Wild Child

Wild Child

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The Wild Child. Some Pokemon Trainers grew up in the wilderness, away from the hype of the world and all that brings. Perhaps others just didn’t like Pokeballs. A Wild Child is friends with Pokemon, conversing with them in a way forgotten by most. They forgo the use of Pokeballs, and, in return, focus more upon creating a true bond with their allies. While called a Wild Child, any trainer that relies more upon bonds with Pokemon and primal power than skill with weapons or hard training fits this role.

Wild Child
[Class][+1 Attack][+1 Speed]
Prerequisites: Novice Survival, Novice Combat, Must not have any Pokeball related features
At-Will
Target: A Wild Pokemon
Effect: If Pokemon is Friendly: You make this Pokemon your Companion. Companion mechanics are detailed later in the section.
If Pokemon is Hostile: Make a Struggle or Feral Strength Attack against the Pokemon. If it hits, roll a Capture Check. If you succeed, the Pokemon recognizes your power and becomes Neutral and stops fighting. Your GM may choose to have the Pokemon reject his, although this should only be used during significant encounters. You may attempt to persuade the Pokemon to become your companion at the end of combat.

Wild Child Rules: As a Wild Child, you may never confine your Pokemon in a Pokeball.

Companion Mechanics:

Companions have a few marked differences between themselves and a normal Pokemon. The major changes are listed below (ripped off blatantly from Garylye's Wild Child class with a few small changes).
1. Companions are considered Wild Pokemon. They may be captured by other trainers potentially, though most wouldn't think to try so long as the Pokemon is still with a trainer.
2. Companions don't have Pokeballs. They cannot be recalled. Wild Children may have difficulty being accompanied by Companions in some areas and may have to temporarily leave them behind – leaving them alone will risk them being captured while the Wild Child is away. It also means that Companions cannot be recalled to be saved from constant damage effects like poisons and burns, so a Wild Child should take care to be extra-stocked to handle these situations. Finally, Companions that are KO'd cannot be simply recalled either, and therefore must be treated on the spot, moved by someone with sufficient physical strength, or given time to rest.
3. A Wild Child can only manage a number of Companions equal to their Survival Rank. Unlike trainers who can catch as many as they want, Wild Children must choose their companions carefully, because they simply cannot effectively manage a large number of allies. If a Wild Child does get Virtuouso Survival, this does increase the number of Pokemon they may control up to 8.
4. Companions are friends to the Wild Child. Unlike the relationship between a trainer and their Pokemon; a Wild Child and their Companion are equals and friends, and generally have higher loyalty initially and throughout their bonds – meanwhile, a Companion whose loyalty becomes low will simply leave, as opposed to becoming disobedient. High loyalty companions will actively work to help the Wild Child in a pinch – a strong Companion may hoist an unconscious Wild Child away to safety, for instance.

Wild Empathy
Prerequisite: Wild Child
Static
Effect: When talking to Wild Pokemon, you may use your Survival Skill instead of your Charm Skill. You also can understand the basic meaning of anything a Pokemon says, and may carry basic conversation in the language of the Pokemon.

Feral Strength
[Ranked2][+Attack][+Speed]
Rank 1 Prerequisites: Wild Child
Rank 2 Prerequisites: Feral Strength Rank 1
Static
Effect: Choose two of the following moves. You must have the appropriate rank or higher to learn these moves.

Rank 1 Rank 2
Bite Crunch - Requires Bite
Slam Headbutt - Requires Slam
Rage Secret Power
Fury Swipes Slash - Requires Fury Swipes
Odor Sleuth Pursuit - Requires Odor Sleuth
Howl Screech - Requires Howl
Flail Reversal - Requires Flail

Pack Leadership
Prerequisite: Wild Empathy, Feral Strength
Target: Your Pokemon
At-Will, Free Action
Effect: At the start of every round, designate a “Main Pokemon.” This Pokemon is the only one that may use Moves, Abilities, or Cover during this round of combat. All other Pokemon may take a Shift Action at 1/2 of their normal Movement Speed.

Wild Assist
Prerequisite: Wild Child, Pack Leadership
Static / 2 AP – Swift Action
Effect: You learn the move Helping Hand. You may use Helping Hand as a Swift Action for 2 AP.

Protect the Pack!
[+2 Speed]
Prerequisite: Pack Leadership
1 AP – Swift Action
Trigger: You or your Pokemon is hit by an Attack.
Effect: Either you or another Companion, within movement range of the Target, immediately takes the place of the target and receives the damage. If it is an area of effect blast that the interceptor was already in the range of, the Pokemon may take both sets of damage as separate attacks. Using this feature ignores the Cover clause of Pack Leadership.

Swarm
[+1 Attack][+1 Speed]
Prerequisite: Feral Strength 2, Wild Assist
3 AP – Standard Action
Effect: Use the move Beat Up, but instead of having two allies participate, you may have all your Companions participate, up to a maximum of six.

A NOTE FOR ALL GMS KIND ENOUGH TO ALLOW HOMEBREW:

This class should be fairly balanced, so you don’t need to worry about it hurting the game in that regard. The only thing to keep in mind is that this PC will ALWAYS have his/her whole team out. This means that you will have to move his entire team constantly as well as track them in Initiative. It means a bit more work on your part, but you can also screw with that player more, especially in towns.

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