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Diezo
2013-10-01, 11:23 AM
This is a class I made a couple years ago for d&d 3.5. it works surprisingly well as a leader-type class, backing up the rest of the team. It still needs some work though, so any suggestions would be sweet.
Pokémon Trainer Class
Adventures: Pokémon trainers adventure for fun and training. They want to learn anything and everything they can about the world around them, but most of all meet, capture, and train different types of Pokémon.

Characteristics: Pokémon trainers use their Pokémon to fight. Often staying in the back of a group a Pokemon trainer can use their Pokémon to many different ends, ex. scouting, attacking, healing, etc.

Alignment: Most Pokémon trainers are lawful-good. Although rare some can be lawful-evil or even chaotic-evil. A Pokémon trainer’s alignment usually relies on his race.

Religion: Most Pokémon trainers revere no deity. Although some believe certain Pokémon created the world, being worshiped in places as gods. They can also pick up worshipping local deities to better fit into the world around them.

Background: Pokémon trainers set out on their adventures on the cusp of adulthood. Choosing a partner Pokémon, the trainer sets out and joins a group of adventurers. Although there are formal schools most Pokémon trainers are self or parent taught. Two trainers, upon meeting will have a friendly battle, and then remain as friends, no matter who wins.

Races: Almost all races have an equal share of Pokémon trainers; however humans have by far the most.

Other Classes: Pokémon trainers are a kind of jack-of-all trades, getting along with everyone and usually well liked. However, a Pokémon trainer will not abide by his companion being on the other end of the good-evil spectrum.

Role: A Pokémon trainer is a jack-of-all-trades, whose role depends on his Pokémon. As such a trainer makes an excellent leader and can fill in the role of just about any other class.

Game Rule Information
Abilities: Intelligence is the main ability of a trainer, allowing him to give boosts to his Pokémon and increase their stats. Since a trainer wears light, or no armor, Dexterity is also important to survival.

Alignment: Usually lawful good

Hit die: d6

Class skills
The trainers class skills and the key abilities for each are handle animal (cha), heal (wis), jump (str), knowledge (int), listen(wis), profession (wis), ride( Pokémon only)(dex), search (int), spot (wis), survival (wis), swim (str), tumble (dex),

Skill points at 1st level: (4 + Int modifier) X 4
Skill points at each additional level: 4+ Int modifier

Class Features
Weapon and armor proficiency: Trainers are proficient with the quarterstaff, whip and gauntlet, and with leather, padded, and hide armors. Also a trainer may not take any Weapon or armor proficiency feats and does not get weapon or armor proficiencies from their race.

Feats: A Pokémon trainer gets a bonus feat at levels 1, 4, 8, 12, 16 and 20.

Base attack bonus:-1 levels 1-4, +0 levels 5-8, +1 levels 9-12, +2/-1 levels 13-16, +3/+0 levels 17-20

Base saving throws: +0 Fortitude, +1 Reflex, +1 Will at level 1. +1 Fortitude, +2 Reflex, +1 Will at levels 2-3. +1 Fortitude, +2 Reflex, +2 Will at levels 4-5. +2 Fortitude, +2 Reflex, +2 Will at levels 6-8. +2 Fortitude, +3 Reflex, +2 Will at levels 9-10. +2 Fortitude, +3 Reflex, +3 Will at levels 11-13. +3 Fortitude, +4 Reflex, +3 Will at levels 14-16. +3 Fortitude, +4 Reflex, +4 Will at level 17-18. +4 Fortitude, +4 Reflex, +4 Will at levels 19-20

