Ok, sounds good.
To clarify a few things-
- Player characters may be Pokemasters or characters of other classes with an Alternate Class Feature that grants them control of a pokemon.
- Pokemasters do indeed use Cha to determine number of controllable pokemon, not Con. I mistyped.
- Characters can start with their max-controllable number of pokemon.
- Pokeballs will cost 50g. Given that we're starting with 3rd level wealth, and pokemasters can make their own balls, I don't think it's unreasonable to say people have to pay for the balls for their starting pokemon (beyond the first)
- Non-pokemaster characters can have more than one pokemon, they just can only consider one controlled at a given time. An uncontrolled pokemon must be convinced to follow orders using diplomacy/handle animal/etc.
- Already statted pokemon are a bit of an odd case. Frank's pokemon were statted a long time ago, and were generally made with the assumption of using them as normal D&D monsters, while the pokemon Koumei and I and others statted were statted a bit more recently, using rules for types and such, as well as an attempt to make HD=CR=Level. We're not going to stick too closely to that goal of HD=CR=Level, because it would require an overhaul of D&D. Go ahead and pick what you want (and I may allow immature versions of some that would normally have too high CRs), and I'll give you whatever changes I think need to be made to make everything roughly level.
- No problem with traditional D&D monsters used as pokemon, just bear in mind that only "Aberration, Animal, Dragon, Elemental, Magical Beast, Ooze, Outsider, Plant, or Vermin which advances by 'Hit Dice' rather than 'By Character Class'" qualify as pokemon. Added templates are fine, so long as the CR is still in limits..
- In an official league match, or a match fought by league rules, only pokemon fight. Outside of that, say, against a wild pokemon, trainers may fight beside their pokemon, and it's not uncommon for someone's first pokemon to be something they subdued on their own.
- I'm going to go ahead and make "Light" a pokemon type. It has a mutual weakness to dark, is strong against ghost and bug and weak against grass and fire. Assuming Vivacious is the positive energy template, iirc, that would make it a Light type.
- I have a wiki I'm working on adding things to, which I linked to above for the pokemaster and ACFs, but will link to the main pokemon page of here.
Rad, those feats should be fine.
Tentacool
Small Magical Beast (Aquatic)
Hit Die: 1d10-1 (4 hp)
Initiative: +3
Spd: 10 ft, Swim 30 ft.
AC: 14 (+3 dex, +1 size)
Base Attack/Grapple: +1/+0
Attack: Tentacle +5m (1d3-2 plus poison) or Supersonic +5 rt (Confusion, DC 9)
Full Attack: 4 Tentacles +5m (1d3-2 plus poison)
Space/Reach: 5'/5'
Special Attacks: Agile Wrestler, Supersonic, Improved Grab
Special Qualities: Water and Poison Pokemon Traits,
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 6, Dex 16, Con 8, Int 7, Wis 12, Cha 8
Skills: Hide +7 (+11 in water), Swim +7
Feats: Weapon Finesse(B), Liquid Ooze or Clear Body
CR: 1/2
Advancement: 2-7 HD (Small), 8-12 HD (Medium), 13 HD (Evolve to Tentacruel)
Tentacool are small pokemon that are primarily water and poison. They are hard to spot in their natural environment, and known for stinging and shoot lasers at unwary fishermen, but also for being good on toast.
Agile Wrestler (Ex): Tentacools aren't particularly strong, but they are very agile, and can use their Dexterity mod in place of their Strength mod for grapple checks (reflected above).
Supersonic (Su): At will, a tentacool may, as a standard action, fire a ray at a single target as a touch attack. If this ray hits, the target must make a Will save (DC 10+1/2 tentacool's HD+Cha mod), or suffer the Confused condition. The tentacool is considered the caster, and instead of the usual actions, a roll of 1-50 indicates the creature may act normally, and 51-100 indicates the creature has stumbled, run into something, or otherwise caused injury to itself, suffering 1d4 damage. Confusion inflicted by Supersonic lasts until the target has acted normally 1d4 rounds total.
Skills: Tentacools have a +4 racial bonus to hide checks made in water, and, as creatures with swim speeds, a +8 racial bonus made to swim checks.
Additional Hit Die
Every 3 HD, tentacool's dex inceases by 1.
At 2 HD, tentacool gains Constrict.
At 4 HD, tentacool learns Acid Spray. This is a ranged touch attack that deals 1d4 acid damage per two hit die of the tentacool, and forces the target to make a Fort save or suffer a -4 inherent penalty to either their AC or saves against damaging non-extraordinary abilities (tentacool's choice) until the end of the encounter. This is a [Poison] attack.
At 6 HD, tentacool learns Water Pulse. This acts like Supersonic, except that it also deals 1d6 damage per two hit die, and is a [Water] attack.
At 8 HD, tentacool evolves in Tentacruel.