Difference between revisions of "Test Page 8"

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If your first level is in this class, you gain a ''memento'', a specially-bred creature. The circumstances under which you gained this creature are up to you, and you choose the ''memento's'' species and role.
 
If your first level is in this class, you gain a ''memento'', a specially-bred creature. The circumstances under which you gained this creature are up to you, and you choose the ''memento's'' species and role.
  
=''Mementos''=
+
<div id="Quick Draw">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Quick Draw</font></div>
 +
|}
 +
At first level, a trainer gains the [[d20 Mechanic: Feats#Quick_Draw|Quick Draw]] feat.
  
You can purchase ''mementos'' from breeders.
+
<div id="Trainer's Secret">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Trainer's Secret</font></div>
 +
|}
 +
At 2nd level, and every two levels thereafter until 10th, the trainer gains insight into the handling of creatures and the art of training. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.  
  
...this formula was stupid, so it's gone now.
+
<div id="Craft Meme Crystal">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Craft Meme Crystal</font></div>
 +
|}
 +
The trainer becomes capable of crafting his own meme crystals. Constructing a meme crystal requires one hour and supplies worth 100 gp; a meme crystal is considered a Blue item for purposes of force resistance.  
  
Also, now we need to start talking about other things.
+
A meme crystal is used as a thrown weapon, and is treated as a ranged touch attack, with a range of 20 feet; if it hits, the creature takes ''potency 1'' subdual damage. If this damage is enough to knock the creature unconscious, it is captured by the meme crystal. Once a meme crystal has captured a creature, the meme crystal takes a mental "snapshot" of the creature, before it is sent into the Blue; this is so that, when the meme crystal is activated once more, it is able to retrieve the creature from the world memory. This information becomes imprinted into the meme crystal when it first captures a creature; once a meme crystal is imprinted, it cannot be used to store a different creature. A meme crystal is incapable of capturing creatures that can take class levels - the imprinting process is too complicated to allow for a sentient being to be imprinted. In addition, a meme crystal is also incapable of capturing a creature that has already been imprinted into a meme crystal: the method by which the meme crystal retrieves a creature from world memory makes it impossible for two objects to both refer to the same creature in memory.
  
=Design Notes=
+
<div id="Craft Improved Meme Crystal">
'''June 6, 2016:''' I realize that no other class has two iconics. Do you know how hard it is to find ''not'' shit art for pokemon? Deal with it.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Craft Improved Meme Crystal</font></div>
 +
|}
 +
'''Prerequisites:''' Craft Meme Crystal
  
While we used to use Frank's trainer class as a reasonable base, I think it's time to Trinity-ize this class and get some solid rules in for monster creation.
+
The trainer can construct an improved meme crystal. Such a meme crystal requires supplies costing 500 gp. When an improved meme crystal strikes a creature, it deals ''potency 2'' subdual damage.
  
At the very least, I have three goals:
+
<div id="Double Team">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Double Team</font></div>
 +
|}
 +
You can have up to two ''controlled'' creatures out of their meme crystals at once. On your turn, you can expend a standard action to command two creatures; if you only expend a move action, you can only command one creature, not both (you can choose which creature you command when you do so).
  
* Have a default chassis for pokemon level progression.
+
<div id="Teamwork">
* Be able to convert pokemon to d20 monsters compatible with this system relatively quickly and on the fly.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
* Be able to convert existing monsters into this system, so that we can avoid the clunky comparisons of a creature's CR to the trainer's level crap that plagued prior versions.
+
! style="background:#AADFFF;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Teamwork</font></div>
 +
|}
 +
'''Prerequisites:''' Double Team
  
