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- Looking for input on a new homebrew class: Magician
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| Looking for input on a new homebrew class: Magician; You're a wizard, Ash! | |
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| Tweet Topic Started: Apr 1 2012, 05:35 PM (687 Views) | |
| Dreadnought | Apr 1 2012, 05:35 PM Post #1 |
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Pokémon Trainer
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Hi, everyone! The following is basically just a homebrew idea I had for a "wizard" class. I'd really appreciate any feedback I got on it, as I may be using it in a game I'm going to start soon. The advanced classes will be soon to come! Magician Base Class Adv. Classes: 1. Enchanter INT You work with items, enchanting and combining them. 2. Combat Mage INT A force to be reckoned with in the battlefield. 3. Necromancer INT You get to raise armies of the undead!...well, if you can get away with killing a ton of people. 4. Summoner CHA Think Pokemon, except Yugioh. It's kind of hard to explain, but basically you combine an offense Pokemon and a support Pokemon into a pair. 5. Magical Girl CHA You're freaking Sailor Moon. 6. Druid CHA Nature yaaay 7. Universalist CHA You get to bend the laws of space and time. Magician: Base Class Feature Prerequisites: 13 INT, 13 CHA Bonuses: +1 INT, +1 CHA Penalty: -2 CON Base Features: Charm (TA) Weekly (One additional use per 8 levels) Target: Any Pokemon, human, or item Effect: Once, the target may reroll any die of their choice and take the better number as their result. In the case of an item, any check made with or die rolled because of that item may be rerolled. This effect can be used for a number of days equal to the Magician's INT or CHA modifier. Magic Missile (TA) Daily (One additional use per 8 levels) Target: See descrip. Effect: Make an AC 2 Ranged (10m) Special attack against any Legal Target, dealing 1d10 damage and adding your INT mod as your SpAtt. When you use this feature, roll 1d20 and add your INT or CHA mod. For every number above 20 the result is, another "missile" with the same attack description is fired, up to 5 extra. These attacks may all be aimed at one target, or split among as many as three. For each target, roll the AC again, but all attacks aimed at any target use the result of only one AC for that target. Not every Pokemon trainer gifted with special powers was born that way. There are a select few who have gotten to their positions through intense study, practice, and force of will: magicians, those practitioners of the arcane arts that we all know and love. Far from just being able to use Pokemon moves or glitchy powers, these magical trainers can be incredibly versatile in battle and out. Class Features: Magic Sense (FA) Prerequisites: Magician Static Target: Any Pokemon, trainer, or item Effect: You can tell if a target is magical or has been affected by magic simply by looking at it. As a free action, you may roll 1d20+INT mod. On a 15 or greater, you learn specific details about the target's magical effects, abilities, feats, etc., or about the magic used on the target. You can also tell if a target is affected by Psychic, Mystic, or Glitch powers, but you may not roll a check to discern specifics. Hex (TA) Prerequisites: Magician, 18 INT Daily (One additional per 10 levels) Target: One die Effect: After any die has been rolled, you may spend your next trainer action to have the die rerolled and the worse result taken immediately. Bag of Holding (TA) Prerequisites: Magician, 16 INT One Time Use Target: Any bag or container Effect: Choose any regular-sized bag, suitcase, etc. This bag is now a "Bag of Holding". It is capable of storing any number of items, with no regard for the actual amount of space in the bag, as long as they can fit in the bag's opening. The bag cannot be used to store Pokemon or humans. If you have more than 15 items in the bag, you must beat 10 on 1d20+INT mod to find a specific one. Retrieve (FA) Prerequisites: Magician, 16 CHA Daily (Additional use every 5 levels) Target: Any item you own or any unowned item Effect: Any target within your CHA mod x 10 meters flies into your hand, provided the path from you to the target is unblocked. Targets will move around any obstacles midair, and may not weigh more than your CHA mod x 5 pounds-capping at 30. You do not have to know where an item is to use this feat on it. Repel (TA) Prerequisites: Magician, Accio, 19 CHA Daily (+1 per 10 levels) Target: Trainer or Pokemon Effect: Roll 1d20+INT mod against the target's 1d20+STR mod, DEX mod, or Power capability as appropriate, using the highest mod for a trainer. If you win the roll, one item that is being held by the trainer or Pokemon flies a number of meters equal to your CHA mod in a random direction. This may or may not cause damage to someone in the way at the GM's discretion. Getting the item back requires shifting to it and using a Trainer Action or Move action. If you fail the roll, nothing happens and you lose your TA, but not a use of this feat. Boon (TA) Prerequisites: Magician, 16 INT, 16 CHA Daily (+1 per 10 levels) Target: Trainer or Pokemon Effect: If the target is a Pokemon, they gain +1 CS in one of their two highest stats, decided randomly. If it is a trainer, they gain +3 in one of their two highest stats, decided randomly. This lasts for a number of rounds equal to the higher of your CHA or INT modifiers, capped at 5. Boon+ (TA) Prerequisites: Magician, Boon, 19 INT, 19 CHA Daily (+1 per 15 levels) Target: Trainer or Pokemon Effect: If the target is a Pokemon, they gain +2 CS in one of their two highest stats, decided randomly. If it is a trainer, they gain +5 in one of their two highest stats, decided randomly. This lasts for a number of rounds equal to the higher of your CHA or INT modifiers. This feature replaces Boon. Prestidigitation (TA) Prerequisites: Magician At-Will Target: Any item, Pokemon, or trainer Effect: You can perform minor cosmetic changes and magic tricks with the GM's approval, such as changing the color of someone's clothes, changing the taste of a drink, or making a rabbit come out of a hat. These should never be enough to actually directly affect gameplay (e.g. turning someone invisible, changing the flavor of a Poffin), but could prove useful. You can also do any task that would require a standard household tool without one, provided you would know how to do the task with the tool. You can make small amounts of money by doing things with this feat-1d20+CHA or INT mod times 5 per day. Magical Solution (TA) Prerequisites: Magician, Prestidigitation, Level 15 Daily Target: Any check you make Effect: You may add your INT or CHA mod to any check that would require a different mod, replacing that mod, or any check that would normally be unmodified. The amount of money you make with Prestidigitation per day is increased to 2d20+CHA or INT mod times 10. Luck Transfer (FA) Prerequisites: Magician, Hex, 20 INT or CHA At-Will Trigger: You use Hex or Charm Effect: When you use Hex or Charm, you may have the target reroll their die a number of times up to half your CHA or INT mod, capped at 3. However, for each time above one a die is rerolled as a result of this feature, the GM may reroll one of your dice of their choice. Dispel (TA) Prerequisites: Magician, Magic Sense, 18 INT Daily (+1 per 5 levels) Target: Any Pokemon, trainer, or item Effect: Choose one Magician, Mystic, Psychic, or Glitch feature that the target has or is being affected by. The feature essentially goes away for a number of rounds equal to your INT mod. Dispel Field (TA) Prerequisites: Magician, Dispel, 22 INT Daily (+1 per 15 levels) Effect: Draw a circle around the user with a radius of your INT mod in meters. Select one of Magician, Glitch, Mystic or Psychic. Features of the type you selected other than your own do not work in the circle, cannot be fired into the circle, and cannot be used on anything in the circle. Anything affected by the type of feature you chose will revert to normal while inside the circle. The circle lasts for a number of rounds equal to half your INT mod+1, and remains where it was created. When you use this feature, roll 1d20+INT mod. If the result is over 20, your allies may use their features as normal. Prepare Prerequisites: Magician, Level 10 At-Will Effect: You may use one of your daily/weekly uses of a feat to use it the next day/week at no cost. This takes one hour minus your CHA or INT mod times 2 minutes. You may have up to your CHA or INT mod feats stored at any time, and they last for your CHA or INT mod number of days before they are lost. You may also use up 2 day's worth for a Daily or one weeks' worth for a Weekly of uses and triple the time spent preparing the use to be able to use the feat as a free action once, but you can only have one feat prepared this way at a time. Familiar (TA) Prerequisites: Magician Target: One Pokemon at Loyalty 4 that you have trained 20 levels or more, Lv. 15 One Time Use Effect: The target is now your Familiar. It is no longer kept in a Pokeball, rather, it is stored in a pocket dimension. You may call it forth or send it back there at any time as a free action. If it would not be at Intelligence 4, then it is. Otherwise, add 1 to the Familiar's intelligence. It gains half your CHA stat plus half your INT stat stat points that you may distribute however you wish, as long as you don't break base relations. The Familiar cannot be captured in any way. The familiar can communicate with you and other humans in some way-it's up to your GM whether this is full-fledged speech or just communicating emotions and ideas telepathically. You may choose to take damage and roll STAB on attacks as if you were the first type of your familiar when you take this feature. Whenever your familiar takes damage, you take damage equal to half the amount it took and have any status condition it has, and vice versa. This works the other way for healing HP and statuses as well. While your familiar is out, you gain one ability of your choice the Familiar has, and may choose to have your trainer and magical attacks deal damage as either of the Familiar's types