Pokémon: A Pokémon trainer uses his Pokémon for combat. A trainer may choose 2 un-evolved Pokémon as his starters. These Pokémon are treated as level 5 on Serebii for moves known. Pokemon gain levels by sharing XP with its trainer. A Pokémon gains levels at the rate of 100 XP X level to level up (ex. A level 5 Pokémon needs 500 XP to level up.)Races have specialty types of Pokémon which gain levels at an advanced rate, human-normal, merfolk-water, kobold-fire, avian-flying, bugbear-bug, dwarf-ground, elf-grass, gnoll-ice, gnome-electric, goblin-fighting, halfling-poison, hobgoblin-rock, lizardfolk-dragon, orc-ghost, aasimar-psychic, tiefling-dark, warforged-steel, 25% reduction in XP needed. (Ex. A water type Pokémon owned by a merfolk only requires 375 to level up to level 6 instead of 500) Pokémon learn moves and evolve at certain moves according to the Serebii.net BW(or most recent) Pokédex. Pokémon only earn XP if they are out at some point in a fight. A trainer may only have one Pokémon out at a time, unless he has the Double or Triple Team feat. A Pokémon’s moves have similar effects as they had in game, as agreed upon by the DM and player. All stats taken from the most recent Pokédex on Serebii.net. A Pokémon gets its stats like this:
HP- Max HP (neutral nature) divided by 10, rounded, + Con bonus
Str- Max attack (neutral nature) divided by 10, rounded, divided by 2
Con- Max defense (n.n.) divided by 10, rounded, divided by 2
Dex- Max speed (n.n.) divided by 10, rounded, divided by 2
Int-Max sp. attack (n.n.) divided by 10, rounded, divided by 2
Wis-Max sp. defense (n.n.) divided by 10, rounded, divided by 2
Cha-Max sp. attack rounded with sp. defense divided by 10, rounded, divided by 2
Speed-base speed divided by 2 rounded to nearest 5. In ft. (1 square = 5 ft.)
Saving throws-Max sp. defense (n.n.) divided by 100 rounded down, plus respective ability bonus
Initiative-Max speed (n.n.) / 100 rounded down plus dex bonus
Base attack bonus- + str mod if physical, +int mod if special
Attacks deal damage like this: base damage divided by 10 equals which die. (Ex. 80 damage attack divided by 10 = 8. Means 1d8+ (str mod if physical, int mod if special.) The abilities are determined by DM and Trainer. Usually Physical attacks have a range of adj. and special attacks have a varied range.
AC- 10 + Pokémon’s dex mod + size modifier + natural armor bonus (weight)
Abilities-If a Pokémon has multiple abilities, upon catching or choosing the trainer randomly determines which one his Pokémon has, usually by dice roll. The effect must be similar, decided upon by the DM and player.
Size- Fine- +8 AC/attack bonus (6in 0r less), Diminutive-+4 AC/attack bonus (6in-1ft), Tiny- +2 AC/attack bonus (1ft-2ft), Small- +1 AC/attack bonus (2ft-4ft), Medium- +0 AC/attack bonus (4ft-8ft), Large- -1 AC/attack bonus (8ft-16ft), Huge- -2 AC/attack modifier (16ft-32ft), Gargantuan- -4 AC/attack bonus (32ft-64ft), Colossal- -8 AC/attack bonus (64ft or more) see page 314 in Monster manual D&D 3.5 for more information.
Weight (natural armor bonus)- 22lbs(10 kg) or less +0, 22.1-55lbs (10.1-25 kg) +1, 55.1-110lbs (25.1-50kg) +2, 110.1-220lbs (50.1-100kg) +3, 220.1-440lbs (100.1-200 kg) +4, 440.1lbs (200.1kg) and more +5.
Gender- Roll d% for gender using gender basis on Serebii for that Pokémon.
Shiny- Roll d%, on 100 Pokémon is shiny. Gives a +4 bonus to Pokémon’s cha.
Leveling- Upon reaching a new Pokémon level the trainer may add + trainer int mod to any two stats (str, dex, con, int, wis, cha) of that Pokémon. That Pokémon’s stats may not exceed their starting stat times 2. When a Pokémon evolves, via levels or friendship, that Pokémon gets new stats according to above or keeps its current stats whichever is higher. (Ex. a Pokémon evolves, its normal str stat would be 16, because of levels in its earlier levels its current str stat is 19, the Pokémon gets to keep the 19) he can do this for each stat.
Friendship levels- Pokémon get more power based upon their friendship to the trainer. A Pokémon gains friendship levels at the rank of 1/week with the trainer. The trainers 2 starter Pokémon start out with 5 friendship levels. Pokémon get a +1 boost to AC, HP, to hit rolls, and damage rolls, equal to their friendship levels, (Starters get this boost for levels above 5) with a maximum boost of +10.
Pokémon that evolve via friendship evolve at friendship level 15.
Pokémon that evolve with a stone evolve at level 30.
You may choose not to evolve a Pokémon when they reach that level.
A trainer may return or send out a Pokémon as a free action.
A Pokémon’s full attack is 2 attacks of the trainers choice.
If a Pokémon’s HP is reduced to 0 it has fainted and it is instantly returned to the trainer. The trainer may send out a non-fainted Pokémon that he has, to an adj. square. If a trainer runs out of Pokémon they must exit the dungeon immediately. A Pokémon may be healed by returning to town, or with a revive ability. A Pokémon that remains fainted loses friendship points by 1/day Pokémon remains fainted. If a Pokémon remains fainted for a week or loses all of its friendship points, whichever is greater, it is considered dead and the trainer loses it permanently.

