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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Pokémon Trainer

    The Pokémon Trainer

    Alignment: Any
    Hit Die: d6

    Level BAB Saves Special
    1 +0 +0/+2/+2 Pokémon Training 1, Pokémon Protection, Potions
    2 +1 +0/+3/+3 Pokédex, Evasion
    3 +2 +1/+3/+3 Full Heal 1/day, Endurance
    4 +2 +1/+4/+4 Pokémon Training 2, Running Shoes
    5 +2 +1/+4/+4 Battle Items 1/day
    6 +3 +2/+5/+5 Full Heal 2/day
    7 +3 +2/+5/+5 Pokémon Training 3
    8 +4 +2/+6/+6 Super Potions
    9 +4 +3/+6/+6 Full Heal 3/day, Battle Items 2/day
    10 +5 +3/+7/+7 Pokémon Training 4, Double Battling
    11 +5 +3/+7/+7 Revive
    12 +6 +4/+8/+8 Improved Evasion, Full Heal 4/day
    13 +6 +4/+8/+8 Pokémon Training 5, Battle Items 3/day
    14 +7 +4/+9/+9 Hyper Potions
    15 +7 +5/+9/+9 Full Heal 5/day
    16 +8 +5/+10/+10 Pokémon Training 6
    17 +8 +5/+10/+10 Battle Items 4/day
    18 +9 +6/+11/+11 Full Heal 6/day
    19 +9 +6/+11/+11 Max Revive
    20 +10 +6/+12/+12 Pokémon Master, Max Potions
    Class Skills (4 + Int)
    Craft, Handle Animal, Heal, Jump, Knowledge (All), Listen, Ride, Spot, Survival

    Weapon and Armor Proficiency: One simple weapon and light armor.

    Pokémon Training: A Pokémon Trainer's only real weapons are her Pokémon which she has trained for battle. At first level, a Trainer receives her starter Pokémon which can be any of the regional starters (Pikachu and Eevee don't count). Every third level after, a Trainer can add a new Pokémon to her team (up to a maximum of 6 Pokémon at level sixteen) which can be any unevolved Pokémon (except Legendaries). At every level that she gains a new Pokémon, she can also replace an existing Pokémon (except her starter). Every time the Trainer levels, one of her Pokémon may evolve if she so chooses.

    Pokémon live within their Poké Balls, though the Trainer can call upon them as needed. A Trainer can only call out one Pokémon at a time. Sending out or switching Pokémon is a swift action. The Pokémon appears in any square adjacent to the Trainer and acts immediately on the Trainer's turn. Pokémon only receive a partial action on their first turn after being sent out. A Trainer can only recall a Pokémon that is within 10 feet + 5 feet/2 levels of her. A Trainer may have one Pokémon outside of its ball even when not in battle. The Pokémon follows her at a distance of five feet and unless otherwise directed. If a battle starts while the Pokémon is outside it's ball, it rolls it's own initiative and uses either its own result or the Trainer's, whichever is better.

    On her turn, a Trainer can direct her Pokémon to use one of its Special Moves as a standard action that does not provoke attacks of opportunity. The Pokémon will proceed to use that move on its turn and receive a morale bonus equal to the Trainer's Charisma modifier on either the attack roll or the save DC. Pokémon otherwise battle to the best of their ability without instruction.

    If a Pokémon becomes frightened, shakened, or panicked, the Trainer can attempt to calm it as a standard action that provokes attacks of opportunity. The Pokémon immediately receives a new save with a morale bonus equal to the Trainer's Charisma modifier. If the Trainer is adjacent to the Pokémon, she can also spend a full-round action to give it a new save with a bonus of twice her Charisma modifier by petting it and otherwise offering a more intimate reassurance.

    A Trainer can ride her Pokémon if it is at least one size category larger than her. Treat all Pokémon as being war-trained for the purpose of Ride checks.

    Pokémon are not NPCs and are fully controlled by the player as extensions of her character.