{|class="collapsible" width="15%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Choose a [http://www.d20pfsrd.com/feats/teamwork-feats Teamwork feat] whose prerequisites you meet. When you have at least one ''controlled'' creature out of its meme crystal, you and all of your ''controlled'' creatures gain the benefit of that feat. You can take this secret multiple times; each time you do, you can choose a new feat.
! style="background:#388E8E;" align="center" colspan="7"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Technic Progression by Level</font></div>
+
 
|-
+
<div id="Heal Creature">
! width="30%"|Level
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! width="70%"|Grade
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! style="background:#AADFFF;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Heal Creature</font></div>
|-style="background:white;"
+
| 1 || Minor
+
|-style="background:#ACCFCF;"
+
| 2 || Minor
+
|-style="background:white;"
+
| 3 || Lesser
+
|-style="background:#ACCFCF;"
+
| 4 || Lesser
+
|-style="background:white;"
+
| 5 || Lesser
+
|-style="background:#ACCFCF;"
+
| 6 || Lesser
+
|-style="background:white;"
+
| 7 || Moderate
+
|-style="background:#ACCFCF;"
+
| 8 || Moderate
+
|-style="background:white;"
+
| 9 || Moderate
+
|-style="background:#ACCFCF;"
+
| 10 || Moderate
+
|-style="background:white;"
+
| 11 || Greater
+
|-style="background:#ACCFCF;"
+
| 12 || Greater
+
|-style="background:white;"
+
| 13 || Greater
+
|-style="background:#ACCFCF;"
+
| 14 || Greater
+
|-style="background:white;"
+
| 15 || Major
+
|-style="background:#ACCFCF;"
+
| 16 || Major
+
|-style="background:white;"
+
| 17 || Major
+
|-style="background:#ACCFCF;"
+
| 18 || Major
+
|-style="background:white;"
+
| 19 || Master
+
|-style="background:#ACCFCF;"
+
| 20 || Master
+
 
|}
 
|}
 +
A trainer can use the power of her memories to restore wounded creatures to a significantly healthier state. By spending a full round action, the trainer allows one of his ''controlled'' creatures to spend a ''healing surge'', and also be healed for ''potency 2'' damage. Only a creature stored in a meme crystal can be healed in this fashion.
 +
 +
<div id="Revive Creature">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Revive Creature</font></div>
 +
|}
 +
'''Prerequisites:''' Heal Creature
 +
 +
You can revive a creature that has died. Doing so requires that you return the body to its meme crystal, and you must spend an hour concentrating. Once the revivification is complete, the creature cannot be recalled from its meme crystal for 24 hours.
 +
 +
<div id="Soothing Healing">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Soothing Healing</font></div>
 +
|}
 +
'''Prerequisites:''' Heal Creature
 +
 +
When you heal a creature using ''heal creature'', you also remove all negative status effects (except for the ''dead'' status) from the creature.
 +
 +
<div id="Wild Empathy">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Wild Empathy</font></div>
 +
|}
 +
The trainer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The trainer rolls 1d20 and adds her trainer level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the trainer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The trainer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
 +
 +
<div id="Monster Talk">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#AADFFF;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Monster Talk</font></div>
 +
|}
 +
'''Prerequisites:''' Wild Empathy
 +
 +
The trainer becomes able to communicate directly with animals and plants, as though benefiting from permanent ''[http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals speak with animals]'' and ''[http://www.d20pfsrd.com/magic/all-spells/s/speak-with-plants speak with plants]'' effects.
  
 
=Feats=
 
=Feats=
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&nbsp;
 
&nbsp;
  
=Memento Stuff=
+
=Design Notes=
Okay, so here's some thoughts.
+
'''June 6, 2016:''' I realize that no other class has two iconics. Do you know how hard it is to find ''not'' shit art for pokemon? Deal with it.
  
We can translate Pokemon - actual Pokemon - stats into d20. I've come up with what ''looks'' like a reasonable conversion table. To use this, take the given Pokemon's '''base stats''' and translate the values (ie, like 90 for Attack) into the following modifiers.
+
While we used to use Frank's trainer class as a reasonable base, I think it's time to Trinity-ize this class and get some solid rules in for monster creation.
  
    < 21 - 4
+
At the very least, I have three goals:
  21 -  40 - 2
+
  41 -  60 + 0
+
  61 -  80 + 2
+
  81 - 105 + 4
+
106 - 130 + 6
+
131 - 160 + 8
+
  161 + +10
+
  
Okay, so now you have those numbers. Now, for each stat, they get translated like this.
+
* Have a default chassis for pokemon level progression.
 