Capture: A Pokémon trainer may attempt to capture an opposing monster. The monster changes into a similar Pokémon (ex. A captured sanghuin would transform into a water type). The level and evolution status is judged by DM. His capture DC is 10 + his ball type + Int mod +status conditions - creatures remaining HP percentage.
Remaining HP percentages-100%- 5, 99-90%- 4, 80-60%- 3, 50-30%- 2, 20-10%- 1, 9-1%- 0.
Status conditions- +2 for each. (paralyzed, stunned, asleep etc.)
(Ex. A trainer’s capture DC for a trainer with an Int score of 19 using a Poké ball on a orc with 2 out of 12 total HP would be 10 + 1(ball mod) + 4 (Int mod) -1 =14). Save DC is d20 + remaining HP percentage bonus. A trainer may only attempt capture (2 times/day) for every 2 levels beyond first. (A trainer at level 3 can try a capture 4 times a day.) At higher levels a trainer gets access to better balls.
Balls- Poké ball-level 1- +1, Great ball-level 4- +3, Ultra ball-level 7- + 6, Master ball- level 20- automatic capture, usable only once in lifetime. Quick ball-level 10- + 6-turns since trainer became aware of creature. Dive ball-level 10- + 2 on non-aquatic, + 8 on aquatic subtype creatures. Timer ball- level 10-+ 2+ rounds since trainer became aware of creature.
A trainer may only carry 6 Pokémon, if a trainer catches another Pokémon he may choose to transfer one of his Pokémon to a box. This box may be accessed in towns, inns, etc. and allows trainers to change their team or the trainer may release one of his Pokémon. A released Pokémon simply walks away from its trainer and his party.

Throw food: A Pokémon trainer may throw food at an opponent with a ranged touch attack. The creature hit is healed for 1d6 + the trainers Int mod. The creature cannot take any action for 1+trainers int mod rounds and gets a -(1+trainers int mod) to its AC and saving throws. At 3rd level the heal grows to 1d8, at 5th level to 1d10, 7th level 2d6, 9th level 1d12. The creature may not move for 2 rounds at 3rd level, 3 rounds at 5th, 4 rounds at 7th, and 5 rounds at 9th. The creature gets -3 at 3rd level, -4 at 5th level, -5 at 7th level, and -6 at 9th level. Add the trainers int mod like normal at higher levels.

Potions: A trainer may use a potion on his Pokémon 2 times a day/ level. This potion heals 1d6+trainers Int mod. At level 5 they gain super potions which heal 1d10 + Int mod. And can be used 2 times a day and an extra 2 times a day/every 2 levels beyond 5. At level 10 they get a hyper potion which heals 2d12+ Int mod. And can be used 2 times a day and 2 times a day/every 2 levels beyond 10. At level 20 they get max potions which heals a Pokémon to max HP, this may be used 2 times/day. You cannot use a potion on a fainted Pokémon. A potion may be used on a non-Pokémon character for ˝ it’s heal. A trainer must be adjacent to a character to heal.

