Test Page 2
This page outlines the rules for mementos for the trainer class.
Mementos
This section will outline, in general terms, how mementos work. Notable sections will be what it means for a creature to be a memento, translating creatures to mementos, memento roles, and rules specific to mementos regarding their function.
Memento Overview
Mementos are essentially very specific creatures. Like characters, mementos have classes; like creatures, they have different creature types and subtypes. However, mementos become divorced from their original stat block: once a creature becomes a memento, it follows its memento progression, and not its natural progression.
Memento Level
Mementos have levels independent of the trainer that controls them; a creature turned into a memento has a number of levels in its role equal to its HD.
Trainers can grow their mementos, giving them levels, to a maximum of the trainer's memeticist level. A memento with more levels than the trainer's memeticist level cannot be controlled by that trainer. A trainer can have any number of mementos in meme crystals, but can only have so many controlled at a time (see the trainer class for more details).
Memento Type
As with all creatures, mementos have creature types. A number of Technics exist that are specific to each type; for instance, an Animal cannot learn a Vermin technic.
In addition, only certain creature types can become mementos. The valid creature types that can become mementos are:
- Aberration
- Animal
- Dragon
- Magical Beast
- Ooze
- Plant
- Vermin
It is important to note that a creature with an Intelligence score of 3 or greater cannot become a memento. Such creatures are too complex to be imprinted into a meme crystal, and thus trainers cannot exert control over them.
Memento Role
Rather than each creature having a unique progression - which, while appropriate, would be entirely too overwhelming to author, and would also preclude new creatures from being tamable and controllable right off the bat - mementos are instead divided into roles, which dictates their progressions.
Roles are effectively classes, though they carry more information: roles also dictate a memento's AC progression, and a memento's role can modify the effectiveness of some of their Technics.
Base Statistics By Role
| ||||||
---|---|---|---|---|---|---|
Skirmisher | Brute | Sentinel | Lurker | Controller | Ravager | |
HD | d8 | d10 | d10 | d8 | d6 | d6 |
AC | Level + 13 | Level + 11 | Level + 15 | Level + 13 | Level + 11 | Level + 13 |
Touch AC | -1 | -3 | -6 | -1 | -1 | -2 |
Flat AC | -3 | -1 | -1 | -2 | -1 | -1 |
Fort | Avg | Good | Good | Poor | Poor | Avg |
Ref | Good | Poor | Poor | Good | Avg | Avg |
Will | Poor | Poor | Avg | Avg | Good | Avg |
BAB | Avg | Good | Good | Avg | Poor | Avg |
TAB | Avg | Poor | Avg | Good | Good | Good |
A memento can have any role; as this is akin to class, even two mementos of the same species may specialize in different areas, leading to different sets of abilities.
As with type, there are a number of Technics that are specific to each role; thus a Sentinel could not learn a Ravager technic, or vice versa.