+
* Be able to convert pokemon to d20 monsters compatible with this system relatively quickly and on the fly.
HP => Constitution
+
* Be able to convert existing monsters into this system, so that we can avoid the clunky comparisons of a creature's CR to the trainer's level crap that plagued prior versions.
Attack => Strength
+
Defense => AC
+
Special Atk => Intelligence
+
Special Def => Wisdom
+
Speed => Dexterity
+
Friendship => Charisma
+
 
+
Friendship is listed in a weird spot, and is also referred to as "Base Happiness", if you're using [http://serebii.net/pokedex-xy/025.shtml this] (for example). Okay, and since that links to Pikachu, we'll use it real quick to explain how this works.
+
 
+
: '''16/03/27:''' Defense is weird now because we got rid of AC, but that's okay. For Bravery, use ''catch rate'' and invert the above table (so 161+ gets a -4, while <21 gets a +10).
+
 
+
So Pikachu has the following listed base stats (at the bottom of that page):
+
 
+
* HP: 35
+
* Attack: 55
+
* Defense: 40
+
* Sp. Attack: 50
+
* Sp. Defense: 50
+
* Speed: 90
+
* Friendship: 70
+
 
+
Following our conversion table, then, Pikachu has a -2 Con, a -2 to AC, a +4 to Dex, and a +2 to Cha. This seems pretty accurate: Pikachu aren't as solid as other pokemon, and don't have a tough hide or anything, but they are quick little bastards, and are cute and friendly.
+
 
+
This lets us rapidly translate actual Pokemon into friggin... T20 stats. The only issue here is Perception, but there's no real good way to do that since Pokemon doesn't give a crap about that sort of th... or maybe it does.
+
 
+
Just did a test with [http://www.serebii.net/pokedex-xy/213.shtml Shuckle], using Sentinel. Results are very extreme: 26 AC, 6 Ref, 8 Fort, 19 Will, 6 hp. But that doesn't sound unreasonable; a first-level defender will probably have around a 20 AC, but also has built-in DR, way better saves, and way more hp. Shuckle then is not an "omg why wouldn't you do this" option, and since its probably one of the most extreme pokemon (-4 to all stats except Wis, Cha, and AC, at +10, +2, and +10, respectively), that indicates to me that these formulae are probably mostly balanced.
+
 
+
Moving on to solving the Perception problem... unfortunately Mystery Dungeon has no exploration-related stats, so that's a non-starter. So no, all pokemon just have a +0 perception, whatever.
+
  
 
[[category:Blue]]
 
[[category:Blue]]
 
[[category:Base Classes]]
 
[[category:Base Classes]]

Revision as of 09:26, 12 June 2016

The Trainer
  Memetics
Level BAB FRC Fort Ref Will Det Special Memory Memes Known Belief Space
1 +0 +0 +0 +2 +0 +2 Control Creature, Train Creature, Memento, Quick Draw 2 2 1
2 +1 +1 +1 +3 +1 +3 Trainer's Secret 3 3 1
3 +2 +2 +1 +4 +1 +4   4 3 2
4 +3 +3 +1 +4 +1 +4 Trainer's Secret 5 4 2
5 +3 +3 +2 +5 +2 +5   7 5 2
6 +4 +4 +2 +6 +2 +6 Trainer's Secret 8 5 2
7 +5 +5 +3 +7 +3 +7   9 6 3
8 +6 +6 +3 +7 +3 +7 Trainer's Secret 10 7 3
9 +6 +6 +3 +8 +3 +8   12 7 3
10 +7 +7 +4 +9 +4 +9 Trainer Talent 13 8 3
11 +8 +8 +4 +10 +4 +10   14 9 4
12 +9 +9 +5 +10 +5 +10 Trainer Talent 15 9 4
13 +9 +9 +5 +11 +5 +11   17 10 4
14 +10 +10 +5 +12 +5 +12 Trainer Talent 18 11 4
15 +11 +11 +6 +13 +6 +13   19 11 5
16 +12 +12 +6 +13 +6 +13 Trainer Talent 20 12 5
17 +12 +12 +7 +14 +7 +14   22 13 5
18 +13 +13 +7 +15 +7 +15 Trainer Talent 23 13 5
19 +14 +14 +7 +16 +7 +16   24 14 6
20 +15 +15 +8 +16 +8 +16 Trainer Talent 25 15 6

 

Trainer

Locke'mejis and Ashe'cathari, iconic trainers
"Shorts are comfy and easy to wear. Let's fight!"