Movement Boost: At level 2 a trainer gets running shoes which give him a permanent land movement speed increase by 15ft. (3 sq.). At level 6 a trainer gets a bike which increases his land movement speed by 75 ft. (15 sq). These bonus do not stack with each other.

TM/HM/Egg/Tutor Moves: Starting at level 2, and every 2nd level after that, a trainer may choose to teach one of his Pokémon a TM, HM, Egg, or Tutor move on its move list on Serebii, this includes any move that a Pokémon could learn with a heart scale. A Pokémon knowing 4 moves may forget one of its moves to learn a new one. A HM cannot be forgotten except for in a town/city, for the cost of 400 gp, however HM moves allow the Pokémon/trainer to act to the environment, (Ex. surf grants a water speed, fly grants a fly speed.)

X Attack/Defend/HP: A Pokémon trainer of 2nd level or higher may use a X Attack, X Defend, X HP on his Pokémon once a day each. These boosts last for 10 minutes/2 trainer levels. A X Attack gives the Pokémon a + 1/ 2 trainer levels to attack rolls and damage rolls. A X Defend gives the Pokémon a +1/ 2 trainer levels to its AC and saving throws. A X HP gives a Pokémon +1 /2 trainer levels to HP. A trainer may use the X attack/defend/HP 2extra times a day/2 levels. A trainer of 4th level can use X attack/defend/HP 3 times/day.

Legendary Catch: A trainer may battle and attempt to catch one random legendary Pokémon, starting at level 10, and once every 5 levels afterwards.

Revive: At level 8 a trainer gains access to a revive. This revives bring a fainted Pokémon back to ˝ its max health. This can be used 1 time/ day and then 2 times/ day for every 5 levels beyond 8. At level 15 they get a max revive which is usable 2/day. It brings a fainted Pokémon back to full HP. These cannot be used on player’s characters; however they can be used on Pokémon not owned by the trainer.

Gym Badges: Beginning at Pokémon level 10 and from every 2 levels a Pokémon earns there after a Trainer may earn a Gym badge. Once a trainer earns the first badge from a region, they must continue earning badges in that region. If a trainer has all 8 badges from a region all bonus get an extra +1. (Ex. A trainer has 2 Pokémon one is level 15 which would earn its trainer 3 gym badges. Their second Pokémon is level 5, it wouldn’t earn its trainer any badges. Their third Pokémon is level 11, which would earn its trainer 1 badge. All together this trainer would have 4 badges.) If a trainer earns all 8 badges from all 5 regions, (40 total)they automatically get the Pokémon Master feat.
Kanto
Boulder Badge- Pokémon under trainers control get a permanent + 1 to damage
Cascade Badge- Pokémon under trainers control get a permanent + 2 to all saving throws
Thunder badge- Pokémon under trainers control get a permanent + 5ft speed boost
Rainbow badge- Pokémon under trainers control get a permanent + 2 to AC
Soul badge- Pokémon under trainers control get a permanent + 3 to attack rolls
Marsh badge- Each Pokémon under trainers control may learn a TM/HM/Egg/Tutor move
Volcano badge- Each Pokémon under trainers control goes up a level
Earth badge-Trainer may choose one un-evolved, non-legendary Pokémon to join his party at level 5.

