Pokemon Trainer

by Celer

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The Monster Trainer


[Monster Trainer]

From a distant world, pokemon trainers know how to capture, tame, and lead powerful creatures. Pokemon trainers can specialize in a wide variety of tasks, ranging from protecting people in the wilderness to supporting industry.

Role: Monster Trainers are defined largely by their monsters: in a party they tend to use their monsters to absorb and deal damage, but they can also heal, provide mobility, and more depending on who is chosen.

Alignment: Any.

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less, six pokeballs, and a starter pokemon.

Class Skills

The monster trainer's class skills are, Craft (Int), Fly (Dex), Knowledge (all) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Appraise (Int), and Use Magic Device (Cha).


Skill Ranks per Level: 4 + Int modifier.

Table: [Pokemon Trainer]
Level Base Attack Bonus Fort Save Ref Save Will Save Features Max CR Tameable Monsters in Active Party
1st +0 +0 +0 +2 Starter Monster, Bound Monsters / 1
2nd +1 +0 +0 +3 Capture Monster 1/2 2
3rd +1 +1 +1 +3 Training 1 2
4th +2 +1 +1 +4 Subclass Bonus 2 2
5th +2 +1 +1 +4 3 3
6th +3 +2 +2 +5 Evolutions 4 3
7th +3 +2 +2 +5 Subclass bonus 5 3
8th +4 +2 +2 +6 6 4
9th +4 +3 +3 +6 Training: Bonus Move 7 4
10th +5 +3 +3 +7 IV Training 8 4
11th +5 +3 +3 +7 9 5
12th +6/+1 +4 +4 +8 Type Specialty 10 5
13th +6/+1 +4 +4 +8 Subclass Bonus 11 5
14th +7/+2 +4 +4 +9 12 6
15th +7/+2 +5 +5 +9 Second Type Specialty 13 6
16th +8/+3 +5 +5 +10 Doubles Battle 14 6
17th +8/+3 +5 +5 +10 15 7
18th +9/+4 +6 +6 +11 Advanced Type Specialty 16 7
19th +9/+4 +6 +6 +11 Subclass Bonus 17 7
20th +10/+5 +6 +6 +12 Monster Master 8

Class Features

The following are the class features of the Monster Tamer.

Weapon and Armor Proficiency

Monster Trainers are proficient with clubs, light crossbows, daggers, and Pokeballs. Pokemon Trainers are not proficient with any type of armor or shield.


Starter Pokemon

As a beginner Monster Trainer, you receive a Starter Pokemon: pick any from the main series starters, or any other Pokemon that your GM deems reasonable. There may be restrictions depending on your region.


Bound Monsters

Your starter, and any monsters that you acquire through a successful Capture Monster check, are considered Bound Monsters until such time as you release them, or stay dead for more than one consecutive week. In addition to all other statistics, a Bound Monster has a Loyalty statistic. Add or subtract your loyalty modifier to

Table: Sample Starting Loyalty Values

Interactions Starting Loyalty Modifier
Sapient motivated opponent -5
Sapient, captured in a fight -3
Non-sapient captured in a fight -2
Consenting sapient or non-hostile non-sapient 0
Non-sapient provided with food and indicating consent to capture +1
Willing Sapient +3
Enthusiastic Sapient +4

Sample Loyalty checks

Interactions DC
Participate in training 0
Participate in a fight 5
Take normal orders 10
Take orders that seem dangerous 15
Continue in the face of overwhelming force DC 20

Capture Monster

As a full-round action, you may use a Pokeball to attempt to capture a Monster: roll 1d20 against the monster's DC. Your base Capture Monster DC is twice the monster's CR, multiplied by the fraction of HP it has remaining. Monsters will recieve penalties to this check based on any negative status conditions that they have. You may not capture dead monsters, or ones that have been knocked unconscious via damage. Some Pokeballs may give you a bonus to this check.


Training

When you go up a level, increase the Training Effort of your Bound Monsters by one. You may use training effort to increase the hit dice of your Bound Monsters, teach them new moves, or modify skills and feats. You may reallocate training effort whenever you go up a level. Training effort is reduced by the CR increase of a template.

Table: Training Costs

Gain Training Effort required
+1 Hit Dice 1
New Move 1/2
Modify skills and feats (after EV Training) 1/2

Evolutions

At and after 6th Level, you may submit your proposed evolution to the GM. If they approve of it, in the next story-important combat, you may at any point Evolve your bbound Monster. Select another monster that the GM agrees it could "reasonably" evolve into, understanding "reasonably" to be by the standards of the Pokemon games, where Darwin is continuously delighted by the sheer incomprehensibility of the world. Adding a template is almost always fine. Azatas, Daemons, and similar can often evolve into each other. Any monster manual entry that includes an Elder, Greater, or similar entry from your base monster is always a valid evolution target. Evolutions may only increase CR, and undo all Trainings when gained.


EV Training

At and after 10th Level, when you train a Bound Monster, you may modify its skills and feats. It must still qualify for all chosen skills and feats, and the number of skill points and feats must remain the same.


Type Specialty

At 12th level, you may pick a type of Pokemon to specialize in. That type of Bound Monster has an initial loyalty bonus +2 higher than its capture circumstances would otherwise dictate. You gain a +4 bonus on capture checks for Monsters of your selected type. You also gain a passive bonus so long as you have a Bound Monster of that type as an Active Monster.

