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strawberryman
2010-07-13, 02:10 PM
This idea randomly popped into my head; while I'm aware this has likely been tried before, I'm still going to give a go at it. :smalltongue: I'll start out with templates that introduce the various types, though I may branch into other stuff such as items. And possibly other templates (evolved).

Excuse me if my explanations are a little confusing, I usually skim those to get to the mechanics.

Wondrous Monster Templates
The origin of Wondrous creatures is a heavily discussed mystery, for those aware of them. Wondrous creatures are aptly named; they have powers far beyond those of a mundane beast. They can appear almost unerringly similar to another creature of their species, or they can take on more wondrous changes, such as being insectile or made of iron. The possibilities are truly nearly endless.
Some monster enthusiasts have taken to capturing these beasts and using them for entertainment, and yet others work in the field to better understand them. It goes without saying, Wondrous creatures are indeed mysterious and powerful beings.

Wondrous monster templates are a set of templates that can be added to any aberration, animal, dragon, elemental, magical beast, plant, or vermin. Animals or vermin with any of these templates are changed to magical beasts, unless a specific template says otherwise. In addition to a possible type change as well as additional abilities, the potential of a Wondrous creature is limitless; there is no maximum to the advancement of a wondrous creature, however they no longer increase size at certain intervals. You may apply a maximum of two type templates to a creature.
Type resistances cancel out type vulnerabilities; the same goes for immunities. However, vulnerabilities also stack.
Wondrous Creatures with two templates take the faster Special Attack progression.

Wondrous Arthropod
http://archives.bulbagarden.net/media/upload/7/71/127Pinsir.png
Pinsir, a Wondrous Arthropod

Wondrous Arthropods are insectile versions of the base creature. They are usually green or yellow in color, and have chitinous, segmented bodies. A fair number are also Avians, possessing membrane-like wings.

Armor Class: The creature gains a +2 to their natural armor from chitinous plates that form on their body.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Arthropod special attack for every 3HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) from any tier they qualify for.

Resistance (Ex): Wondrous Arthropods take half damage from Brawler, Terra, and Verdure attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Arthropods take double damage from Avian, Flame, and Stone attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Dex +2, Wis +2, Con -2.
Feats: Awareness.
Environment: Usually Forests.
Challenge Rating: +1.


Wondrous Avian
http://archives.bulbagarden.net/media/upload/5/56/083Farfetchd.png
Farfetch'd, a Wondrous Avian/Mundane Beast.

Wondrous Avians are winged versions of the base creature. They may also have feathers over their bodies. Avian is commonly coupled with another type, and is almost never seen on its own.

Speed: Wondrous Avians have a fly speed equal to 1½ times their base land speed (minimum 30'). Their maneuverability depends on their size.
{table=head]Size|Maneuverability
Tiny or smaller|Perfect
Small|Good
Medium|Average
Large|Poor
Huge or larger|Clumsy[/table]

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Avian special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a Wondrous Avian.

Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Avians are immune to Terra attacks.

Resistance (Ex): Wondrous Avians take half damage from Arthropod, Brawler, and Verdure attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Avians take double damage from Frost, Stone, and Volt attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Dex +2, Wis +2, Con -2.
Skills: Wondrous Avians receive a +8 bonus on Jump checks.
Environment: Any.
Challenge Rating: +1.


Wondrous Brawler
http://archives.bulbagarden.net/media/upload/3/32/106Hitmonlee.png
Hitmonlee, a Wondrous Brawler

Wondrous Brawlers are commonly more humanoid-shaped, muscular versions of the base creature. They usually either have well-toned legs or arms.

Armor Class: Wondrous Brawlers have a +1 Dodge bonus to armor class when they threaten a creature.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Brawler special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Brawlers take half damage from Arthropod, Dusk, and Stone attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Brawlers take double damage from Avian and Medium attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str +2, Wis +2, Int -2.
Feats: Acrobatic.
Environment: Any.
Challenge Rating: +1.


Wondrous Dusk-beast
http://archives.bulbagarden.net/media/upload/0/00/359Absol.png
Absol, a Wondrous Dusk-beast

Wondrous Dusk-beasts are dark, shadowy versions of the base creature. They usually have gray or black coats, and a more predatory look.

Attack: Wondrous Dusk-beasts receive a +1 bonus on any physical special attack.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Dusk special attack for every 3HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Dusk-beasts are immune to Medium attacks.