The world of Trinity is a dangerous place. Some, such as the commonfolk, rely upon their well-trained members of their society to defend them from attackers; others are those defenders themselves. However, some societies lack the comfort of walls or homes, always on the move. Halflings, selkies, and even lunari often find themselves almost always on the move or lacking stable fortifications. While the more aged among their people may be able to fend off an attack, their children are not always so able. Thus: the trainer.

In times past, when the halflings were under attack from prophet moths, they sought a manner of assistance from the gnomes. The gnomes gifted them with knowledge of the blue, of learning to use the abilities of monsters. However, this was ill-suited for the halflings' intentions: they needed a weapon, easily wielded, with which they could arm their children. Taking the lessons taught to them from the gnomes, however, the halflings devised a new idea: rather than learn the abilities of monsters, capture the monsters themselves, and ensure that they could only fight what they were directed to.

The halflings devised a new method of interacting with the blue, which they called meme crystals - small items that were capable of storing a creature or item in the world's memory, such that it could be summoned back at any time. They then began capturing small monsters of Sarteri and training them, then giving the meme crystals in which the creatures were stored to children, instructing them to only use them in dire need. As they grew older, the children were taught the ways of the gun, and passed their meme crystals on to the children that came after them.

Some halflings, however, decided not to become gunslingers, and instead focused on raising the monsters they had been gifted with. Through trial and error, they determined that some creatures were better-suited to some abilities; they devised a basic understanding of genetics, and began breeding creatures to attain desired traits: small, but ferocious, with unalarming appearances so that children would not be frightened to use the creatures.

Centuries have passed since then, and trainers are still relatively rare - but not unheard of. The way of the trainer has spread throughout the world, and though it is often thought of as the path of cowards, it is a welcome relief to those who must fight but have no formal training.

Game Rule Information

Trainers have the following game statistics.

Force Alignment: Blue.

Force Resistances: TO 5 + level, CO 5 + level.

Abilities: Dexterity is important to a trainer, as - in order to capture new creatures - they must be agile enough to accurately throw a meme crystal. Charisma is also important, as a more powerful personality allows them to more successfully exert control over creatures.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The trainer’s class skills are Athletics, Bluff, Cultures, Insight, Legerdemain, Lore (Blue), Notice, Resolve, Search, Sneak, Survival, and Tactics.

Skill Points at Each Level: 6 + Int modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the trainer.

Proficiencies

Weapons: Any two ranged, any one melee, any one.

Armor: Cloth, Leather.

Implements: Records.

Memes

Trainers are memeticists, and as such the abilities they use are memes. Memes are a packet of information that contain references to the underlying mechanisms of how reality operates; through usage of a meme, a memeticist can access the world memory, modify the world, and perform other tasks.

Unlike most memeticists, trainers do not use their memes; instead, trainers can teach their memes to their controlled creatures (see below). Also unlike other memeticists, trainers can only learn memes that have the [Technic] descriptor.

Trainers also have memory, which can be used to improve memes. Because of the relationship between the trainer and his controlled creatures, he can allocate memory to memes used by a controlled creature. Trainers gain bonus memory equal to their Wisdom modifier.

The trainer begins with two known memes. He gains knowledge of additional memes each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two memes for new memes.

Trainers also have a pool of belief-space, which they use to gain control over their creatures (see below). A trainer gains bonus belief-space based on his Charisma; he gains an additional belief-space at 4th and every four levels thereafter, up to his Charisma modifier.

A trainer can change his belief-space allocation after a long rest.

Control Creature

By exerting his belief on a meme crystal, a learner can control the creature held within.

