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The Demented One
2006-07-30, 04:06 PM
What? I was feeling nostalgic.

Bulbasaur
Size/Type: Small Magical Beast
Hit Dice: 1d10+1 (11 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flatfooted 13
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4) and 2 Vine Whips -1 melee (1d3)
Space/Reach: 5 ft./5 ft. (10 ft. with Vine Whips)
Special Attacks: Leech seed
Special Qualities: Darkvision 60 ft., low-light vision, plantlike
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 12, Int 6, Wis 12, Cha 8
Skills: Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Temperate Forests
Organization: Solitary, pair, or copse (3-6)
Challenge Rating: ½
Treasure: None
Alignment: Often True Neutral
Advancement: 2-9 HD (Small)
Level Adjustment: –

Leach Seed (Su)
As a standard action, a Bulbasaur may shoot a leech seed at an opponent. This is a ranged touch attack with a range of 30 ft. If the opponent is hit, it must make a DC 11 Fortitude save or take 1d6 points of damage. The Bulbasaur is then healed the same amount. The save is Constitution based.

Plantlike (Ex)
A Bulbasaur gets a +4 racial bonus on all saves against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. In addition, when a critical hit or sneak attack is scored on it, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Ivysaur
Size/Type: Medium Magical Beast
Hit Dice: 9d10+36 (86 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flatfooted 14
Base Attack/Grapple: +9/+12
Attack: Bite +14 melee (1d6+3)
Full Attack: Bite +14 melee (1d6+3) and 2 Vine Whips +9 melee (1d4+1)
Space/Reach: 5 ft./5 ft. (10 ft. with Vine Whips)
Special Attacks: Leech seed, razor leaf
Special Qualities: Darkvision 60 ft., DR 5/magic, low-light vision, plantlike
Saves: Fort +10, Ref +11, Will +5
Abilities: Str 16, Dex 20, Con 18, Int 10, Wis 16, Cha 12
Skills: Listen +15, Spot +15
Feats: Weapon Finesse, Dodge, Mobility, Spring Attack
Environment: Temperate Forests
Organization: Solitary, pair, copse (3-6), or herd (2-5 and 1-6 Bulbasaurs)
Challenge Rating: 7
Treasure: None
Alignment: Often True Neutral
Advancement: 10-19 HD (Medium)
Level Adjustment: –

Leach Seed (Su)
As a standard action, an Ivysaur may shoot a leech seed at an opponent. This is a ranged touch attack with a range of 30 ft. If the opponent is hit, it must make a DC 18 Fortitude save or take 3d6 points of damage. The Ivysaur is then healed the same amount. The save is Constitution based.

Razor Leaf (Ex)
As a standard action, an Ivysaur may unleash a 30 ft. cone of razor-sharp leaves. All creatures caught in the cone take 5d6 points of slashing damage, Reflex DC 18 half. Damage reduction applies to this damage. The save is Constitution based. An Ivysaur must wait 1d4 rounds before it may use this ability again.

Plantlike (Ex)
An Ivysaur gets a +6 racial bonus on all saves against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. In addition, when a critical hit or sneak attack is scored on it, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Venusaur
Size/Type: Large Magical Beast
Hit Dice: 18d10+108 (203 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +7 Dex, +6 natural), touch 16, flatfooted 15
Base Attack/Grapple: +18/+24
Attack: Bite +24 melee (2d6+4)
Full Attack: Bite +24 melee (2d6+4) and 2 Vine Whips +19 melee (1d8+2)
Space/Reach: 10 ft./10 ft. (20 ft. with Vine Whips)
Special Attacks: Leech seed, razor leaf, solar beam
Special Qualities: Darkvision 60 ft., low-light vision, DR 15/magic, plantlike
Saves: Fort +17, Ref +18, Will +10
Abilities: Str 18, Dex 24, Con 22, Int 13, Wis 20, Cha 16
Skills: Listen +26, Spot +26, Survival +26
Feats: Weapon Finesse, Dodge, Mobility, Spring Attack, Combat Expertise, Improved Trip, Whirlwind Attack
Environment: Temperate Forests
Organization: Solitary, pair, copse (3-6), or festival (1-4 and 2-6 Ivysaurs and 4-8 Bulbasaurs)
Challenge Rating: 13
Treasure: None
Alignment: Often True Neutral
Advancement: 19-25 HD (Large), 26-32 HD (Huge)
Level Adjustment: –

Leach Seed (Su)
As a standard action, a Venusaur may shoot a leech seed at an opponent. This is a ranged touch attack with a range of 30 ft. If the opponent is hit, it must make a DC 25 Fortitude save or take 4d8 points of damage. The Venusaur is then healed the same amount. The save is Constitution based.

