[Recruitment] Battles & Badges: Pokemon 4e Playtest

I think I'm gonna just watch unless you don't get enough players. I am not completely emersed in 4e so ... I don't wanna waste a spot plus I only get the internet for like one day a week now :( keep posting though, this outa be awesome.
 

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Ok.... Color me interested..... I see it as more of a mauve color in fact.. LOL

sadly... pokemon is one of my favorite games to play on my DS just because I love leveling and evolving my pokemon as I go.... I tend to be one of more defense and evolution than full out offense... so I'll get to trying to make a trainer as soon as possible.

I do hope you've strayed a bit and given some of the pokemon some new powers so we're not just playing with the same old pokemon with the same old powers though. New and exciting = better!

EDIT: Here's mt trainer and pokemon hopefully I did this right! LOL

[sblock=Jorrin Freeman]
Name: Jorrin Freeman
Class: Evolver

Str: 14 +2 [7 Points]
Con: 16 +3 [11 Points]
Dex: 10 +0 [2 Points]
Int: 10 +0 [2 Points]
Wis: 14 +2 [7 Points]
Cha: 11 +0 [3 Points]

Trained Skills:
Endurance (Con) +8
Heal (Wis) +7
Insight (Wis) +7
Perception (Wis) +7
Nature (Wis) +7

Trainer Feats:
Combat Medic

Equipment:
Standard trainer’s kit (40 pd)

Features:
Concentration: Once per encounter, when you fail a skill check, you can gain a bonus to that skill check equal to your Constitution modifier.

Offensive Defense: Each of your Pokémon has a trainer bonus to its Fortitude defense equal to your Strength modifier.

(Chosen) Instinctive Strategy: At the beginning of each of your Pokémon’s turns, it can make a number of saving throws equal to your Wisdom modifier. If it succeeds on any of those saving throws, the effect it succeeded against does not affect it this turn. If it fails on any of those saving throws, it cannot make a saving throw against that effect at the end of its turn.

Patient Resilience: The first time one of your Pokémon is injured during an encounter, it gains temporary hit points equal to 2 + your Constitution modifier. The temporary hit points increase to 7 + your Constitution modifier at 11th level and to 12 + your Constitution modifier at 21st level.

Swift Comeback: Each of your Pokémon can use its second wind as a minor action instead of a standard action.

Evolver’s Preparation: Each of your Pokémon has the evolver’s preparation power.

[sblock=Squirtle]

Squirtle
Level 1
Role: Leader and Defender
Type: Water

Str: 12 +1 [2 Points]
Con: 14 +2 [5 Points]
Dex: 10 +0 [0 Points]
Int: 16 +3 [9 Points]
Wis: 12 +1 [2 Points]
Cha: 12 +1 [2 Points]

Size: Small
Speed: 5 squares
Vision: Normal

HP: 28
HP Gained Per Level: 5
Healing Surges: 10
Surge Value: 7

Defenses:
AC: 19 [10 Base, +6 AC Bonus, +3 Int Mod]
Fort: 15 [10 Base, +1 Racial, +2 Con, +2 Trainer Bonus]
Refl: 14 [10 Base, +3 Racial, +3 Int]
Will: 11 [10 Base, +1 Wis]

Feats: Painful Pop

Squirtle Features:
Bubble Shield: You gain the bubble shield power.
Healing Bubbles: You gain the healing bubbles
power.
Squirtle’s Guidance: You gain the Squirtle’s
guidance power.
(Chosen) Bubble Strategy: Any ally adjacent to you
gains additional hit points equal to your Wisdom
modifier when he or she uses second wind or when
you use a healing power on him or her.

[sblock=Powers:]

At-Will:

Bubble Shield (Squirtle Feature)
At-Will * Healing, Special
Opportunity Action Melee 1
Trigger: An enemy leaves a square adjacent to you without shifting
Target: The triggering enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Int modifier damage.
Effect: One ally within 5 squares of you regains hit points equal to your Intelligence modifier.
Level 11: 3 + your Intelligence modifier hit points.
Level 21: 6 + your Intelligence modifier hit points.

Water Gun (Squirtle Attack 1)
At-Will * Special, Water
Standard Action Ranged 5
Target: One Pokémon
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier water damage, and one ally within a number of squares equal to your
Wisdom modifier of the target can make a saving throw.
Level 21: 2d6 + Intelligence modifier water damage.