    Pokémon Protection: The primary concern of all Pokémon is the defense of its Trainer. As long as the Pokémon is within ten feet of the Trainer, she gains a deflection bonus to AC equal to her level and cannot be targeted by ranged attacks. The Pokémon also has a bonus on Will saves vs. compulsion effects equal to the Trainer's Charisma modifier.

    Potions (Ex): A Trainer is well prepared for battle and always carries potions around with her to heal her Pokémon. Potions act as a Cure Light Wounds spell with a caster level equal to her class level but can only be used on her Pokémon and only if they are adjacent to her. Potions can be used a number of times per day equal to her level plus her Charisma modifier. At level eight, she replaces her potions with super potions which act as a Cure Moderate Wounds spell. At level fourteen, she replaces those with Hyper Potions which act as a Cure Critical Wounds spell. At level twenty, she switches to Max Potions which fully restore a Pokémon's hit points to maximum.

    Pokédex (Ex): At level two, a Trainer receives a Pokédex, a high-tech encyclopedia. By studying the Pokédex, she learns all sorts of things. She can make Knowledge checks untrained and receives a bonus on Knowledge checks equal to her level.

    Full Heal (Ex): At third level, a Trainer can use Full Heals to cure her Pokémon of harmful effects. When adjacent to her Pokémon, she can cure one or all of the following effects: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, energy drain, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. She can use this ability once per day per three levels.

    Running Shoes (Ex): At level four, a Trainer finally gets the running shoes and can move much faster. She gains Run as a bonus feat and can run indefinitely without becoming fatigued or exhausted.

    Battle Items (Ex): By fifth level, a Trainer has acquired battle items with which to temporarily improve her Pokémon. When adjacent to her Pokémon, she can duplicate the effects of the following spells with a caster level equal to her class level: Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. She can use this ability once per day and gains an additional use every four levels.

    Double Battling (Ex): By level ten, a Trainer has enough experience controlling her Pokémon that she can now multitask more easily. She can send out up to two Pokémon at a time. She can direct both Pokémon to use a Special Move with one standard action.

    Revive (Ex): Sometimes, Pokémon die, but death doesn't have to be forever. At level eleven, a Trainer can bring her Pokémon back to life as by a Raise Dead spell with a caster level equal to her class level. As Pokémon HD is linked to Trainer level, it does not lose a level from being raised. Ghost types, despite being undead, can be brought back with this ability. They remain undead. At level ninteen, a Trainer upgrades to max revives which act like a True Resurrection spell.

    Pokémon Master (Ex): At level twenty, a Trainer has finally become a Pokémon Master. Her Pokémon receive a morale bonus equal to her Charisma modifier on every roll and on the save DCs for their attacks. When directed to use a Special Move, they receive twice this bonus on attack rolls and save DCs. In addition, she may replace one Pokémon (except her starter) with a Legendary Pokémon.

    Commitment: Being a Pokémon Trainer is a lifelong commitment. A Trainer who multiclasses out of Pokémon Trainer loses the respect of her Pokémon. All her Pokémon, except her starter, begin to disobey her. She must succeed on an opposed Charisma check to direct her Pokémon to use their Special Moves, and they do not receive the morale bonus. The Pokémon also refuse to defend her if doing so would put them at risk, and she does not gain the benefits of Pokémon Protection. If threatened, the Pokémon will, however, defend itself to the best of its ability. She also can no longer gain or change Pokémon when reaching the appropriate level.

    ------------------------------

    Spoiler: Pokémon
    Show

    Pokémon are powerful creatures that fight on behalf of the Trainer. The following information details how to convert Pokémon from the game statistics.

    Size: A Pokémon's size is based upon its height. Fine: under 0.3m, Diminutive: 0.3m to 0.4m, Tiny: 0.5m to 0.6m Small: 0.7m to 1.2m, Medium: 1.3m to 2.4m, Large: 2.5m to 4.8m, Huge: 4.9m to 9.2m, Gargantuan: 9.3m to 19.5m, Colossal: over 19.5m.

