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Quxelopqr
2008-03-16, 01:18 AM
So I was playing the Pokemon Trainer from SSBB, and I thought to myself "Hey self, how sweet would it be to do that in D&D?" so I'm trying my hand at homebrew again to come up with it. With no further adeiu,

Trainer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Catch 'Em All, Craft Pokeball, 1 creature

2nd|
+1|
+0|
+0|
+3|-

3rd|
+1|
+1|
+1|
+3|2 creatures

4th|
+2|
+1|
+1|
+4|Double Battle

5th|
+2|
+1|
+1|
+4|Iron Will

6th|
+3|
+2|
+2|
+5|3 creatures

7th|
+3|
+2|
+2|
+5|Craft Great Ball

8th|
+4|
+2|
+2|
+6|Endurance

9th|
+4|
+3|
+3|
+6|4 creatures

10th|
+5|
+3|
+3|
7|Leadership

11th|
+5|
+3|
+3|
+7|-

12th|
+6/+1|
+4|
+4|
+8|5 creatures

13th|
+6/+1|
+4|
+4|
+8|Woodland Stride

14th|
+7/+2|
+4|
+4|
+9|Craft Ultra Ball

15th|
+7/+2|
+5|
+5|
+9|6 creatures

16th|
+8/+3|
+5|
+5|
+10|-

17th|
+8/+3|
+5|
+5|
+10|-

18th|
+9/+4|
+6|
+6|
+11|7 creatures

19th|
+9/+4|
+6|
+6|
+11|-

20th|
+10/+5|
+6|
+6|
+12|Master Trainer, Craft Master Ball[/table]

Abilities
Charisma is the chief ability for trainers, as the force of their personality affects how easy it is for them to catch creatures. Constitution and dexterity are nice to have, as the trainer himself is not very strong.

Role
A trainer's role in the party is similar to a summoner's role: let your creatures do the fighting. Being able to use their creatures to form a wall between themselves and enemies without getting themselves in harm's way is their chief strength.

Background
It all started with a ball. A young man who liked tinkering about in his barn created a capsule-like ball from a fruit called an apricorn and, in an attempt to drive off a wild rabbit that was eating his family's crops, threw the ball at the rabbit. When the rabbit was hit, it magically was sucked into the ball. Astounded, the young man tossed the ball again and the rabbit appeared! It did not seem to run away, and followed the young man around everywhere. The young man decided to take it in as a pet and nicknamed his new rabbit 'Poke' (it had a rather cute way of poking its head out from behind the remnants of a plant it had just eaten). By making more of these "Poke'balls", the young man was able to capture more dangerous creatures and travel with some passing adventurers. When he finally settled down, he passed on the techniques of creating the Poke'balls to his children, who in turn taught others, and so on and so forth.

Organization
All trainers are bound to the laws of a group called "The Elite Four", which are very high level trainers (Trainers with levels of 16, 17, 18, and 19) residing in a mountaintop stronghold called Indigo Plateau. The laws are not too numerous, they are simply: Do not steal another's creatures. Do not kill another trainer or his creatures in 'battle' (battle being between two trainer's creatures), and specific rules on how many creatures a trainer may have on him at any given time. These four usually do not meddle in the affairs of trainers, but instead are viewed as a form of 'right of passage'. Trainers who collect badges from eight cities around the continent/world may seek the Elite Four to challenge them in battle. Winners are regarded as Champions and are held in very high esteem by trainers. Getting the badges to see the Elite Four is no small task however. They are held by "Leaders" (Trainers with levels ranging from 3 to 15 who dwell in eight different places around the continent/world) who will not relinquish one unless he/she is defeated in a battle. Even after collecting the eight badges, one must travel up their dangerous mountain home, referred to as 'Victory Road', as it is a trainer's last steps towards victory.

Alignment
Any, trainers come from all sorts of lives and backgrounds, and as such vary greatly.

Races
Mostly human, although anyone who likes to capture creatures and force them to do battle in one's stead can be a trainer.

Religion
Trainers can worship any diety they choose as per their race, but most tend to worship Fahrlanghn due to their constant traveling.

Other Classes
Trainers like to work with other classes, using their creatures to protect casters and dish out damage. Trainers are very weak, and as such love having other classes to protect them while they seek new creatures. They aren't held in very high esteem by monks or druids, who see them as abusing natures gifts instead of using their own.