Bubble Barrage (Squirtle Attack 1)
At-Will * Special, Water
Standard Action Close blast 1
Target: Each Pokémon in blast
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier water damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Intelligence modifier water damage.

Encounter:

Evolver’s Preparation (Evolver Trainer Power)
Encounter
Free Action Personal
Trigger: You are hit by an attack.
Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack.

Squirtle’s Guidance (Squirtle Feature)
Encounter
Free Action Close burst 10
Target: Each ally in burst
Effect: Until the end of your next turn, each target gains a power bonus to each of their defenses equal to your Charisma modifier.

Bubble Burst (Squirtle Attack 1)
Encounter * Special, Water
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier water damage, and
you push the target 1 square.
Effect: Each ally in the blast regains 2 hit points.
Bubble Strategy: The hit points your allies regainequal 2 + your Wisdom modifier.

Healing Bubbles (Squirtle Feature)
Encounter (Special) * Healing
Minor Action Close burst 5 (10 at 11th
level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge, and
you or an ally within range besides the target regains
1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.
Special: You can use this power twice per encounter. At 16th level, you can use this power three times per encounter.
You can only use this power once per round.

Daily:

Healing Flood (Squirtle Attack 1)
Daily * Healing, Special, Water
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier water damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points.[/sblock][/sblock]

[sblock=Pichu]
Pichu
Level 1
Role: Striker
Type: Electric

Str: 10 +0 [0 Points]
Con: 11 +0 [1 Point]
Dex: 16 +3 [9 Points]
Int: 14 +2 [5 Points]
Wis: 14 +2 [5 Points]
Cha: 10 +0 [0 Points]

Size: Small
Speed: 7 squares
Vision: Low-light

HP: 23 / 23
HP Gained Per Level: 5
Surges Per Day: 7
Surge Value: 5

Defenses:
AC: 15
Fort: 12
Refl: 15
Will: 12

Features:
Grounding Tail: You have resist 5 electric damage.
The resistance increases to 10 at 11th level and 15 at 21st level.
Lightning Shift: You gain the lightning shift power.
Bolt Strategy: When you use a melee or ranged Pichu attack with the special keyword, you gain a bonus to the damage rolls equal to your Intelligence modifier against targets who are not adjacent to any of your enemies.
Static Charge: You have the static charge power.

Physical Weapons: Paw
Special Weapons: Lighting, Thunder

Feats: Chain Lightning
Prerequisite: Pichu, Bolt Strategy feature
Benefit: Whenever you hit a Pokémon with a melee or ranged attack with the special keyword, you can deal 2 electric damage to a Pokémon within 5 squares of the target after the attack.

[sblock=Powers]
Powers:

Lightning Shift (Pichu Feature)
At-Will * Electric
Move Action Personal
Effect: You shift 3 squares. During this movement, you gain resist 4 + Constitution modifier to all damage.
Level 11: Resist 8 + Constitution modifier.
Level 21: Resist 12 + Constitution modifier.

Static Charge (Pichu Feature)
At-Will
Free Action (Special) Close burst 10
Target: One enemy you can see in burst
Effect: You subject the target to your charge. If any of your charges are already on the target, you subject it to an additional charge, up to a maximum of four. The charges last until you discharge them or until the end of the encounter.
Before you make an attack roll against the target, you choose to discharge either all your charges on it or none of them. If you discharge your charges, the attack deals 1d6 damage per charge, minus one charge if the attack misses, and all your charges then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack’s damage, if any.
Level 11: 1d6 + 3 per charge.
Level 21: 1d6 + 6 per charge.
Special: You can use this power only on your turn and only once per turn.

Static Bolt (Pichu Attack 1)
At-Will * Electric, Special
Standard Action Ranged 5
Target: One Pokémon
Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier electric damage, and the target takes a penalty to speed equal to your Intelligence modifier until the end of your next turn. The target’s speed cannot drop below 2 due to this power.
Level 21: 2d8 + Dexterity modifier electric damage.

Thunderwave (Pichu Attack 1)
At-Will * Electric, Special
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier electric damage, and you can push each target a number of squares equal to your Wisdom modifier.
Level 21: 2d6 + Dexterity modifier electric damage.