Resistance (Ex): Wondrous Dusk-beasts take half damage from Dusk and Spirit attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Dusk-beasts take double damage from Arthropod and Brawler attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str +2, Cha +2, Wis -2.
Feats: Persuasive.
Environment: Usually Underground.
Challenge Rating: +1.


Wondrous Flame-beast
http://archives.bulbagarden.net/media/upload/3/3f/078Rapidash.png
Rapidash, a Wondrous Flame-beast

Wondrous Flame-beasts are volcanic versions of the base creature. They are usually red or orange in color, and many have flames emit from their bodies on regular intervals, or even continuous flame.

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Flame special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Flame-beasts are immune to being burned (see advanced statuses).

Resistance (Ex): Wondrous Flame-beasts take half damage from Arthropod, Flame, Frost, Metallic, and Verdure attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Flame-beasts take double damage from Hydro, Stone, and Terra attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str +2, Int +2, Con -2.
Feats: Athletic.
Environment: Usually Underground, Warm climate.
Challenge Rating: +1.


Wondrous Frost-beast
http://archives.bulbagarden.net/media/upload/2/23/471Glaceon.png
Glaceon, a Wondrous Frost-beast

Wondrous Frost-beasts are icy versions of the base creature. They are usually white or light-blue in color, and have jagged, sharp features.

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Frost special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Frost-beasts are immune to being frozen (see advanced statuses).

Resistance (Ex): Wondrous Frost-beasts take half damage from Frost attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Frost-beasts take double damage from Brawler, Flame, Metallic, and Stone attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Con +2, Wis +2, Dex -2.
Feats: Diligent.
Environment: Usually any cold climate.
Challenge Rating: +1.


Wondrous Hydro-beast
http://archives.bulbagarden.net/media/upload/3/36/350Milotic.png
Milotic, a Wondrous Hydro-beast

Wondrous Hydro-beasts are aquatic versions of the base creature. They are usually various shades of blue in color, and look fishlike (or mammalian in some cases) in nature.

Size and Type: Wondrous Hydro-beasts gain the Aquatic subtype.
Speed: Wondrous Hydro-beasts have a swim speed equal to to 1½ times their base land speed (minimum 40')
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Hydro special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Water Mastery (Ex): A Wondrous Hydro-beast gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the creature takes a -4 penalty on attack and damage rolls.

Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Hydro-beasts take half damage from Flame, Frost, Hydro, and Metallic attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Hydro-beasts take double damage from Verdure and Volt attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Con +2, Wis +2, Dex -2.
Skills: Wondrous Hydro-beasts receive a +8 bonus on Swim checks.
Environment: Usually Any Aquatic.
Challenge Rating: +1.


Wondrous Medium
http://archives.bulbagarden.net/media/upload/c/cc/065Alakazam.png
Alakazam, a Wondrous Medium

Wondrous Mediums are mystic versions of the base creature. They are usually frail in appearance, but have a supernatural air about them.

Armor Class: Wondrous Mediums receive a +1 Insight bonus to Armor Class when they aren't threatened in melee.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Medium special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Mediums take half damage from Brawler and Medium attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Mediums take double damage from Arthropod, Dusk, and Spirit attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Int +2, Wis +2, Con -2.
Feats: Magical Aptitude or Psionic Talent.
Environment: Any.
Challenge Rating: +1.


Wondrous Metallic Beast
http://archives.bulbagarden.net/media/upload/c/c0/303Mawile.png
Mawile, a Wondrous Metallic Beast

Wondrous Metallic beasts are fittingly metallic versions of the base creature. They have iron-thick skin, and rough features.

Armor Class: Wondrous Metallic beasts receive a +5 bonus to natural armor.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Metallic special attack for every 6HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Metallic beasts are immune to Venom attacks.

Resistance (Ex): Wondrous Metallic beasts take half damage from Arthropod, Avian, Dusk, Frost, Medium, Metallic, Mundane, Spirit, Stone, Verdure, and Wyrmkin attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Metallic beasts take double damage from Brawler, Flame, and Terra attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Con +4, Dex -2.
Feats: Endurance.
Environment: Usually Underground.
Challenge Rating: +2


Wondrous Mundane Beast
http://archives.bulbagarden.net/media/upload/3/3e/039Jigglypuff.png
Jigglypuff, a Wondrous Mundane Beast

Wondrous Mundane beasts usually look more or less normal as compared to the base creature, however occasionally they may possess some unique trait.

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Mundane special attack for every 2HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Mundane beasts are immune to Spirit attacks.