Razor Leaf (Ex)
As a standard action, a Venusaur may unleash a 50 ft. cone of razor-sharp leaves. All creatures caught in the cone take 10d6 points of slashing damage, Reflex DC 25 for half. Damage reduction applies to this damage. The save is Constitution based. A Venusaur must wait 1d4 rounds before it may use this ability again.

Solar Beam (Su)
A Venusaur may take in sunlight as a full-round action. The Venusaur must be in an area of natural sunlight to take in sunlight. The next round, as a standard action, it may fire a 100 ft. line of pure light. Creatures in the line take 10d6 points of damage and are blinded. A creature may attempt a DC 25 Reflex save for half damage and to negate the blindness. The save is Constitution based.

Plantlike (Ex)
A Venusaur gets a +8 racial bonus on all saves against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. In addition, when a critical hit or sneak attack is scored on it, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Charmander
Size/Type: Small Magical Beast (Dragonblood, Fire)
Hit Dice: 1d10+1 (11 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flatfooted 15
Base Attack/Grapple: +1/+2
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2) and 2 Claws -1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ember
Special Qualities: Darkvision, low-light vision, immunity to fire, cold vulnerability
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 14, Dex 10, Con 12, Int 6, Wis 12, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack
Environment: Warm mountains
Organization: Solitary, pair, or conflagration (3-6)
Challenge Rating: ½
Treasure: None
Alignment: Often Chaotic Neutral
Advancement: 2-9 HD (Small)
Level Adjustment: –

Ember (Su)
As a standard action, a Charmander may fire a small ember at an opponent. This is a ranged touch attack with a range of 30 ft. A creature struck by the ember takes 1d6 points of fire damage.

Charmeleon
Size/Type: Medium Magical Beast (Dragonblood, Fire)
Hit Dice: 9d10+36 (86 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flatfooted 16
Base Attack/Grapple: +9/+14
Attack: Bite +15 melee (1d6+5)
Full Attack: Bite +15 melee (1d6+5) and 2 Claws +9 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ember, flamethrower, rage
Special Qualities: Darkvision, low-light vision, DR 5/magic, immunity to fire, cold vulnerability
Saves: Fort +10, Ref +9, Will +5
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 16, Cha 12
Skills: Listen +15, Spot +15
Feats: Power Attack, Combat Reflexes, Improved Initiative, Weapon Focus (Bite)
Environment: Warm mountains
Organization: Solitary, pair, conflagration (3-6), or inferno(2-5 and 1-6 Charmanders)
Challenge Rating: 7
Treasure: None
Alignment: Often Chaotic Neutral
Advancement: 2-9 HD (Small)
Level Adjustment: –

Ember (Su)
As a standard action, a Charmeleon may fire a small ember at an opponent. This is a ranged touch attack with a range of 30 ft. A creature struck by the ember takes 2d6 points of fire damage.

Flamethrower (Su)
As a standard action, a Charmeleon may breathe out a 30 ft. cone of fire. All creatures caught in the cone take 5d6 points of fire damage, Reflex DC 18 half. The save is Constitution based. A Charmeleon must wait 1d4 rounds before it can use this ability again.

Rage (Ex)
A Charmeleon rages as a 5th level Barbarian.

Charizard
Size/Type: Large Magical Beast (Dragonblood, Fire)
Hit Dice: 18d10 (86 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 50 ft. (average)
Armor Class: 21 (-1 size, +4 Dex, +8 natural), touch 13, flatfooted 17
Base Attack/Grapple: +18/+27
Attack: Bite +26 melee (2d8+7)
Full Attack: Bite +26 melee (2d8+7) and 2 Claws +26 melee (1d12+3) and 2 Wings +26 melee (1d6 +3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Ember, flamethrower, rage
Special Qualities: Darkvision, low-light vision, DR 15/magic, immunity to fire, cold vulnerability
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 24, Dex 18, Con 22, Int 13, Wis 20, Cha 16
Skills: Intimidate +24, Listen +26, Spot +26
Feats: Power Attack, Combat Reflexes, Improved Initiative, Weapon Focus (Bite), Multiattack, Improved Multiattack, Flyby Attack
Environment: Warm mountains
Organization: Solitary, pair, conflagration (3-6), or holocaust (1-4 and 2-6 Charmeleons and 4-8 Charmanders)
Challenge Rating: 13
Treasure: None
Alignment: Often Chaotic Neutral
Advancement: 19-24 HD (Large), 25-32 HD (Huge)
Level Adjustment: –

Ember (Su)
As a standard action, a Charizard may fire a small ember at an opponent. This is a ranged touch attack with a range of 30 ft. A creature struck by the ember takes 5d6 points of fire damage.

Flamethrower (Su)
As a standard action, a Charizardmay breathe out a 50 ft. cone of fire. All creatures caught in the cone take 10d6 points of fire damage, Reflex DC 25 half. The save is Constitution based. A Charizard must wait 1d4 rounds before it can use this ability again.