Hit Die: d4
Starting Gold: 2d4 x10 (50 gold)

Class Features
All of the following are class features of the trainer

Class Skills: Craft(Int), Gather Information(Cha), Handle Animal(Cha), Knowledge: Nature(Int), Perform(Cha), Profession(Wis), Ride(Dex), Survival(Wis)

Skill Points at first level: (2+Int Modifier) x4
Skill Points after first level: 2+Int Modifier

Weapon and Armor Proficiency
Trainers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. They are not proficient with any armor or shields.

Catch 'Em All
This ability allows a trainer to 'catch' a creature with HD equal to the trainer's class level +2. The trainer must throw a Pokeball at the target creature (any monster with a type of animal, dragon, magical beast, plant or vermin). Treat the throw as a ranged touch attack. The creature must then make a will save against a DC equal to 10+ half the trainer's class level + the trainer's charisma modifier. If it suceeds on the save, it is not captured and will likely attack the trainer. If it fails the save, it is captured by the trainer and under the effects of a constant 'charm monster' effect (except that the creature is now able to understand common). The creature will maintain residence inside it's Pokeball until the ball is thrown and the creature is called out (A Pokeball functions as a portable hole that keep a creature in stasis). These creatures are treated as a ranger's animal companion in terms of advancement. If a creature dies, the trainer loses 300xp per HD of the creature. The creature can be revived normally after that. If the trainer dies, any creatures under his control that are not in their Pokeball's return to normal and behave as they would in the wild.

Craft Pokeball
This ability allows the trainer to craft a Pokeball out of an apricorn. Apricorns are rare fruit that only grow on certain trees nearby forests. A trainer may make a DC 15 Knowledge: Nature check to learn if there are any apricorn trees nearby. The craft DC for a Pokeball is 10, and the cost of one is 60 gp.

1 creature
This number shows the amount of creatures a trainer may have with him at one time, as dictated by the Elite Four. This number increases as the trainer grows in power (+1 every third level). Any more creatures the trainer has are to be stored until the trainer is powerful enough to use them (usually the extras are left inside a specialized bag of holding called 'Bill's PC' [Pokeball Container]).

Iron Will
Trainers are made of tougher stuff then they (and others) realize. They gain the iron will feat.

Double Battle
A trainer has learned the ins and outs of battling with their creatures. They are now able to use two different creatures at once.

Craft Great Ball
This more powerful Pokeball is able to capture more powerful creatures. The will save DC increases to 15+ half the trainer's class level+ the trainer's charisma modifier. The craft DC for a Great Ball is 15, and the price of one is 600 gp.

Endurance
Trainers have been known to travel long distances at a time, and have also been known to have been chased by an angry creature for long periods of time. They gain the endurance feat.

Leadership
A trainer seems to gain a following and make friends where ever they roam. They gain the leadership feat.

Woodland Stride
As the ranger ability. A trainer is so used to traveling to harsh environments that he no longer is hampered by thick brush, thorns, or any other kind of underbrush.

Craft Ultra Ball
This more powerful Pokeball is able to capture more powerful creatures. The will save DC increases to 20+ half the trainer's class level+ the trainer's charisma modifier. The craft DC for an Ultra Ball is 20, and the price of one is 3000 gp.

Master Trainer
A trainer has mastered the abilities of capturing creatures, and now is able to use three different creatures at the same time.

Craft Master Ball
The ultimate Pokeball is able to capture the most powerful creatures. The will save DC increases to 25+ half the trainer's class level+ the trainer's charisma modifier. The craft DC for an Ultra Ball is 30, and the price of one is 9000 gp. These are not sold in stores and must be created by the trainer who wants to use one.

New Item: Bill's PC
Bill's PC's are small bags of holding specifically created to hold Pokeballs. They are typically used by trainers who cannot hold anymore creatures at the time (as dictated by the Elite Four), or to store certain creatures until they would be needed (a dire shark is worthless until a trainer is attacked by a fiendish crocodile). The trainer can store up to 10 Pokeballs in a Bill's PC. Drawing a Pokeball from Bill's PC is a standard action that provokes attacks of opportunity.


I'd like to add an ability to the higher levels of the class, it feels a bit bare once you hit 16th level. I'm also starting to wonder if this class is balanced at all. The trainer is very weak on his own (I'm considering letting them be proficient with light armor or giving them d6 hit die), but the thought of someone tossing a ball and yelling "Tarrasque! I choose you!!!" makes me wonder if it's overpowered.