Evolver’s Preparation (Evolver Trainer Power)
Encounter
Free Action Personal
Trigger: You are hit by an attack.
Effect: Add 1d6 to the defenses targeted by the triggering attack for the duration of that attack.

Paralyzing Bolt (Pichu Attack 1)
Encounter * Electric, Special
Standard Action Ranged 5
Target: One Pokémon
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier electric damage, and the target is immobilized (save ends).
Bolt Strategy: The target takes a penalty to saving throws against this effect equal to your Intelligence modifier.

Lightning Bolt (Pichu Attack 1)
Daily * Electric, Special
Standard Action Ranged 5
Target: One Pokémon
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier electric damage.
Miss: Half damage.
Effect: Make a secondary attack in a close burst 1 centered on the target.
Secondary Target: Each enemy in burst
Secondary Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier electric damage.[/sblock]
[/sblock][/sblock]
 
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Pokemon is an awesome game, there's no doubt about that in my mind. However, I think that putting it to the 4e rules gives it that new and exciting twist that will make it a new experience while still being familiar and nostalgic.

Obviously, one of the big changes is the upgrade from 1 on 1 being standard to 5 on 5 being standard! Pokemon get a whole bunch of features and powers that are both familiar (vine whip, thundershock) and new (rapid flap, ember spray). It's definitely not same old same old! The Pokemon are all the same, but their power levels have changed. Now, a Magikarp is hypothetically as good a choice as Pikachu. That certainly changes things.

As for playtesting, we've got HFactor, DistractingFlare, DarwinofMind, and Rathan, but no longer CloneoftheGhost. I guess it can be done with 4 players anyway. Would everyone like to start?
 

Before we get started Camelot... can you check over my character and pokemon and let me know if I've forgotten anything?
 

Also.... I would Suggest a feat for Trainers to the effect of Cleric's Healers Lore which allows you to add your Wis Bonus to the amount of healing you do with healing powers.

Call it Healers Intuition: This feat allows your pokemon to add it's trainers wisdom mod to the mount of healing done by powers and effects.

something to that nature.... just give the 'healing path' a bit more oomph heh...

EDIT: Also had a rules question as well... if one is pushed from a square adjacent to my pokemon would his bubble shield do damage to him or is it ONLY when I would get an opportunity attack against him?

EDIT2: Also I don't believe it makes much sense that Pichu... a striker would get more HP per level (6 per level) and have the same 12+Con HP starting out as a Defender like Squirtle (who only gets 5 per level) as well Camelot... is there a reason this was done?... I would suggest that the Squirtle get a more more HP and better HP per level being a defender as well IMHO....

Yes I'm slightly baised here.. yet if I am to play one I'd kinda like him to survive... especially seeing as a lot of the squirtle powers are 'I'm so in your face I'm bound to take damage' powers :)
 
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Your characters look good!

Such a feat would either already be a Pokemon's feature (like Healer's Lore) or would be a Pokemon feat, not a trainer feat. For a trainer feat it would enhance the healing granted by potions, berries, Healer's Encouragement, etc. Things that a trainer directly has an influence on. There is the Natural Remedy feat. Thanks for the idea!

For Bubble Shield, I want to see how it'll work if it literally works whenever an enemy leaves a square adjacent to you without shifting, even if it's forced. Just remember that you can't take opportunity actions on your own turn.

For the hit points, that was intentional. Squirtle is primarily a leader, and every leader thus far in 4e has 12 + Con score and 5 per level, so I figured they're math must be sound and kept that up. However, I don't know where Pichu got a 6, that seems wrong. I'm changing that to a 5.

I've been debating whether I should actually nerf Pichu even more down to 10 + Con and 4 per level, since it is very controllery. I'm waiting to see how it plays out and what the playtesters think. Thanks for the feedback!
 


A burst 1 affects every square adjacent to you.

A blast 1 affects a 1x1 square adjacent to you (aka, 1 square adjacent to you).

I know, I know, it's practically the same thing as a melee attack. The only difference would be if there was more than 1 Pokemon in the square, when it would affect all the Pokemon in that square. But that would rarely happen, I think. I did it because it uses bubbles, which are always bursts or blasts. Special weapons are like that.
 



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