    Type: All Ghost-types are Undead (Incoporeal). Beyond that, type is based on egg group. Bug group: Vermin, Fairy group: Fey, Grass group: Plant, Human-like group: Monstrous Humanoid, Mineral group: Construct, Dragon group: Dragon, Undiscovered group: Outsider (Native), Amorphous and Ditto groups: Aberration, all other groups: Magical Beast.

    Hit Dice: A Pokémon has HD equal to the Trainer's level.

    Speed: A Pokémon's base land speed is based on its Speed base stat. 5 to 39: 30 ft, 40 to 79: 40 ft, 80 to 119: 50 ft, 120 to 159: 60 ft, 160 to 199: 70 ft, 200+: 80 ft. The Pokémon also receives a modification to this based on size. Fine: -30 ft (minimum 5), Diminutive: -20 ft (minimum 5), Tiny: -10 ft (minimum 10), Large: +10 ft, Huge: +20 ft, Gargantuan: +30 ft, Colossal: +40 ft. A Pokémon that has four or more legs receives a +20 ft increase to this speed.
    Water-type Pokémon receive a swim speed equal to their land speed plus one half. A Water-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5), and a Water-type that completely lacks legs loses its land speed.
    Flying-type Pokémon receive a fly speed equal to double their land speed. It has good maneuverability if its Speed base stat is 100 or higher, otherwise it has average maneuverability. A Flying-type with only rudimentary legs receives a -30 penalty to land speed (minimum 5) after calculating it's fly speed.
    Pokémon with the Levitate ability receive a fly speed equal to their land speed with good maneuverability. If they lack legs, they lose their land speed and have perfect maneuverability. Ghost-types with Levitate always have perfect maneuverability.
    Legendary Psychic-type Pokémon can always fly with a speed equal to their land speed with perfect maneuverability.
    Ground and Rock-type Pokémon receive a burrow speed equal to half their land speed.

    Natural Armor: A Pokémon receives a natural armor bonus based on its Defense base stat. 5 to 19: +2, 20 to 39: +4, 40 to 59: +6, 60 to 79: +8, 80 to 99: +10, 100 to 129: +13, 130 to 159: +16, 160 to 189: +19, 190 to 209: +22, 210+: +25. A Pokémon's natural armor also improves by one for every four HD it possesses if its Defense base stat is under 80, every three HD if between 80 and 159, or every two HD if over 159. Ghost-types have a deflection bonus instead of a natural armor bonus.

    Base Attack Bonus: Pokémon are trained for battle and all receive full BAB regardless of type.

    Natural Attacks: A Pokémon receives natural attacks as appropriate for its physiology. All natural weapons are considered magic for overcoming damage reduction. If the Pokémon is an Outsider, its natural weapons are also aligned as per the Pokémon's alignment. Ghost-types possess an incoporeal touch attack that does 1d8 damage.
    Bite Claw/Talon Slam/Hoof Gore Tail Slap Wing
    Fine 1 1 1 1d2 --- ---
    Diminutive 1d2 1 1 1d4 --- ---
    Tiny 1d4 1d2 1d2 1d6 --- ---
    Small 1d6 1d4 1d4 1d8 --- ---
    Medium 1d8 1d6 1d6 1d10 1d10 ---
    Large 1d10 1d8 1d8 1d12 1d12 ---
    Huge 1d12 1d10 1d10 2d8 2d8 2d4
    Gargantuan 2d8 2d6 2d6 2d10 2d10 2d6
    Colossal 2d10 2d8 2d8 3d8 3d8 2d8

