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[PTU] [Class] Slimelord; Because I play Dragon Quest too much
Topic Started: Nov 22 2014, 03:58 PM (1,277 Views)
DNA
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King of Thought
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Slimelord

"Don't let their teardrop shape and their goofy lovable smiles confuse you. Slimes are bountiful, resilient, and numerous (how many metal slimes have been killed in the name of level-grinding? and yet there's always more). You may just see them as punching bags or things to be ignored, but some people view them as friends or even stalwart allies. That's where the Slimelord comes in. They are recognized by Slimekind to be one of their own, and willingly lend their powers to them in combat."

~~~

The thought of Slimelords might be reminiscent to that of Rangers - trainers who call on their friends out in the wild to come and aid them in battle. That's a rather apt description, except Slimelords don't call Pokemon - they call Slimes, a unique and quite adorable race of creatures. Their versatility comes from them being able to call on multiple different types of slimes at will, each with their own unique abilities. While Slimes remain mostly the same within their respective categories, they will grow stronger alongside their trainer, and before long will become a shockingly powerful force.

Combat Role: Active
Field Role: Medium
AP Usage: None
Learning: Yes
Item Crafting: No
Active/Static: Static
Prime Mechanic: Summoning Slimes to use in combat

~~~

Feature List:

Slimelord
[+2 Any]
Prerequisites: 2 of Combat, Medicine Education, Pokémon Education, and Command at Novice Rank
Daily x2 - Extended Action
(When you take Slimelord, choose 2 of those skills. Those become your 'class skills' for features and prerequisities.)

Effect: You can summon up to 2 Slimes to yourself. A use of this feature can summon new ones, dismiss or replace existing ones, or both (you essentially rearrange the Slimes you have on hand). You cannot carry more than 2 Slimes on you at any given time. Each Slime does take up a party slot, so if you have 2 Slimes with you, you can only carry 4 Pokémon beyond that. Slimes are Typeless, can't be captured (you are considered their owner), cannot be taught moves moves or abilities beyond what they already know (they have no Tutor Points), and cannot gain experience.
Slimes level with you; any Slime you have on hand has a Level equal to your Trainer Level. Slimes are still commanded the same as any other Pokémon (e.g. still require a Command Action), and interact in much the same way Pokémon do.

The Slimes you can summon also depends on your Trainer Level:
If your Trainer Level is 9 or less, you may only summon Tier 1 Slimes.
If your Trainer Level is between 10 and 14, you may summon up to Tier 2 Slimes.
If your Trainer Level is between 15 and 19, you may summon up to Tier 3 Slimes.
If your Trainer Level is 20 or more, you may summon up to Tier 4 Slimes.

When you take Slimelord, choose 2 of the following categories: Attack, Defense, Healing, or Support.
You may only carry Slimes of those categories. You may only choose Slime categories based on what skills you chose when you took this class:
Attack = Combat; Defense = Pokémon Education; Healing = Medicine Education; Support = Command

Attack Slimes are physical offense oriented. Most of them are of the illustrious order of Slime Knights - armored warriors who fight atop their squishy steeds, swiping their swords about. All of them (with 1 exception) start with Aerial Ace as a move, and Steadfast as an ability.

Defense Slimes are walls, in every sense. These guys are all metal slimes - very low HP and attack, but extremely high defense, and virtually impossible to kill outside of some kind of critical hit. All of them start with Selflessness as a move, and Metal Trait as an ability.

Healing Slimes are basically the clerics of the team. They don't attack the opponents - they heal you, and your allies. They're very good at keeping your team's HP topped up, and status conditions far away. All of them start with Refresh as a move, and Healer as an ability.

Support Slimes are a sort of mixed bag. They're a jack-of-all-trades and draw from a little bit of everything, but where they truly shine is their ability to give boosts to their allies, to keep on fighting. All of them start with Helping Hand as a move, and Friend Guard as an ability.
(The stats and such of Slimes will be given at the end of this post.)

Sleekret Techniques
[+2 Any]
Prerequisites: Slimelord
Static
Effect: When you take this feature, learn 2 moves, based on what Slime categories you chose for this class:
Attack: Metal Claw
Defense: Selflessness
Healing: Refresh
Support: Helping Hand


Squishy Body
[Ranked 2] [+2 Any]
Rank 1 Prerequisites: Slimelord, Both class skills at Adept Rank
Rank 2 Prerequisites: Squishy Body Rank 1, Both class skills at Expert Rank
Static
Effect: Each Rank of this feature, gain an ability below for which you qualify. You can only select an ability from a Slime category you chose when taking this class.
Attack: Steadfast
Defense: Clear Body
Healing: Healer
Support: Friend Guard
(No, you don't get Metal Trait from this. What are you, crazy?)


Slicky Move
[+2 Any]
Prerequisites: Slimelord, Sleekret Techniques
Scene - Standard Action
Effect: Choose a move that 1 of your Slimes currently in the encounter knows. You use that move yourself.
For the purposes of frequency, this is treated as that Slime using that move, it must obey all frequency limits as normal, for both you AND the Slime (e.g. you can't choose a Scene x1 or Daily xX move that was already used this scene, nor can you choose an EOT or Scene x2 move that Slime used last turn), and it expends the Slime's normal frequency of that move.
(The Slimelord is not allowed to dismiss a Slime with any Daily xX move or ability that's been fully used up, and then recruit another one later to use its frequencies again (e.g. Omniheal, Blessed Touch, Wide Guard). Any player who attempts to do this is a cheese-monkey, and the GM has my blessing to beat him or her about the head with a crowbar.
When adding, dismissing, or switching slimes, all frequencies WILL carry over.)




