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Sammi_Somara
2007-05-03, 10:52 PM
My friend wants to play D&D--I'm the DM. The problem? She wants her class to be...get this...Pokemon Trainer. Okay so I can't say no to her, because I don't want to see her disappointed, but how the Hells do I make this into a player class? I've never been that good at modding classes, and I dont know HOW to incorporate this into D&D.
There will be no reasoning with her either I'm sure, after all, this IS someone who suggested that all of the orcs, instead of Orcish, spoke 'gangsta'. What should I do? I figure all you guys on this board who are good at making your own classes and even your own rule systems should be able to help me. So thanks in advance.

Pink
2007-05-03, 10:58 PM
Actually...I heard of a guy who made pokemon d20 stuff...i've just no idea where or who. Sorry I can't be of more help. Though perhaps she'd settle for being a druid with the animal companion and summoning bit.

Innis Cabal
2007-05-03, 10:59 PM
ill do it for you if you want....

ZeroNumerous
2007-05-03, 11:01 PM
So it'd essentially be a character with a crapload of familiars and be completely useless by him/herself?

Lord Iames Osari
2007-05-03, 11:03 PM
Oh, come on. This is so easy...

She wants to be a summoner. Give her sorcerer stats, but with Summon Monster and Animal Friendship as her only spells known. She can take other spells if she wants, but those are the essentials - Summon Monster for the "I choose you" aspect, and Animal Friendship for "capturing" new creatures. If she refuses to take any other spells, give her a free CL boost - say, +4. Switch the familiar progression for an animal companion like the druid's - that'll be Pikachu to her Ash.

Mess with the fluff surrounding the spell mechanics, let her Summon monsters that she's Friendshipped, and presto.

Sammi_Somara
2007-05-03, 11:05 PM
Um actually I'd like to just get some tips on how, because my next session is like tomorrow, and I want to be ready, just in case she gains a level.
To ZeroNumerous, I think that'd be a good idea, also maybe like something similar to summoning stuff maybe? And like, being unable to any one of the creatures without first screaming at the top of their lungs, 'I CHOOSE YOU!'
Of course, this is set in the forgotten REalms, so my friend is most likely going to be getting some pretty odd stares from the NPC's.
*edit*Thank you, Mr. Osari, I think that's within my skills. I'll get right on it. Thanks a lot for your help.

ZeroNumerous
2007-05-03, 11:09 PM
CL means nothing for either of those spells, Osari. You may want to give her Wild Empathy as well. Or just ask her to play a druid(spontaneous Summon Nature's Ally!)

Lord Iames Osari
2007-05-03, 11:16 PM
CL means nothing for either of those spells, Osari. You may want to give her Wild Empathy as well. Or just ask her to play a druid(spontaneous Summon Nature's Ally!)

Range and duration, my friend. Range and Duration.

Oh, and I meant Charm Animal, as Animal Friendship seems to have disappeared from 3.5.

Khoran
2007-05-03, 11:23 PM
As an addition to Osari's idea for the spells she can cast, I'd say you should throw her a bone with a few more.

Perhaps you could look through all the SRD spells for ones regarding animals
- http://www.d20srd.org/indexes/spells.htm SRD and CTRL+F Animal would speed this up greatly, though it misses at least one spell that I know has to do with animals (Awaken)

Sammi_Somara
2007-05-03, 11:32 PM
thanks to all of you. And about the CL thing not mattering, thats actually better because I forgot what CL means. That's what my source material is for.

ShneekeyTheLost
2007-05-03, 11:48 PM
BESM has a Monster Trainer class which is convertable to D20...

Peregrine
2007-05-03, 11:54 PM
Also consider these conjurer variants (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants). In particular, consider what it says about requiring speedy play from players who do lots of summoning. (You probably won't need the spontaneous summoning ability if the player's not taking anything but summon spells...)

DracoDei
2007-05-04, 01:48 AM
If you want to make it more crunchy and more true to the feel of the games here might be a way:
Weapon Focus [Grenade like missile] as a bonus
Give her a "Craft PokeBall" as a bonus feat.
Basic Pokeball Cost 50 gp (25gp and 2 EXP to create)
Roll 1d8, if this is greater than the remaining HP of the creature (but the creature must be at positive HP) and the creature is at less than 20% hitpoints then it is captured, otherwise the ball is destroyed.
Only works on creatures with an intellegence of 1 or 2

Iron PokeBall 100 gp (50gp and 4 EXP to create)
Same as Basic but 1d12 and less than 25%

(More in the series but that should get her started)
Give her (and everyone else to be fair) 20 XPs to start with... this will also let the wizard start with some scrolls scribed...