    Special Qualities: A Pokémon receives all traits appropriate for its type. Pokémon also receive damage reduction, spell resistance, and/or power resistance based upon its type. Rock-types have DR 10/bludgeoning. Steel-types have DR 20/bludgeoning. Bug, Fairy, Flying, Poison, and Psychic-types have DR 5/slashing or piercing. Pokémon also receive damage reduction for a high Defense base stat. If they have DR from their type, this is a bonus that stacks on that and is bypassed by the same damage type. Otherwise, it is separate. 5 to 79: none, 80 to 109: 1/-, 110 to 139: 2/-, 140 to 169: 3/-, 170 to 199: 4/-, 200+: 5/-. If the Pokémon is an outsider, this damage reduction is bypassed by any alignment that is opposed to their own.
    A Pokémon's spell resistance is determined by its Sp.Defense base stat. 5 to 59: none, 60 to 119: 5+HD, 120 to 179: 10+HD, 180+: 15+HD. Psychic-types have power resistance instead of spell resistance. Dark-types have power resistance of 20+HD and possess spell resistance as normal.
    Pokémon also possess other qualities based on type.
    Normal: Immunity to incoporeal touch attacks and receives a +2 racial bonus on all saves against effects that originate from an incoporeal or ethereal source.
    Fighting: Can only have claw/talon or slam/hoof natural weapons but gains extra attacks with each weapon for high BAB.
    Flying: Gains Flyby Attack as a bonus feat and has the Air subtype.
    Poison: Is immune to poison, and natural attacks inflict poison (DC10 + 1/2 level + Constitution modifier; initial: 1 Con, secondary: 1d4 Con)
    Ground: Is immune to electricity, gains a +4 racial bonus on saves vs. Poison, and has the Earth subtype.
    Rock: Gains a +4 racial bonus vs. Poison and has the Earth subtype.
    Bug: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Psionic subtype.
    Ghost: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Psionic subtype.
    Steel: Is immune to poison and natural attacks are treated as Adamantine for the purpose of bypassing hardness and damage reduction.
    Fire: Natural attacks deal +1d6 fire damage and has the Fire subtype.
    Water: Gains a +2 racial bonus on attack and damage rolls vs. creatures with the Fire subtype and has the Aquatic subtype.
    Grass: Gains a +2 racial bonus on attack and damage rolls vs. creatures of the Aquatic subtype.
    Electric: Is immune to electricity and natural attacks deal +1d6 electricity damage.
    Psychic: Possesses Telepathy at a range of 100 feet and has the Psionic subtype.
    Ice: Natural attacks deal +1d6 cold damage and has the Cold subtype.
    Dragon: Has a breath weapon usable once every 1d4 rounds that deals 1d6/3 levels untyped damage.
    Dark: Natural attacks are treated as ghost-touch weapons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Undead type or Psionic subtype.
    Fairy: Is immune to the breath weapons of dragons and gains a +2 racial bonus on attack and damage rolls vs. creatures of the Dragon type.
    Pokémon can understand but not speak Common. They can communicate with each other in a language that is impossible for others to learn or understand.

    Saving Throws: A Pokémon receives saving throw bonuses as normal for its type and HD.

    Ability Scores: A Pokémon's ability scores are based on its base stats. 5 to 19: 8, 20 to 39: 10, 40 to 59: 12, 60 to 79: 16, 80 to 99: 18, 100 to 119: 22, 130 to 139: 24, 140 to 159: 28, 160 to 189: 30, 190+: 34. It does not receive the normal ability increase every four HD. Instead all its abilities increase at a rate dependant on its base stats. 5 to 80: +1 per eight HD, 81 to 160: +1 per five HD, 161 to 189: +1 per three HD, 190+: +1 per one HD.
    Strength: Based on attack.
    Dexterity: Based on Speed.
    Constitution: Based on HP. Pokémon with 220+ have 36 Constitution that increases by two points every level.
    Intelligence/Wisdom/Charisma: Based on Sp.Attack. One is the primary ability and has the normal progression. The other two are secondary abilities and have a slower progression. 5 to 39: 6 (+1 per nine HD), 40 to 79: 8 (+1 per eight HD), 80 to 119: 10 (+1 per seven HD), 120 to 159: 12 (+1 per six HD), 160 to 189: 14 (+1 per five HD), 190+: 16 (+1 per four HD). The primary ability is determined by type. Psychic: Intelligence; Dark, Dragon, Electric, Fairy, Fire, Ghost, Grass, Ice, and Water: Charisma; All others: Wisdom.

