Team Rocket Grunt (3.5e NPC Class)

Team Rocket Grunt
"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.

Class Features
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.

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.

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.

At level four, this increases to +2. Their Pokemon also gain this bonus.

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.

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

Trading Out Team Rocket Grunt Levels
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.