On each of his turns, the trainer can expend a move action to direct the actions of a controlled creature. If he does so, the controlled creature behaves like a summoned monster, until the start of his next turn; if he does not, the creature will defend itself but otherwise take no action, and an uncontrolled bloodied creature will retreat if possible. A trainer cannot control a creature whose level is greater than his trainer class level. An uncontrolled creature will act independently once released, until returned to its meme crystal.

Due to this being a memetic effect, the trainer can issue complex commands to a controlled creature without the need for a shared language. However, the trainer cannot actually communicate with the creature.

Releasing a creature from a meme crystal is a standard action, and the creature appears in an unoccupied square adjacent to the trainer. A trainer can return a creature to its meme crystal by touching the meme crystal to the creature: if the creature is within the trainer's reach, this is a move action, otherwise the meme crystal can be thrown at the creature as a standard action (in such an instance, the trainer automatically hits the creature's Reflex if the creature is currently controlled, but may miss due to concealment or other factors; the trainer must roll to hit an uncontrolled creature normally).

Applying the controlled condition to a creature in a meme crystal requires one belief-space.

Train Creature

A trainer can imbue her known memes into creatures she has controlled, allowing the creature to make use of the ability.

Base Statistics By Role
  Skirmisher Brute Sentinel Lurker Controller Ravager
HP @ 1st 10 + Con 15 + Con 15 + Con 10 + Con 5 + Con 5 + Con
HP per Level 7 + Con mod 9 + Con mod 9 + Con mod 7 + Con mod 5 + Con mod 5 + Con mod
Healing Surges 8 + Con mod 10 + Con mod 10 + Con mod 8 + Con mod 6 + Con mod 6 + Con mod
Fort Avg Good Good Poor Poor Avg
Ref Good Poor Poor Good Avg Avg
Will Poor Poor Avg Avg Good Avg
Det Poor Avg Good Poor Avg Avg
BAB Avg Good Good Avg Poor Avg
FRC Avg Poor Avg Good Good Good
Technics Known 4 3 3 4 5 4
Skills 4 2 4 4 6 6

The creature and the meme to be taught must be compatible (that is, the meme must be on one of the creature's technic lists). If the meme and the creature are compatible, the trainer must spend one day teaching the creature the meme. If the creature has reached its maximum number of technics known, the trainer must choose one technic for the creature to forget (note that some creatures have technics with the [innate] descriptor, which cannot be forgotten in this manner).

A creature can only have a single copy of a given ability on its technic list.

In addition, a trainer can improve a creature's abilities, increasing its level in its role. The creature must be within its meme crystal, and the trainer must meditate for the duration of a short rest, after which the creature gains a level. The trainer cannot grant a level to a creature that would make the creature's level higher than the trainer's class level. Unlike characters, once the trainer begins training a creature in a role, the creature always gains levels in that role.

The trainer can also grant roles to creatures that do not have them, as is the case for many monsters. Once the trainer has captured a creature in a meme crystal (see below), the trainer can spend a short rest to give the creature a role; during this period, the trainer can also impart any memes he knows to the creature, if the creature and the meme are compatible. A creature so trained immediately loses all of its natural statistics, which are replaced as though it had levels in a role equal to its level. The exception to this are all attacks the creature possessed, as well as all racial abilities and traits; in essence, only the statistics on the Roles table are replaced.

Example: Locke captures a 5th-level metroid. Metroids do not have roles, and so he wants to spend a short rest to give it the lurker role, and teach it a meme he thinks will be useful for it. The metroid loses all of its original statistics and becomes a 5th-level lurker, but retains its racial bonuses to ability scores and any abilities it had.

The mementos page has more information on how a trainer's creatures work.

Memento

If your first level is in this class, you gain a memento, a specially-bred creature. The circumstances under which you gained this creature are up to you, and you choose the memento's species and role.

Quick Draw

At first level, a trainer gains the Quick Draw feat.

Trainer's Secret

At 2nd level, and every two levels thereafter until 10th, the trainer gains insight into the handling of creatures and the art of training. Choose one of the following abilities; unless otherwise noted, each ability can only be taken once.

