Team Rocket Grunt (3.5e NPC Class)

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Team Rocket Grunt[edit]

Outta my way, kid, we have bad things to do!

Every organisation has its chumps. These are those of Team Rocket - a bunch of mooks who bring weak pokemon and get defeated in gangs. Best of all, they're quick to make.

Abilities: Some like a good Charisma, others go for Strength or Dexterity. Whatever.

Races: Humans, mostly.

Alignment: Any, though most are Evil.

Starting Age: Simple.

Table: The Team Rocket Grunt

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Expendible, Train Pokemon
2nd +1 +3 +3 +0 Element of Surprise +1
3rd +2 +3 +3 +1 Gang Up
4th +3 +4 +4 +1 Element of Surprise +2
5th +3 +4 +4 +1 Second Pokemon

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Sleight of Hand (Dex).

Class Features[edit]

All of the following are class features of the Team Rocket Grunt.

Weapon and Armour Proficiencies: The Team Rocket Grunt is proficient with the Dagger, Sap, Whip, Net and Bolas. He is not proficient with any Armour or Shields.

Expendible: Team Rocket Grunts are so useless as to be spent like a resource half the time. Instead of having Feats, the Grunt just gains a Competence Bonus on Intimidate checks. This is equal to the number of Feats he would normally have. Additionally, all of his Pokemon add this number as a Circumstance Bonus to their Attack and Damage rolls while the Grunt is conscious.

Train Pokemon: Every Team Rocket Grunt has a single pokemon to control - until fifth level, where they have two. At level 1, it must have a CR of 1/2 or less. At levels 2-3 it must have a CR of 1. After that, the CR of the Pokemon must be 2 less than his level. They almost always choose (or are given) a Zubat, Ekans, Voltorb, Magnemite, Grimer or KOFFING.

Element of Surprise: Team Rocket Grunts gain a +1 Bonus to Initiative and Hide checks at second level. At level four, this increases to +2. Their Pokemon also gain this bonus.

Gang Up: Starting at level three, Team Rocket Grunts, don't have to be adjacent to or in reach of someone they Aid - they can make Aid Other actions out to Line of Sight. Additionally, all of their Pokemon count as flanking any target they are adjacent to, so if they stand next to each other and attack the same target, it still counts as flanking.

Second Pokemon At level five, the Team Rocket Grunt gains a second pokemon, one level lower than the primary one.

Trading Out Team Rocket Grunt Levels[edit]

Should a Team Rocket Grunt ever become useful, immediately replace all class levels with something else, though make sure they can still control a Pokemon.


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SkillBluff +, Disguise +, Hide +, Intimidate +, Move Silently + and Sleight of Hand +
Skill Points2 +