    Skills: A Pokémon receives skill points as normal for its type.

    Feats: A Pokémon receives feats as normal for its HD. All Pokémon gain Alertness as a bonus feat at level one.

    Alignment: Most Pokémon are either True Neutral or Neutral Good. However, they can be of any alignment provided it is within one step of the Trainer.

    Special Moves:
    A Pokémon can know up to four Special Moves at any one time. When a Pokémon is first obtained, it can know any moves from either its normal move list as if it were a level of its HD × 4 or from its list of egg moves. Every time it gains a new HD, it can potentially learn any new moves from its normal move list that have become available to it, replacing previous moves if it already has four. Every time a Pokémon acquires a feat, it can either relearn a move from its normal move list that it has forgotten, or it can learn any TM or HM move that is available to it. TM and HM moves can have a base power of no more than the Pokémon's HD × 12 in order to be selected.

    All physical moves (except for Ghost and Psychic moves) are extraordinary abilities. All status moves (except for Ghost and Psychic moves) and special moves from Dragon (except Dragon Pulse), Electric, Fairy, Fire, Grass, Ice, and Water (except Water Pulse) are spell-like abilities. All Psychic moves (except Heal Pulse) are psi-like abilities. All other moves are supernatural abilities. Status moves provoke attacks of opportunity when used but physical and special moves do not.

    Physical and special moves deal damage based on their base power. 10 to 20: 1d6/4 HD, 25 to 40: 1d6/3 HD, 45 to 60: 1d6/2 HD, 65 to 95: 1d6/HD, 100 to 120: 1d10/HD, 125 to 195: 2d8/HD, 200+: 3d6/HD. Physical moves add the Pokémon's Strength modifier to damage while special moves add the Pokémon's primary mental ability modifier to damage. Moves that deal a fixed amount of damage deal the same damage. Moves that deal damage equal to the Pokémon's level deal damage equal to the Pokémon's HD × 4. One-hit knockout moves reduce the opponent to exactly 0 hit points. Selfdestruct reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 10. Explosion reduces the Pokémon to 0 hit points and deals damage equal to (HD + Constitution modifier) × 15.

    All physical and special moves are treated as melee attacks (if they make contact) or ranged attacks (if they do not). Special and Ghost moves are touch attacks. Ranged attacks have a range increment of 40 feet. Moves that can hit non-adjacent opponents in triple battles, instead, have a range increment of 80 feet. Poison moves deal acid damage. Ghost moves deal force damage. Fire moves deal fire damage. Electric moves deal electricity damage. Psychic moves deal psychic damage. Ice moves deal cold damage. All other moves deal either bludgeoning/slashing/piercing for physical moves (as appropriate) or typeless for special moves. Physical Dark moves can hit incoporeal enemies as if they were ghost-touch weapons.

    Moves that hit multiple opponents in double and triple battles do not have attack rolls. Instead, they apply their damage in a 30 foot radius spread and allow a Reflex save for half (DC10 + 1/2 HD + ability modifier). Melee physical moves are Strength-based. Ranged physical moves are Dexterity-based. Special moves are based on the Pokémon's primary mental ability. Ghost and Dark moves, instead, allow a Fortitude save, and Psychic moves, instead, allow a Will save. Moves that hit allies affect every creature in the area. Moves that only hit enemies affect only opponents in the area. Pokémon moves never hit the Trainer.

    Moves with less than 100% accuracy either apply a penalty to the attack roll or grant opponents a bonus on the saving throw as appropriate. 85% to 95%: -2, 70% to 80%: -4, 55% to 65%: -6, 35% to 50%: -8, 30%-: -10. Moves that never miss automatically hit without the need of an attack roll or do not allow a saving throw.

    Moves with a secondary affect have the same percentile chance of occuring.