Swordsmanslip
[+2 Any]
Prerequisites: Slimelord, Attack Slime category chosen, Expert Combat
Static
Effect: When your Attack Slime is adjacent to a foe, and that foe is damaged by another ally's attack (that isn't another Attack Slime), that Attack Slime may immediately make a Struggle Attack against the foe, as a Free Action.


Elasticity
[+2 Any]
Prerequisites: Slimelord, Defense Slime category chosen, Expert Pokémon Education
Static
Effect: Whenever your Defense Slime is under the effect of Selflessness, and an ally would be damaged by an attack, your Defense Slime may choose to Shift to that ally's square (if able) and Push that ally 1 metre away, before resolving the attack (i.e. as if the Slime Intercepted). If this doesn't push the ally out of range of an area-of-effect move, the Slime still takes all sets of damage.


Healing Gel
[+2 Any]
Prerequisites: Slimelord, Healing Slime category chosen, Expert Medicine Education
Static
Effect: Each time your Healing Slime uses a move to heal allies, the target(s) also gain Temporary HP equal to 1/10 of their own Max HP.


Gummy Barrier
[+2 Any]
Prerequisites: Slimelord, Support Slime category chosen, Expert Command
Static
Effect: Your Support Slimes may use Helping Hand at a range of 6 metres instead of 4, and if they use Helping Hand on a target, that ally also gains 5 DR against the next damaging attack it would receive this round.


Goo for One
[+2 Any]
Prerequisites: Slimelord, Both class skills at Master Rank, 5 Slimelord Features
Static
Effect: The frequency of the base Slimelord class feature now becomes Daily x3. You may send out 2 Slimes (for an encounter) as a Standard Action. You have 1 Command Action for each Slime you have in an encounter; each Slime may move, attack, and so forth under your command as usual.
(You can still only carry at most 2 Slimes with you at any given time. You may only command 2 Slimes at once in this way; this feature also can't be used to command 1 Slime and 1 Pokémon, or even 2 Pokémon. It must be 2 Slimes.)

~~~

Attack Slimes


Defense Slimes


Healing Slimes


Support Slimes


~~~

The hardest part of all was choosing the names for all the features, since Dragon Quest is really big on that pun thing.
If any of you have a better idea than Aerial Ace for the Attack Slime starting move, that would be great. It has to involve slashing in some way, and Fury Swipes and Dual Chop are both out of the question.

When this is all over and done with, I'm going to attack an Excel file (NOT Notepad) with all the info. In Excel, it is much easier to read.

Fire away!
Attached to this post:
Attachments: Slimelord_PTU_Class.xls (36 KB)
Edited by DNA, Jun 18 2015, 11:18 AM.
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Kairose
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slight but glaring error: as worded, you can summon any slime at Level 1, but you lose the ability to summon lower-tier slimes as your level increases, eventually becoming unable to summon slimes at level 21 or higher. Otherwise, I'm not seeing any problems.

Also, I'm really glad this exists now. I once considered making Dragon Quest stuff into PTX, but couldn't come up with the motivation to do so.
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DNA
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Quote:
 
Also, I'm really glad this exists now. I once considered making Dragon Quest stuff into PTX, but couldn't come up with the motivation to do so.

I like it too! I didn't really get much inspiration to really get it hammered down either, until I started picking up Rocket Slime again. (Yes, I know this is nothing like Rocket Slime, but c'mon, slimes everywhere.) And slimes are easy to write for and have a whole lot of variety too, so it works!

Quote:
 
slight but glaring error: as worded, you can summon any slime at Level 1, but you lose the ability to summon lower-tier slimes as your level increases, eventually becoming unable to summon slimes at level 21 or higher. Otherwise, I'm not seeing any problems.

That was dumb of me.

Changed to:
9 and under
10 to 14
15 to 19
20 and up

The idea was to be able to summon the biggest slimes when you hit TL20, since all the Tier 4 slimes have BST 50. (The lower ones have 45, 40, and 35.)
Unless we can give players BST 50 when they hit TL16 instead (5 and under, 6 to 10, 11 to 15, 16 and up)? That wasn't my intent, but if people think it might work better.

Edit: Considering replacing Aerial Ace with Metal Claw, since it's not that powerful and can be taken as a quick dip feature (Ninja by contrast needs Aerial Ace as a Rank 2 Infiltrator path). Thoughts?
Edited by DNA, Nov 22 2014, 06:12 PM.
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DNA
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After some rather heated discussions with myself, I have made the following changes:

~All instances of Aerial Ace, both on the Slimes and the Slimelord, have been replaced with Metal Claw. The reason for this is that Aerial Ace, as useful as it is (and it's even sword-based too!), is far too strong to be a starting move.

~Instead of being double your Trainer Level, the Slimes you have are now equal to your Trainer Level. The reason for this is that scaling at double the level is incredibly strong and I didn't properly consider it. I had thought to reduce the scaling to 1.5x TL, thinking that okay, but was still on the fence. Then I realized that, since the capstone of Slimelord is basically their own version of Dual-Wielding, I had to reduce the scaling to be very VERY slow. Thus, that's why they're equal to the trainer's level.

Any other thoughts? I think it's mostly okay to go, but if anyone has any other thoughts, I'd love to hear them.
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Neosonic97
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METAL SLIIIMES!!!!
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