Normal: You may add your charisma, wisdom, and intelligence bonus to AC.

Fire: You have Resistance to Fire.

Water: You can breathe underwater and have a swim speed of 30 feet. Your water-type Bound Monsters have Create Water at will. You can create a wave of water that starts at your location and moves 30 feet per round away from you in a direction of your choosing. Creatures struck by the wave might be knocked down and pushed away. Make a caster level check against the CMD of each creature struck. If you succeed, the creature is knocked prone. If your check exceeds the CMD of the creature by 5 or more, it is carried with the wave during the wave’s movement this round. You receive a +5 bonus on this check if the creature shares its space with the wave at the start of your turn (when the wave moves). Creatures carried in this way can move out of the wave on their turn if they succeed on a Strength check (DC = 10 + 1/2 your caster level + the modifier of whatever ability modifies your loyalty checks), but they cannot breathe while sharing space with the wave. The wave is up to 20 feet high and up to 5 feet long for each wizard level you possess. Nonmagical fires hit by the wave are automatically extinguished. Magical fire effects are unaffected. You can use this ability for a number of rounds per day equal to 1/2 your Monster Trainer level.

Grass:

Electric: You gain resistance to Electricity damage

Ice:

Fighting:

Poison:

Ground: You gain Burrow speed 10 feet.

Flying: You are immune to fall damage

Psychic: You gain telepathy with a range of 60 feet and may case Mage Hand at will without verbal or somatic components.

Bug:

Rock:

Ghost: Once per day, you may teleport 60 feet as a move action. Your ghost-type pokemon may case Speak with Dead at will.

Dark:

Dragon:

Steel: You gain DR 5/-

Fairy: You gain a +6 bonus to will saves.

None: You gain a +1 bonus on initial loyalty for all pokemon.


Second Type Specialty


Pick a second type specialty. If you pick none again, increase the starting loyalty bonus by one.

Doubles Battle

At 16th level, the Monster Trainer can have two Monsters out simultaneously, though only one may act on a given turn.

Advanced Type Specialty

Pick an existing type specialty: you gain an advanced bonus of that type. Gain a +6 bonus to capturing monsters of the specified type.

Normal: Double your HP. You gain Fast Healing 1.

Fire: You are immune to fire damage. Your fire-type Pokemon may cast Fireball at will with caster level equal to their HD.

Water: You may cast Hydraulic Torrent(https://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent) at will.

Grass:

Electric:

Ice:

Fighting:

Poison:

Ground: Your ground-type pokemon gain burrow speed 120 feet and you can ride them without effort.

Flying: You grow wings and gain a fly speed of 60 feet.

Psychic:

Bug:

Rock:

Ghost: You can enter and exit the ethereal plane at-will.

Dark:

Dragon:

Steel:

Fairy: You are immune to hostile mind-affecting spells and abilities.

None:


Pokemon Master

The CR limit on Monsters that you can tame is removed, though for the purposes of training it is set to 20.


Archetypes

Shonen Hero

You have the Power of Friendship, you Believe in the Heart of your Monsters, and you are destined to win no matter what, so long as you all believe in each other.

Basic mechanic, add loyalty bonus to a check/attack N times per day. You gain a bonus to loyalty checks equal to your Charisma modifier (this does not affect your loyalty bonus).

Level 4 bonus 1/day, saves

Level 7 bonus 2/day, saves and skill checks

Level 13 bonus 3/day, saves, skill rolls, and attack rolls

Level 19 bonus 4/day, add after you see the result on the die instead of before.

Genius

Specialists in science and technology, Geni are capable of a wide variety of innovative solutions to problems

Level 4: You gain a bonus to loyalty checks equal to your Intelligence modifier.

Level 7: You may craft X, Y, and basic pokeballs

Level 13:

Level 19: You craft a new invention, on par with the PC or snag balls, original to you. It can change the world, if it spreads. Will you let it?

Pokelore Expert

Pokelore Experts may have knowledge that derives from books or extensive practical experience, but what defines all of them is the deep knowledge of the mysteries of Pokemon, at least compared to the average trainer. Still, there is so much that they don't know! Pokelore Experts can craft balls from apricorns and breed Monsters

Level 4: You can make basic pokeballs from apricorns (or other magical fruit with GM permission) with a DC 20 craft check and eight hours. You gain a bonus to loyalty checks equal to your wisdom modifier.

Level 7: You may breed monsters: the results start off at CR equal to half your max tameable CR, and gain one for every combat that they participate in without fainting so long as their level is less than your max tameable CR - 2. You may choose from all the moves of both parents for the monsters move. Their species matches their mother's.

Level 13: Instead of merely making basic pokeballs from Apricorns, you may make advanced pokeballs from apricorns and magical fruit. Experimentation is recommended. Making an advanced pokeball takes 28 hours that may be spread over one or more weeks.

Level 19: You may craft a Master ball, once. This endeavour takes a week of dedicated work, and requires specialized materials of which your GM will inform you. It can capture any non-divine monster. Training it may be a different matter.











Monster Trainer

Class

Class made by: Keller Scholl

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