    Moves that raise or lower stats apply a bonus or penalty of +/- 4 for 1 min/HD. Moves that affect by two stages apply a bonus/penalty of +/- 8, and moves that affect by three stages apply a bonus/penalty of +/- 12. Attack affects Strength. Defense affects AC. Sp.Attack affects the Pokémon's primary mental ability. Sp.Defense affects saves. Speed affects Dexterity. Accuracy affects attack rolls. Evasion affects AC.

    Status moves that apply penalties to opponents allow a Fortitude save to negate (DC10 + 1/2 HD + primary mental ability modifier). Moves that hit one enemy affect one target within 80 feet. Moves that hit multiple enemies affect all opponents within 40 feet. Moves that target allies have the same ranges/area and only affect allies.

    Moves that inflict status ailments have the same percentile chance of occuring and have similar effects.

    Burn: Ignites on fire.
    Freeze: Stunned for 1 round/HD. Fortitude save negates.
    Paralysis: Staggered for 1 round/HD. Fortitude save negates.
    Poison: Initial and secondary: 1d4 Con.
    Bad Poison: Initial and secondary: 2d4 Con.
    Sleep: Sleep for 1 round/HD. Will save negates.
    Confusion: Confused for 1 round/level. Will save negates.
    Curse: Deals damage equal to 1/4 the target's total hit points every round. Will save negates.
    Encore: Forces opponent to repeat it's last round of actions for 1d4+1 rounds. Will save negates.
    Flinch: Dazed for 1 round.
    Identify: Allows the Pokémon to ignore dodge bonuses to AC, concealment, and miss chances for 1 round/HD.
    Infatuation: Staggered as long as the Pokémon and the target remain within 60 feet of each other. Will save negates.
    Leech Seed: Inflicts 2d6 damage/round, and the Pokémon heals that same amount. Can be removed as a full-round action that provokes attacks of opportunity.
    Mind Reader/Lock-On: The Pokémon automatically succeeds on its next attack roll.
    Nightmare: Deals damage equal to 1/4 the target's total hit points every round. Only works on a sleeping opponent. Will save negates.
    Partially Trapped: Target acts as if it's being grappled. Can break free with a DC20 strength check or a DC30 Escape Artist check.
    Perish Song: Every creature within 60 feet dies three rounds later. Fortitude save negates.
    Taunt: Compels target to do take no other standard actions than attacking for 1d4+1 rounds. Will save negates.
    Torment: Prevents the target from performing the same action twice in a row for 1d4+1 rounds. Will save negates.
    Defense Curl: Doubles the damage dealt by Rollout and Ice Ball for the rest of the encounter.
    Focus Energy: Doubles the Pokémon's critical threat range on all attack rolls for 1 round/HD.
    Followed: Compels all opponents within 30 feet to only target the Pokémon for 1d4+1 rounds. Will save negates.
    Minimize: Lowers the Pokémon's size category by one step for the rest of the encounter.
    Mist: Prevents all allies within 30 feet from incurring penalties for 1 round/HD.
    Safeguard: Prevents all allies within 30 feet from being affected by ability damage, ability drain, blindness, confusion, dazing, dazzling, deafness, disease, energy drain, exhaustion, fatigue, feeblemindedness, insanity, nausea, sickness, stunning, and poison for 1 round/HD.
    Reflect/Light Screen: Halves all damage taken from a physical or magical/psionic source, respectively, for 1 round/HD.
    Substitute: The Pokémon deals itself damage equal to 1/4th it's maximum hit point to create a duplicate of itself with the same number of hit points. All attacks directed at or otherwise affecting the Pokémon get redirected to the substitute until it is destroyed.
    Trapped: Dimension all anchor, as the spell.
    Weather changing moves affect the weather within a 1 mile radius and last for 10 min/HD.

    Physical moves can be used a number of times per day equal to 1/2 their PP, rounded down. Special moves can be used a number of times per day equal to 3/4 their PP, rounded down. Status moves can be used a number of times per day equal to 1/4 their PP, rounded down.
    Last edited by Celestia; 2016-12-25 at 08:09 AM.
    Princess Celestia's Homebrew Corner
    Old classes, new classes, and more!

    Thanks to AsteriskAmp for the avatar!