Johto
Zephyr badge- same as Boulder badge
Hive badge-same as Cascade badge
Plain badge- same as Thunder badge
Fog badge-same as Rainbow badge
Storm badge- same as Soul badge
Mineral badge- same as Marsh badge
Glacier badge- same as Volcano badge
Rising badge- same as Earth badge

Hoenn
Stone badge-same as Boulder badge
Knuckle badge-same as Cascade badge
Dynamo badge-same as Thunder badge
Heat badge-same as Rainbow badge
Balance badge-same as Soul badge
Feather badge-same as Marsh badge
Mind badge-same as Volcano badge
Rain badge-same as Earth badge

Sinnoh
Coal badge-same as Boulder badge
Forest badge- same as Cascade badge
Cobble badge-same as Thunder badge
Fen badge-same as Rainbow badge
Relic badge-same as Soul badge
Mine badge-same as Marsh badge
Icicle badge-same as Volcano badge
Beacon badge-same as Earth badge

Unova
Trio badge-same as Boulder badge
Basic badge-same as Cascade badge
Insect badge-same as Thunder badge
Bolt bade-same as Rainbow badge
Quake badge-same as Soul badge
Jet badge-same as Marsh badge
Freeze badge-same as Volcano badge
Legend badge-same as Earth badge

Unova 2
Basic Badge- same as Boulder Badge
Toxic Badge-same as Cascade Badge
Insect Badge-same as Thunder Badge
Bolt Badge-same as Rainbow Badge
Quake Badge-same as Soul Badge
Jet Badge-same as Marsh Badge
Legend Badge-same as Volcano Badge
Wave Badge-same as Earth Badge







Feats
Double battler: A Pokémon trainer with this feat can have 2 Pokémon out at the same time.

Triple battler: Pre-requirements: Double battler. A trainer may have 3 Pokémon out at the same time.

Type specialist: A trainer may choose to take this feat multiple times, each time choosing a different type. Pokémon controlled of the chosen type get +1 to AC, HP, attack, and damage rolls.

Take that!! Triple Finish!!: Pre-requirements: Double battler, Triple battler, type specialist with all 3 Pokémon, level 10. A trainer may use all 3 of his Pokémon by surrounding a target. All 3 Pokémon deal max damage for one attack to the target and ignore all damage reduction. This can only be used 1 /week. 3/ week at level 15. And 1 day/ at level 20.

Pokémon Breeder: Pokémon under this trainers control need 100 less XP to level up. This bonus stacks with the preferred type bonus.

Pokémon Coordinator: A Pokémon controlled by the trainer taking this feat may use its Dex mod instead of its str or int mod for it’s to hit roll.

Nurse Joy: Pre-requirements: level 7. You may use your potion spell on a fainted Pokémon to revive them. Not usable on characters.

Pokémon Professor: Pre-requirements: level 7. You may learn a targets exact remaining HP for a DC 15 check. Roll is Int based.

XP Share: When a trainer earns experience he may choose to split his Pokémon’s experience in half giving half to a Pokémon who was not in the battle. The larger half goes to the Pokémon that was out.

Pro Catch: You get a bonus +1 on all your to catch rolls.

Home bred: Creation feat: you may only take this feat upon creating your character. One of your starter Pokémon may learn an egg move of your choice.

Pokémon Master: Pre-requirements: Only available through Gym Badge Ability: A trainer is a true Pokémon master. All Pokémon owned and captured by the trainer get a permanent +2 bonus to all attack rolls, damage, AC, and HP. The trainer gets a bonus +2 to all catch rolls. Potions heal an extra 1d4 when used on Pokémon.

inuyasha
2013-10-01, 12:34 PM
Holy crap, this needs tables, bolding, itallics, etc. Its just a wall of indecipherable text :smalleek:

Thunderfist12
2013-10-02, 11:00 AM
I've seen this done before. Hold on... here's a link.

http://dnd-wiki.org/wiki/Pok%C3%A9mon_d20_(3.5e_Sourcebook)

It's in the little sourcebook in the link.

qwertyu63
2013-10-02, 11:03 AM
Try formatting this better. I like the basic idea of Pokemon in D&D (in fact I thought of making it myself), but I can't read this. If I have some spare time later, I may try formatting it, but you should try it yourself.

Diezo
2013-10-08, 10:24 AM
The worst part is this was all pretty well formatted in the document on my computer. when i tried posting it it all changed. ARGH! I'm working on fixing it tho