Once captured creature is loyal (usually,,, get to that stuff later). Release or retreive creatures is a standard action. Must spend a standard action each round to direct the creature(s). Can only have 2 out at a time. If not directed creatures tend to wander off (except for the companion creature) and/or get into trouble (thus the reason for keeping them in the balls when not in use). Creatures all gain the Diehard Feat (because creature death would stink for a trainer)... perhaps even give them a rogues Defensive Roll special ability. Definitely give most of the the Loyalty feature of a companion animal.

BAB: As Wizard.
HD: 1d6
Weapon Proficiencies: As Wizard
Armor and Shield Proficiencies: All except Tower shield
Saves: Good will at least perhaps good all (unless you bump the HD up)

Grant some bonus feats at later levels.(Augment summoning, without requiring prerequisits comes to mind).

This gets around the duration limits (which is more in keeping with the spirit of the game).

Korias
2007-05-04, 09:21 PM
Sigh...

While the above clas might work, Your also forgetting that their has been a "Monster Trainer" Class before, in the besm D20 Guide. It can easily be converted from the Besm point-buy system to a 3.5.

Otherwise, Heres a 20 Level Class that could work.

Statistics:
HD: d6. A Trainer relies more on his companions than himself.
Saves: Will Good, Fort/Reflex Bad. (Will would be 12 at 20th level, and Fort/Reflex at 6)
BAB: As a wizard. The trainer rarely fights, relying on his companions.
Skills: Jump, Climb, Sense Motive, Listen, Bluff, Sleight of Hand, Spot, Search, Survival, Swim, Handle Animal.
Skill Points: 4+Int Modifier
Proficiencies: The Trainer is proficient with the Pokeball, All Simple weapons, and light armor, but not sheilds.


Level Bonuses
1: Craft Pokeball (Rank I), Capture Creature
2: Creatures Loyalty (Rank I)
3: TM Use
4: Craft Pokeball (Rank II)
5: Evasion
6: Nothing
7: Creatures Loyalty (Rank II)
8: Craft Pokeball (Rank III)
9: Elemental Resistant (Rank I)
10:Dual Use
11:Nothing
12: Craft Pokeball (Rank IV), Creature Loyalty (Rank III)
13: HM Use
14:Improved Evasion
15: Nothing
16: Craft Pokeball (V)
17: Creature Loyalty (Rank IV)
18: Elemental Resistant (Rank II)
19: Uncanny Dodge
20: Craft Pokeball (Master), Creature Loyalty (Final)
Inherent level bonuses

Craft Pokeball
The Pokeball is the trainer's main weapon. At every level up, he is given a set amount of Crafting EXP to make pokeballs. This number is 10x(Int Mod+Level). It DOES carry over into other levels, but not artificer crafting EXP.
A Normal Pokeball costs 10 EXP to make. These Catch Critters that are HD 10 or less, and at 10 HP or less (Still in the Positive, however). This may be used against a single opponent, and is a standard action. This can be made at the Rank I Level.
The Super Ball, Which costs 30 EXP to make, is a better version. This can catch critters of up to 15 HD, and at are 15 HP or less. This is the Rank II version.
The Great ball costs 50 EXP to make. It catches critters of 20 HD or less, with 20 HP or less. Rank III Version.
The Ultra Ball Costs 70 EXP to make. 25 HD or less, 25 HP or less. Rank IV Version.
The Hyper Ball costs 90 EXP to make. 30 HD, 30 HP or less. Rank V Version.
The Master Ball Costs 200 EXP to make. It can capture any creature, regardless of HD, at 40 HP or less. Master Rank Version
Each Pokeball weighs aproximately 0.2 LBS without a pokemon stored. It costs 0.5 with a pokemon stored.
A Trainer may carry only 6 "Active" (Carrying Pokemon in them) Pokeballs. He may carry as many Unactive Pokeballs as he wants.
At Master Rank, a Trainer may attach a subtype to the pokeball, making all atempts with that pokeball against creatures with that subtype better. It treats the creature as if it was -5HD Than normal. IE: A Hydro Pokeball can capture Water Pokemon of up to 15 HD.
A Pokeball MUST BE THROWN. IT counts as a touch attack. Range Increment of 30 Ft.

Capture Creature:
This allows the Trainer to call upon the pokemon stored within the Pokeball.
This also allows him to transfer pokemon from special zones.
A Special zone is usualy in a town's Inn.