when you make them. You also gain +3 on any checks made with Magician features and +1 on any checks made on a 1d20 (not stacking with the +3 bonus) while it is out. If one of you would roll a DST, the other must immediately as well. Depending on what the Pokemon's highest stat was, you also gain a static bonus while they are out: HP: Your HP is 1.5x what it would be normally. Att: When you attack with a weapon, add 1 to the damage base. Add your INT or CHA stat to any physical attacks you make. Def: You gain damage reduction equal to your INT mod times 2 plus your CHA mod times two against physical attacks. Sp.Att.: Pick one EOT or two At-Will special attacks your familiar knows that are of its type. You may use these at their normal frequencies, adding your INT stat or CHA stat as your Sp.Att. Sp.Def.: You gain damage reduction equal to your INT mod times 2 plus your CHA mod times two against physical attacks. Speed: You go one turn earlier than you normally would in initiative order. This feature may not be taken more than once, and you may not change your Companion. Magical Girl Advanced Class Magical Girl-Advanced Feature
Prerequisites: Magician, 19 CHA Ability Bonus: +1 CHA Base Features: Magical Weapon Static Target: A weapon Effect: Choose one weapon in your possession. It is now a Magical Weapon, and may only be used while you are Transformed. Add Xd8+X to the weapon's damage dice roll, where X is your CHA mod. This weapon cannot be taken from you, and you can summon it from thin air or banish it likewise. This weapon cannot be broken or malfunction. This is the only weapon that you may use while Transformed. Transformation (TA) Daily (+1 every 8 levels) Target: Self Effect: You may transform into an appearance of your choosing. From now on, you may only use any feats with a supernatural power source (Magic, Psychic, Mystic, Glitch) while you are Transformed. While Transformed, add your CHA stat times 3 to your total HP. Coming out of your Transformed state costs a trainer action, but not a use of Transformation. When you come out of your Transformed state, your HP is your total HP before you Transformed minus the damage you took while you were Transformed. You may only be Transformed for a number of minutes a day equal to your CHA stat times 10. You may use the feature Prepare while not Transformed, but only to prepare a Transformation. Mechanic: A Magical Girl's strength comes from her belief in what she's fighting for. When a character becomes a Magical Girl, they must pick a Cause to fight for and a Taboo, a condition that they must not break. Magical Girls gain Deed Points whenever they do something that advances their Cause: 1 for something that requires a little effort (rescuing a Skitty from a tree, defeating some average opponent in a Pokemon battle), 2 for something that requires a good effort (defeating a notorious criminal, beating a gym leader or powerful rival) 3 for something that requires a heroic effort (taking down an entire criminal organization, winning against the Pokemon Champion). A Magical Girl may reroll any die while she is Transformed a number of times per week equal to her DP divided by two, rounded down. If a Magical Girl breaks her Taboo, she loses all her DP and cannot Transform or gain any more until she has recovered all of them. Lost DP recover at a rate of one per day. Magical Girls are those Magicians who have been blessed with incredible willpower and strength of heart, given the ability to transform into an immensely powerful, superhero-like form. Their power comes from their unbending adherence to their code of values-whether good or evil. Class Features: Dazzling Transformation (FA) Prerequisites: Magical Girl Daily (+1 per 8 levels) Target: Any trainer or Pokemon who can see you Effect: When you Transform, any Target must roll +2 on their AC to hit you for a number of rounds equal to your CHA modifier, capping at 5. Inspiring Transformation (FA) Prerequisites: Magical Girl Daily (+1 per 8 levels) Target: Any allied trainer or Pokemon Effect: When you Transform, all targets gain +4 to their highest Trainer Stat or +1 CS to their highest stat as appropriate for a number of rounds equal to your CHA mod, capping at 5. Judgemental Blow (TA) Prerequisites: Magical Girl, 4 DP Daily (+1 per 15 levels) Target: Any opponent who you would gain DP by defeating Effect: Make a trainer attack against the target using your Magical Weapon. Add Xd12 to the Damage Dice Roll, where X is your current number of DP. Final Attack (TA) Prerequisites: Magical Girl, 22 CHA Daily Target: Any trainer or Pokemon Effect: If your magical weapon is ranged or thrown, use the move Hyper Beam. If your magical weapon is of melee range, use the move Giga Impact. Use your CHA stat times 2 as your attack or special attack, as appropriate. You must have been fighting the target for at least 5 rounds prior to using this feature. You may not take any more trainer actions on the turn you use this feature or the turn after. Magical Motion Prerequisites: Magical Girl, 24 CHA Static Effect: Upon taking this feature, you may choose either to add your CHA