 7th level, a Steel Specialist gains a bonus to his Natural Armor equal to +5. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 4/Adamantine or magic or his natural damage reduction, whichever is higher.

At 10th level, a Steel Specialist gains a bonus to his Natural Armor equal to +8. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 5/Adamantine or magic or his natural damage reduction, whichever is higher.

At 13th level, a Steel Specialist gains a bonus to his Natural Armor equal to +10. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 7/Adamantine or magic or his natural damage reduction, whichever is higher.

At 17th level, a Steel Specialist gains a bonus to his Natural Armor equal to +12. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 8/Adamantine and magic or his natural damage reduction, whichever is higher.

At 19th level, a Steel Specialist gains a bonus to his Natural Armor equal to +15. This stacks with any other Natural Armor but not with magically obtained Natural Armor. He also gains dr 10/Adamantine and magic or his natural damage reduction, whichever is higher.
I'm thinking about giving Steel Specialist Constitution bonus like Fighting Specialists as well, maybe even a little more so since they only get one stat boosted instead of 2. I know Steel and Rock Specialist are essentially the same with only excpetion is what bypasses thier DR. I did this because it fits the flavor of Rock and Steel types. They can take hits.

Water Specialist: A Water Specialist is considered to be of the Aquatic Type while in Pokémon Form. A Water Specialist has vulnerability to electricity. He is also able to breathe air and water interchangeably.

At 1st level, a Water Specialist

At 4th level, a Water Specialist

At 7th level, a Water Specialist

At 10th level, a Water Specialist

At 13th level, a Water Specialist

At 17th level, a Water Specialist

At 19th level, a Water Specialist

Pokémon Evolution: Starting at second level, a Pokémon Trainer can evolve a known Form if he meets all the requirements. Requirements include but are not limited to: feats, minimum base attack bonus, minimum ability score, item focus. Evolving requires a full round action much like transforming into Pokémon Form and follows the rules described above. If a Pokémon Trainer is unaware of a Pokémon Form’s evolution, the process will happen automatically if in duress and in a Pokémon Form that is capable of evolving. Duress includes but is not limited to: being in combat that is sufficiently threatening for 4 rounds, dropping to half the forms hp or more, or a friend is in imminent danger. It is up to the GM’s discretion if a situation is sufficiently threatening to force evolution. A Pokémon trainer may, as a free action stop a forced evolution but by doing so, they are not immune to criticals and precision damage from resulting opportunity attacks.

When a Pokémon Form evolves, its new evolved Form does not count against a Pokémon Trainer’s maximum number of Pokémon Forms. An evolution chain counts as one known Form.

Bonus Monstrous Feat: Starting at 2nd level and every third level afterwards, a Pokémon Trainer may select one Monstrous Feat, denoted as any feat appearing in a “Monster Manuel” book, Savage Species, or and “Race” book, as a bonus feat. He needs only meet non-monstrous feat requirements to choose a Monstrous Feat. A Pokémon Trainer’s natural Form does not benefit from these feats even if he meets all requirements. Only while in Pokémon Form can he benefit from these feats and only if the Form meet all the prerequisites. Each Form may benefit from a limited number of these feats relative to length of the evolution chain it belongs to and where it is. This is described in the table below.

{table=head] Chain Size |Number in Chain| Number of Feats |Chain Size |Number in Chain| Number of Feats
1|1|2-4|3|1|1
2|1|1-2|3|2|1-3
2|2|3-4|3|3|3-5
[/table]

Quickened Transformation: At 10th level, a Pokémon Trainer has become so adept at transforming that he may transform as an immediate action that does not provoke attacks of opportunity once per day. This ability can only be used in reaction to an action only if he is aware of the action. He may use it during a surprise round and still act but only if they can act during the surprise round. At 20th level, he may use this ability once per encounter.

I have put some thought into how to handle abilities and attacks but because they are just as numerous as Pokémon, I’ll let you and your GM decide the best way to work them but you can always post your ideas here and I’ll put them in a list that others can use, with due credit of course. In general, many abilities and attacks can easily mimic spells and powers but be slightly modified. For example, flamethrower can act like a fireball spell but as a line or cone. For such abilities and attacks that mimic spells, treat your caster level as equal to your Pokémon Trainer level. I would also say anything originating from a forms mouth, like water gun for most water types, are considered breath weapons and all spells, feats and rules apply.

MesiDoomstalker
2011-03-30, 07:41 PM
Reserved for new items and feats when I get around to them/get ideas from other people. Pokeballs and Pokedexes will be included.

MesiDoomstalker
2011-03-30, 07:42 PM
Reserved for new spells to try to add a little more balance. The essential feel of these spells is like Dispel Magic and AM fields but specifically targetting Transmogrify magic, Wild-Shape, and Pokémon Form.

MesiDoomstalker
2011-03-30, 07:50 PM
To Do List:


Make rules for determining movement speeds based on Speed Stat.

Make general rules for how attacks work.

Make new spells.

Make new items.

Make new feats.

Make sample character (not until its completly finished).

MesiDoomstalker
2011-03-30, 07:51 PM
Reserved for rules for individual Attacks and Abilities. I'll add these as I make them or somebody provides their own versions here (with due credit of course).

radmelon
2011-03-31, 12:16 PM
Well, this looks like it will be interesting. It's certainly an original way of doing the oft-homebrewed pokemon class. I can't critique it much until more class abilities are up. I'll keep my eye on this thread.

MesiDoomstalker
2011-03-31, 08:31 PM
Unfortunatly I am having a mental block right now and can't think of anything. Especially as far as the specialization goes. I posted it here in hopes somebody could offer ideas I could incorporate.