Creature Loyalty:
Without this skill, he may only command creatures that are less than his own HD+1.
As we know, creatures can be unloyal. At rank one, a Trainer may command up to 10 HD Per Creatures (IE: He may have up to 60 HD, as long as no creature is more than to HD.)
Rank II: 20 HD
Rank III: 30 HD
Rank IV: 40 HD
Final Rank: All HDs.

TM Use: The Trainer is Proficient in the use of TMs, and may activate them on two Pokemon instead of one. He may also make them, at the cost of 100 EXP Per TM. He doesnot need to know the feat in question.
A TM Contains 1 Feat. A Pokemon may know no more than 4 TM Feats.
A TM Is a small metal box that weighs .5 LBS. It Costs 300 GP, and Has a number printed on it that states the feat.

Elemental Resistant:
Remember how Ash could take a flamethrower to the face?
At Rank I, you gain 10 Points of resistance to all damage types except Peircing, Bludgeoning, and Slashing.
At Rank II, it becomes 20 Points for elemental types and 10 Points for Normal damage types (Pericing, Budgeoning, and Slashing)

HM Use: The Trainer may use HMs.
An HM Never leaves a players inventory
Their can only be 6 Kinds of HMs. The GM May decide what they are. They may not be made. They can be bought for 500 GP Each.

Starting Gear: (Human)
2d4x10 GP.
Feats: Weapon Focus (Pokeball), Iron Will
Equipment: 5 Pokeballs, one 3 HD Creature, One Basic Pokedex, and one quarterstaff.


Pokedex: The Pokedex can provide information on creatures seen, what the best attacks are, and how much HD it might have (IE: Players may look at the creature's descritpion and Stat block in the Monster Manual after they encounter it.)
The Basic Pokedex holds 151 Slots for information. This costs 50 GP.
Pokedex Upgrades increase the amount of storage space for the pokedex by another 150. These also cost 50 GP. It weighs 0.5 LBS.

Sammi_Somara
2007-05-04, 10:56 PM
Sigh...

While the above clas might work, Your also forgetting that their has been a "Monster Trainer" Class before, in the besm D20 Guide. It can easily be converted from the Besm point-buy system to a 3.5.

Otherwise, Heres a 20 Level Class that could work.

Statistics:
HD: d6. A Trainer relies more on his companions than himself.
Saves: Will Good, Fort/Reflex Bad. (Will would be 12 at 20th level, and Fort/Reflex at 6)
BAB: As a wizard. The trainer rarely fights, relying on his companions.
Skills: Jump, Climb, Sense Motive, Listen, Bluff, Sleight of Hand, Spot, Search, Survival, Swim, Handle Animal.
Skill Points: 4+Int Modifier
Proficiencies: The Trainer is proficient with the Pokeball, All Simple weapons, and light armor, but not sheilds.


Level Bonuses
1: Craft Pokeball (Rank I), Capture Creature
2: Creatures Loyalty (Rank I)
3: TM Use
4: Craft Pokeball (Rank II)
5: Evasion
6: Nothing
7: Creatures Loyalty (Rank II)
8: Craft Pokeball (Rank III)
9: Elemental Resistant (Rank I)
10:Dual Use
11:Nothing
12: Craft Pokeball (Rank IV), Creature Loyalty (Rank III)
13: HM Use
14:Improved Evasion
15: Nothing
16: Craft Pokeball (V)
17: Creature Loyalty (Rank IV)
18: Elemental Resistant (Rank II)
19: Uncanny Dodge
20: Craft Pokeball (Master), Creature Loyalty (Final)
Inherent level bonuses

Craft Pokeball
The Pokeball is the trainer's main weapon. At every level up, he is given a set amount of Crafting EXP to make pokeballs. This number is 10x(Int Mod+Level). It DOES carry over into other levels, but not artificer crafting EXP.
A Normal Pokeball costs 10 EXP to make. These Catch Critters that are HD 10 or less, and at 10 HP or less (Still in the Positive, however). This may be used against a single opponent, and is a standard action. This can be made at the Rank I Level.
The Super Ball, Which costs 30 EXP to make, is a better version. This can catch critters of up to 15 HD, and at are 15 HP or less. This is the Rank II version.
The Great ball costs 50 EXP to make. It catches critters of 20 HD or less, with 20 HP or less. Rank III Version.
The Ultra Ball Costs 70 EXP to make. 25 HD or less, 25 HP or less. Rank IV Version.
The Hyper Ball costs 90 EXP to make. 30 HD, 30 HP or less. Rank V Version.
The Master Ball Costs 200 EXP to make. It can capture any creature, regardless of HD, at 40 HP or less. Master Rank Version
Each Pokeball weighs aproximately 0.2 LBS without a pokemon stored. It costs 0.5 with a pokemon stored.
A Trainer may carry only 6 "Active" (Carrying Pokemon in them) Pokeballs. He may carry as many Unactive Pokeballs as he wants.
At Master Rank, a Trainer may attach a subtype to the pokeball, making all atempts with that pokeball against creatures with that subtype better. It treats the creature as if it was -5HD Than normal.