Rage (Ex)
A Charmeleon rages as a 10th level Barbarian.

Squirtle
Size/Type: Small Magical Beast (Aquatic)
Hit Dice: 1d10+2 (12 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (+1 size, +3 natural), touch 11, flatfooted 14
Base Attack/Grapple: +1/+0
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bubble
Special Qualities: Darkvision 60 ft., low-light vision, amphibious, withdraw
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 12, Cha 8
Skills: Listen +3, Spot +3, Swim +9
Feats: Multiattack
Environment: Aquatic
Organization: Solitary, pair, or squad (3-6)
Challenge Rating: ½
Treasure: None
Alignment: Often Lawful Neutral
Advancement: 2-8 HD (Small)
Level Adjustment: –

Bubble (Su)
As a standard action, a Squirtle may blow out a cloud of sticky bubbles. This is a ranged touch attack with a range of 30 ft. A creature struck by the bubbles is covered in sticky liquid. Its base land speed is decreased by 5 ft. for 1d6 rounds.

Withdraw (Ex)
As a full-round action, a Squirtle may withdraw into its shell. While withdrawn, it cannot move or attack, but its natural armor bonus to AC increases to +6. It may come out of its shell as a move action.

Wartortle
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 9d10+45 (95 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flatfooted 16
Base Attack/Grapple: +9/+13
Attack: Bite +13 melee (1d6+4)
Full Attack: Bite +13 melee (1d6+4) and 2 claws +13 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bubble, water gun
Special Qualities: Darkvision 60 ft., DR 3/-, low-light vision, amphibious, withdraw
Saves: Fort +11, Ref +9, Will +5
Abilities: Str 18, Dex 16, Con 20, Int 10, Wis 16, Cha 12
Skills: Listen +17, Spot +17, Swim +12
Feats: Multiattack, Improved Multiattack, Power Attack, Alertness
Environment: Aquatic
Organization: Solitary, pair, squad (3-6), or gang (2-5 and 1-6 Squirtles)
Challenge Rating: 7
Treasure: None
Alignment: Often Lawful Neutral
Advancement: 2-8 HD (Small)
Level Adjustment: –

Bubble (Su)
As a standard action, a Wartortle may blow out a cloud of sticky bubbles. This is a ranged touch attack with a range of 30 ft. A creature struck by the bubbles is covered in sticky liquid. Its base land speed is decreased by 10 ft. for 1d6 rounds.

Water Gun (Su)
As a standard action, a Wartortle may fire off a stream of pressurized water. This is a ranged touch attack with a range of 30 ft. A creature struck by the stream takes 5d6 points of damage.

Withdraw (Ex)
As a full-round action, a Wartortle may withdraw into its shell. While withdrawn, it cannot move or attack, but its natural armor bonus to AC increases to +12. It may come out of its shell as a move action.

Blastoise
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 18d10+126 (221 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 70 ft.
Armor Class: 25 (-1 natural, +4 Dex, +12 natural), touch 13, flatfooted 21
Base Attack/Grapple: +18/+26
Attack: Bite +25 melee (2d6+6)
Full Attack: Bite +25 melee (2d6+6) and 2 claws +25 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bubble, water gun, water pump
Special Qualities: Darkvision 60 ft., DR 5/-, low-light vision, amphibious, withdraw
Saves: Fort +18, Ref +15, Will +10
Abilities: Str 22, Dex 18, Con 24, Int 13, Wis 20, Cha 16
Skills: Hide +13, Listen +28, Move Silently +14, Spot +28, Swim +14
Feats: Multiattack, Improved Multiattack, Power Attack, Alertness, Improved Overrun
Environment: Aquatic
Organization: Solitary, pair, squad (3-6), or platoon (1-4 and 2-6 Wartortles and 4-8 Squirtles)
Challenge Rating: 13
Treasure: None
Alignment: Often Lawful Neutral
Advancement: 2-8 HD (Small)
Level Adjustment: –

Bubble (Su)
As a standard action, a Blastoise may blow out a two clouds of sticky bubbles. Each is a ranged touch attack with a range of 30 ft. A creature struck by the bubbles is covered in sticky liquid. Its base land speed is decreased by 15 ft. for 1d6 rounds.

Water Gun (Su)
As a standard action, a Blastoise may fire off two streams of pressurized water. Each is a ranged touch attack with a range of 30 ft. A creature struck by a stream takes 10d6 points of damage.

Water Pump (Su)
As a standard action, a Blastoise may fire a 50 ft. cone of water. All creatures caught in the cone take 10d6 points of damage, Reflex DC 26 half. A Blastoise must wait 1d4 rounds before it can use this ability again.

Withdraw (Ex)
As a full-round action, a Blastoise may withdraw into its shell. While withdrawn, it cannot move or attack, but its natural armor bonus to AC increases to +24. It may come out of its shell as a move action.