▶ Craft Meme Crystal

The trainer becomes capable of crafting his own meme crystals. Constructing a meme crystal requires one hour and supplies worth 100 gp; a meme crystal is considered a Blue item for purposes of force resistance.

A meme crystal is used as a thrown weapon, and is treated as a ranged touch attack, with a range of 20 feet; if it hits, the creature takes potency 1 subdual damage. If this damage is enough to knock the creature unconscious, it is captured by the meme crystal. Once a meme crystal has captured a creature, the meme crystal takes a mental "snapshot" of the creature, before it is sent into the Blue; this is so that, when the meme crystal is activated once more, it is able to retrieve the creature from the world memory. This information becomes imprinted into the meme crystal when it first captures a creature; once a meme crystal is imprinted, it cannot be used to store a different creature. A meme crystal is incapable of capturing creatures that can take class levels - the imprinting process is too complicated to allow for a sentient being to be imprinted. In addition, a meme crystal is also incapable of capturing a creature that has already been imprinted into a meme crystal: the method by which the meme crystal retrieves a creature from world memory makes it impossible for two objects to both refer to the same creature in memory.

▶ Craft Improved Meme Crystal

Prerequisites: Craft Meme Crystal

The trainer can construct an improved meme crystal. Such a meme crystal requires supplies costing 500 gp. When an improved meme crystal strikes a creature, it deals potency 2 subdual damage.

▶ Double Team

You can have up to two controlled creatures out of their meme crystals at once. On your turn, you can expend a standard action to command two creatures; if you only expend a move action, you can only command one creature, not both (you can choose which creature you command when you do so).

▶ Teamwork

Prerequisites: Double Team

Choose a Teamwork feat whose prerequisites you meet. When you have at least one controlled creature out of its meme crystal, you and all of your controlled creatures gain the benefit of that feat. You can take this secret multiple times; each time you do, you can choose a new feat.

▶ Heal Creature

A trainer can use the power of her memories to restore wounded creatures to a significantly healthier state. By spending a full round action, the trainer allows one of his controlled creatures to spend a healing surge, and also be healed for potency 2 damage. Only a creature stored in a meme crystal can be healed in this fashion.

▶ Revive Creature

Prerequisites: Heal Creature

You can revive a creature that has died. Doing so requires that you return the body to its meme crystal, and you must spend an hour concentrating. Once the revivification is complete, the creature cannot be recalled from its meme crystal for 24 hours.

▶ Soothing Healing

Prerequisites: Heal Creature

When you heal a creature using heal creature, you also remove all negative status effects (except for the dead status) from the creature.

▶ Wild Empathy

The trainer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The trainer rolls 1d20 and adds her trainer level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the trainer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The trainer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

▶ Monster Talk

Prerequisites: Wild Empathy

The trainer becomes able to communicate directly with animals and plants, as though benefiting from permanent speak with animals and speak with plants effects.

Feats

The following are a selection of feats that are relevant to trainers.

 

EXPANSIVE IMAGINATION [Memetic]
You have a larger capacity for believing in ideas not your own.
Prerequisites: Powerful Memory.
Benefit: Gain one additional belief-space. You can take this feat multiple times; its effect stacks.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

POWERFUL MEMORY [Memetic]
You have a larger store of personal memory.
Prerequisites: Memeticist level 1st+.
Benefit: Gain 2 memory. You can take this feat multiple times; its effect stacks.

 

Design Notes

June 6, 2016: I realize that no other class has two iconics. Do you know how hard it is to find not shit art for pokemon? Deal with it.

While we used to use Frank's trainer class as a reasonable base, I think it's time to Trinity-ize this class and get some solid rules in for monster creation.

At the very least, I have three goals:

  • Have a default chassis for pokemon level progression.
  • Be able to convert pokemon to d20 monsters compatible with this system relatively quickly and on the fly.
  • Be able to convert existing monsters into this system, so that we can avoid the clunky comparisons of a creature's CR to the trainer's level crap that plagued prior versions.