A Pokeball MUST BE THROWN. IT counts as a touch attack. Range Increment of 30 Ft.

Capture Creature:
This allows the Trainer to call upon the pokemon stored within the Pokeball.
This also allows him to transfer pokemon from special zones.

Creature Loyalty:
Without this skill, he may only command creatures that are less than his own HD+1.
As we know, creatures can be unloyal. At rank one, a Trainer may command up to 10 HD Per Creatures (IE: He may have up to 60 HD, as long as no creature is more than to HD.)
Rank II: 20 HD
Rank III: 30 HD
Rank IV: 40 HD
Final Rank: All HDs.

TM Use: The Trainer is Proficient in the use of TMs, and may activate them on two Pokemon instead of one. He may also make them, at the cost of 100 EXP Per TM. He doesnot need to know the feat in question.
A TM Contains 1 Feat. A Pokemon may know no more than 4 TM Feats.
A TM Is a small metal box that weighs .5 LBS. It Costs 300 GP, and Has a number printed on it that states the feat.

Elemental Resistant:
Remember how Ash could take a flamethrower to the face?
At Rank I, you gain 10 Points of resistance to all damage types except Peircing, Bludgeoning, and Slashing.
At Rank II, it becomes 20 Points for elemental types and 10 Points for Normal damage types (Pericing, Budgeoning, and Slashing)

HM Use: The Trainer may use HMs.
An HM Never leaves a players inventory
Their can only be 6 Kinds of HMs. The GM May decide what they are. They may not be made. They can be bought for 500 GP Each.

Starting Gear: (Human)
2d4x10 GP.
Feats: Weapon Focus (Pokeball), Iron Will
Equipment: 5 Pokeballs, one 3 HD Creature, One Basic Pokedex, and one quarterstaff.


Pokedex: The Pokedex can provide information on creatures seen, what the best attacks are, and how much HD it might have (IE: Players may look at the creature's descritpion and Stat block in the Monster Manual after they encounter it.)
The Basic Pokedex holds 151 Slots for information. This costs 50 GP.
Pokedex Upgrades increase the amount of storage space for the pokedex by another 150. These also cost 50 GP. It weighs 0.5 LBS.

Wow. Thanks. This is a lot easier than making my own. I'll use it.

DracoDei
2007-05-04, 11:48 PM
Sigh...

While the above clas might work, Your also forgetting that their has been a "Monster Trainer" Class before, in the besm D20 Guide. It can easily be converted from the Besm point-buy system to a 3.5.

Otherwise, Heres a 20 Level Class that could work.


Well, there was a rush on things so having something that worked in time would be better than something that didn't too late so I slapped something together. Yours beats mine hands down of course (and I didn't even really bother to read it).

Korias
2007-05-05, 07:35 AM
Wow. Thanks. This is a lot easier than making my own. I'll use it.

No Problemb. I really slapped this together. I Figured it would be balanced,

At DracoDei: Well... Same here. I just had extra time on my hands.

If you find anything that might occur to be Unbalanced, go ahead and tell me.

InaVegt
2007-05-05, 07:43 AM
There's also the pokémaster (http://www.scshop.com/~ritaxis/pokemaster.html)

Korias
2007-05-05, 08:39 AM
Ouch. I feel pwned, Gezina.

Maryring
2007-05-05, 02:19 PM
If you're going to let her be a pokemon trainer, you'll need a pokemon for her to have as a companion. Therefore...