mod to all your movement capabilities, or gain a Sky speed equal to your Overland capability. This feature may only be taken once. Friendship by Defeat (FA) Prerequisites: Magical Girl, 22 CHA, 4 DP Weekly (+1 per 25 levels) Target: Any NPC Trainer or Pokemon who you have just defeated in battle Effect: If you made an attack that would have reduced the target's HP to 0 or less, they set their HP to 1. You have beat some sense into your opponent-they understand you and your Cause better. If your opponent is a Trainer who would have been neutral or slightly favorable to your Cause will now be helpful and friendly towards you, and will work towards the furthering of your Cause. If your opponent is a Trainer who would have been unfavorable towards your cause, you must roll above 15 on a 1d20+CHA mod roll to convince them of your Cause and get the same effects as above. If you fail, however, they may still help you somehow begrudgingly. This feature will not work with a Trainer very strongly set against your cause, but they may retreat for a period of time to consider their motives and actions. If this feature is used on a Pokemon, it is immediately considered Helpful and may be more open to capture by you. If any attack by you or an ally is made against the target of this feature after this feature is used, the effects of this feature are negated. "Defeating" someone for the purposes of this feature does not necessarily mean you knocking them out; it could also mean beating them in a Pokemon Battle, Contest, or some other esoteric type of competition. Mundane Magic Prerequisites: Magical Girl Static Effect: When you take this feat, choose three feats that you would not be able to use except while Transformed, excluding Magical Weapon, Righteous Blow, and Final Attack. You may use these feats while not transformed. This feat may be taken up to twice. Feats taken more than once count as however many times they were taken. Elemental Attunement Prerequisites: Magical Girl, Familiar, 5 Magical Girl Features Static Effect: When you take this feat, you must consume one rare item with elemental connections to your familiar's primary type in a 2-hour long ritual while Transformed. You take damage as though you were the primary type of your familiar, and may have your attacks deal damage as that type, even when your familiar is not with you. Depending on the primary type of your familiar, you also gain one of the following benefits and the ability to use one of the following moves as a trainer action a number of times per day equal to your CHA mod divided by 2, adding your trainer level divided by 2 rounded down and your CHA mod as your attack or special attack. This feature may only be taken once. Elemental Attunement Effects Normal: When you take damage, you may choose to act as if your type was the type you took damage from after you take damage. Once a a day, whenever you see a move performed, you may roll 1d20+CHA mod. On a 15 or greater, you may perform that same move using your next trainer action. You gain either the move Metronome or Facade. Fire: You gain the Firestarter and Heated capabilities, and may manipulate fire as in the feature Pyrokinesis, substituting CHA for CON. You gain either the move Sunny Day or Lava Plume. Water: You gain the Gilled and Fountain capabilities, and may manipulate water as in the feature Hydrokinesis, substituting CHA for CON. Your Surface and Underwater capabilities are raised by 2 each. You gain either the move Rain Dance or Waterfall. Electric: You gain the Magnetic and Zapper capabilities, and may manipulate electricity as in the feature Electrokinesis, substituting CHA for CON. You gain either the move Discharge or Thunder Wave. Grass: You gain the Sprouter capability, and may manipulate plants as in the feature Botanokinesis, substituting CHA for CON. You no longer need food as long as you have a plentiful amount of water and sunlight. You gain either the move Energy Ball or Sleep Powder. Ice: You gain the Freezer, Icestep, and Chilled capabilities. You may manipulate ice as in the feature Cryokinesis, substituting CHA for CON. You gain either the move Aurora Beam or Hail. Fighting: Use your CHA modifier as your STR modifier for any STR checks you make. Your melee attacks are strong enough to break through concrete walls, but gain the keyword Recoil when used in this way. Thicker walls, or those made of stronger materials, may take more tries. Any who get caught in the shrapnel created by your punching through the wall act as if they had taken the attack used to do so. Melee attacks Push your opponent X meters, where X is your CHA mod minus their weight class. This stacks with other Push effects. You gain either the move Counter or Reversal. Poison: You are not affected by poison of any kind. You can create small quantities of highly deadly poison as a trainer action-not enough to poison something by contact, but when slipped into food or drink, or somehow put into someone's body, the recipient becomes Badly Poisoned, and the HP loss contained therein does not stop when the affected person's HP reaches 0. All of your attacks