Pichu
Tiny Magical Beast
HD 1d10HD (3)
Speed 30 ft. (6 squares)
Init: +3
AC 15; touch 15; flat-footed 12
(+2 size, +3 dex)
BAB +1; Grp -9
Attack Slam +6 (1d4-2)
Full-Attack Slam +1 (1d4-2)
Space 2˝ ft.; Reach 0 ft.
Special Attacks Charm, Jolt, (sweet kiss, quick attack)
Special Qualities Electricity Resistance 10, Scent
Saves Fort +0 Ref +7 Will +2
Abilities Str 6, Dex 17, Con 7, Int 9, Wis 11, Cha 16
Skills Listen 8
Feats Lightning Reflexes(b) Spring Attack(b) Weapon Finesse
Environment Plains, Forest
Organization Solitary or Family (1-3 and 1-2 parents (Pikachu and/or Raichu)
Challenge Rating 1
Treasure 1/10 chance of 1 gem
Alignment Any nonevil
Advancement 2-5 HD;
Level Adjustment +2

Charm (ex)
As a standard action, Pichu can charm an opponent. Unless the target succeeds on a will save equal to 10+1/2 HD+Cha modifier, the target suffers a -2 morale penalty on all attack and damage rolls. This is a mind-affecting ability. Charm has a range of 30 feet and requires the target to is useable at will.

Jolt (ex)
As a standard action, Pichu can let loose a small jolt of electricity. By making a ranged touch attack, this attack deals 1d6 points of electricity damage for each HD Pichu has. However, Pichu also receives nonlethal damage equal to the damage she does, each time she releases a jolt.

Quick Attack (ex)
A Pichu with at least 3 HD can attempt a quick attack. A quick attack is a full round action that does not provoke Attacks of Opportunity. During a Quick attack, Pichu makes one single attack against one enemy within 30 feet. If the attack hits, Pichu gains a +5 dodge bonus to AC for the rest of the round. If the attack fails, Pichu sufferrs a -5 penalty to AC for the rest of the round. Though Pichu begins and ends the attack in the same square, the attack requires that there is an unhindered path between Pichu's target and Pichu. Regardless of success or failure, Pichu must wait 1d4+1 rounds before attempting another Quick Attack.

Sweet kiss (ex)
A Pichu with at least 5 HD can use the "sweet kiss" special attack. By making a single touch attack, Pichu can confer the "confusion" status effect on a target, unless it succeeds on a will save, DC 10+1/2 HD+Cha modifier. The confusion lasts for a number of rounds equal to the Pichu's HD.



Sorry if it seems bad, but I made it on impulse alone, so it's probably not the best. Still, if you like it, I can make both Pikachu and Raichu for you.

Amiria
2007-05-05, 02:29 PM
There is also the Pukachu in the Munchkin D20 Monster Manual. :smallbiggrin: It's "HUURRLL !" special attack is gross :smallyuk: ... but effective. Basically it has a vomit breath weapon, probably fueld by an infinite, extradimesional stomach.

DracoDei
2007-05-06, 03:11 PM
Personally I would just use the pre-existing creatures in D&D rather than suddenly expanding the ecology like that just because of one player. I have a penchant for taking initially silly things and doing very serious takes on them.

Korias
2007-05-06, 06:58 PM
I know what you mean, Draco. I do the same thing.

TheThan
2007-05-06, 07:55 PM
I can't believe no one has mentioned

Big eyes Small mouth d20 (http://www.guardiansorder.com/games/d20/srd/) yet.

It’s based on the D20 system and has all you need for anime stuff even a monster trainer class. The SRD is a free download. But you might want to look into getting the book though.

Korias
2007-05-06, 08:04 PM
Sigh...

While the above clas might work, Your also forgetting that their has been a "Monster Trainer" Class before, in the besm D20 Guide. It can easily be converted from the Besm point-buy system to a 3.5.


Not to burst yer bubble, TheThan...

Wizzardman
2007-05-06, 08:21 PM
Have you looked in the Complete Scoundrel as of yet? There's a PrC that's wonderfully similar to what you're looking for. Its based around Druid--ie an excessive amount of animal companions--so its automatically gets a whole lot of summonings, as well as a set of animals that actually get more powerful as you level.

Just replace all those animals in the summoning spells with animals of your own make [with about equivalent effects--such as a 1d4 lightning blast instead of a bite attack], and you get something that's very close to a Pokemon trainer. Combine that with the CoDzilla abilities of Druid, as well as healing and buffing, and you've got a pretty combat-effective Pokemon PC. It even works at lower levels--just start Druid and aim for the PrC.

Talanic
2007-05-06, 11:00 PM
The class exists already! (Sorry, wanted to make sure that the original poster sees it)

PORTABLE HOLE FULL OF BEER has it! Free download online. It's a parody book, but the material is still useable. The class is called Ball Master, and doesn't EXPLICITLY state that it's a pokemon trainer, but you can figure it out quick.

Linky:
http://www.rpgnow.com/product_info.php?products_id=148