poison the target on 19-20 on the AC. Add your INT and CHA mods and multiply the result by 10: this is how much of any toxic substance that you can manipulate in pounds as with the feature Telekinesis. You gain either the move Toxic Spikes or Sludge. Ground: You gain the Groundshaper and Materializer capabilities, however, you may not materialize solid rock. You may manipulate all non-solid-rock earth as in the feature Terrakinesis. You gain either the move Spikes or Mud Shot. Flying: You gain the Guster capability. You may manipulate air as in the feature Aerokinesis, substituting CHA for CON. If you do not have a Sky speed, you gain Sky 5. If you do, add 3 to it. You gain either the move Defog or Aerial Ace. Psychic: You gain the features Telekinesis and Telepathy, substituting CHA for CON. You may use either the move Telekinesis or Psybeam. Bug: You gain the capabilities Threaded and Pack Mon. Pack Mon applies to all Bug Pokemon whose level is lower than your TL times 2, excluding other Bug Pokemon with Pack mon. You can crawl on walls at your Overland speed minus 2, and on ceilings at your Overland speed minus 4. You may use either the move String Shot or Signal Beam. Rock: You gain the Groundshaper and Materializer capabilities, however, you may only materialize solid rock. You may manipulate all solid rock as in the feature Terrakinesis. You gain either the move Stealth Rock or Rock Blast. Ghost: You gain the feature Phasing, substituting CHA for CON. You can sense any nearby ghosts and spirits, and they will often be drawn to you. You roll a DST at -150% HP instead of -100%. You gain either the move Curse or Shadow Ball. Dragon: You gain the Aura capability. You may roll 1d20+CHA mod against 15 to have any non-hostile Dragon-type Pokemon become helpful to you and your allies. You gain either the move Dragon Rage or Dragon Pulse. Dark: You gain the capability Stealth. You may manipulate light as in the feature Photokinesis, substituting CHA for CON, but only to take light away from an area. On 18-20 on an AC for any of your attacks you may take on item at random off the target's person. You gain either the move Quash or Dark Pulse. Steel: You gain the capability Sinker. You gain damage reduction equal to three times your CHA mod against all attacks. Add your INT and CHA mods and multiply the result by 10: this is how much metal you can manipulate in pounds, as in the feature Telekinesis. You may use either the move Mirror Shot or Metal Sound. Support (TA) Prerequisites: Magical Girl, 22 CHA Daily (+1 per 10 levels) Target: Trainer or Pokemon You may heal one target HP or add damage to the target's next attack equal to Xd6, where X is your CHA mod. Don't Hurt My Friends! (FA) Prerequisites: Magical Girl, 1 friend in party or 1 Loyalty 4 Pokemon Daily (+1 use per 15 levels) Trigger: Someone you have a personal relationship with or one of your Pokemon takes 33% or more of their total HP in damage Effect: You add half of the damage done to the Trainer or Pokemon in that attack to your next attack against the enemy that attacked them after applying weaknesses, resistances, and defenses. A Pokemon who sees this is likely to have their loyalty go up a little bit. Cover (TA) Prerequisites: Magical Girl, Don't Hurt My Friends!, Support Weekly (+1 use every 10 levels) Target: Any attack or group of attacks that could hit multiple targets in your group of allies Effect: You takes the full brunt of the attack(s), teleporting any allies up to your CHA mod times 10 in meters away to protect them from it. If you are taking a single attack, double the damage you receive from it. If you make a DST as a result, subtract 5 times the number of people you put out of harm's way. This feature may be used as an Intercept. Judgment Sense Prerequisites: Magical Girl, 2 DP Static Target: Any general area you are in Effect: In the general area you are in, you know if something is happening where you will receive DP if you intervene. Edited by Dreadnought, Apr 6 2012, 08:31 PM.
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| planswalker | Apr 2 2012, 12:56 AM Post #2 |
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Pokémon Trainer
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Charm is by far the absolute most ridiculously OP reroll ability I've seen, in any genre. Try making it weekly, once every 7-10 levels, and works only once per use. MM looks okay to me. See Hex? That one looks fair to me. Make charm be the positive version of Hex, except keep it weekly. Accio and Expellairmus need names that aren't shameless HP ripoffs unless you want the class to seem a shameless HP ripoff. Luck Transfer is far too abusable. Cap it at one or maybe two extra rerolls. other than that, looks good to me. |
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| Dreadnought | Apr 6 2012, 08:35 PM Post #3 |
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Pokémon Trainer
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Thanks! I took your advice on the main class, and added a new advanced class. |
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7:27 AM Jul 11