Vulnerability (Ex): Wondrous Mundane beasts take double damage from Brawler attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Any two +2, any one -2.
Feats: Adaptive.
Environment: Any.
Challenge Rating: +1.


Wondrous Spirit
http://archives.bulbagarden.net/media/upload/b/b4/429Mismagius.png
Mismagius, a Wondrous Spirit

Wondrous Spirits are incorporeal, hazy forms of the base creature. They are appropriately similar to ghosts, usually dark in color.

Size and Type: Wondrous Spirits gain the incorporeal subtype. Incorporeal creatures react normally with non-Wondrous Beasts, however, they are treated as corporeal against other Wondrous Monsters.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Spirit special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Spirits are immune to Brawler and Mundane attacks.

Resistance (Ex): Wondrous Spirits take half damage from Arthropod and Venom attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Spirits take double damage from Dusk and Spirit attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str -, Int +2, Cha +2, Con -2.
Feats: Stealthy.
Environment: Any.
Challenge Rating: +2.


Wondrous Stone-beast
http://archives.bulbagarden.net/media/upload/8/8a/409Rampardos.png
Rampardos, a Wondrous Stone-beast

Wondrous Stone-beasts are rocky versions of the base creature. They look similar to stone, usually being gray or brown in color, with tough skin.

Armor Class: Wondrous Stone-beasts gain a +4 bonus to natural armor.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Rock special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Rock-beasts take half damage from Avian, Flame, Mundane, and Venom attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Rock-beasts take double damage from Brawler, Hydro, Metallic, Terra, and Verdure attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str +2, Con +2, Dex -2.
Feats: Endurance.
Environment: Usually Mountains.
Challenge Rating: +1.


Wondrous Terra Beast
http://archives.bulbagarden.net/media/upload/5/53/232Donphan.png
Donphan, a Wondrous Terra Beast

Wondrous Terra beasts are earthen versions of the base creature. They usually have an earthy tone of coat, and rough skin.

Size and Type: The Wondrous Terra beast gains the Earth subtype.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Terra special attack for every 4HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Earth Mastery (Ex): A Wondrous Terra beast gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the creature takes a -4 penalty on attack and damage rolls.

Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Terra beasts are immune to Volt attacks.

Resistance (Ex): Wondrous Terra beasts take half damage from Stone and Venom attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Terra beasts take double damage from Frost, Hydro, and Verdure attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Con +2, Wis +2, Dex -2.
Environment: Usually Underground.
Challenge Rating: +1.


Wondrous Venom beast
http://archives.bulbagarden.net/media/upload/7/7c/089Muk.png
Muk, a Wondrous Venom Beast

Wondrous Venom beasts are poisonous versions of the base creature. They usually exude foul odors, and are occasionally purple in color.

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Venom special attack for every 3HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Immunity (Ex): Wondrous Venom beasts are immune to poison.

Resistance (Ex): Wondrous Venom beasts take half damage from Arthropod, Brawler, Venom, and Verdure attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Venom beasts take double damage from Medium and Terra attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Str +2, Con +2.
Environment: Any.
Challenge Rating: +1.


Wondrous Verdure-beast
http://archives.bulbagarden.net/media/upload/c/cd/182Bellossom.png
Bellossom, a Wondrous Verdure-beast

Wondrous Verdure-beasts are floral versions of the base creature. They usually have plantlike growths on their bodies, and are green in color.

Size and Type: The creature's type changes to plant.
Armor Class: The Wondrous Verdure-beast gains a +1 bonus to natural armor in the sun.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Verdure special attack for every 3HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Verdure beasts take half damage from Hydro, Terra, Verdure, and Volt attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Verdure beasts take double damage from Arthropod, Avian, Flame, Frost, and Venom attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Int +4, Dex -2.
Skills: Wondrous Verdure-beasts gain a +4 bonus to Hide checks in natural growth.
Environment: Usually forests.
Challenge Rating: +1.


Wondrous Volt-beast
http://archives.bulbagarden.net/media/upload/a/a7/405Luxray.png
Luxray, a Wondrous Volt-beast

Wondrous Volt-beasts are electric versions of the base creature. They are usually yellow in color, and have spiky, vivid shapes.

Speed: Wondrous Volt-beasts receive a +10' bonus to base land speed.
Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Volt special attack for every 3HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Volt-beasts take half damage from Avian, Metallic, and Volt attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Volt-beasts take double damage from Terra attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: Dex +2, Int +2, Con -2.
Feats: Acrobatic.
Environment: Any.
Challenge Rating: +1.


Wondrous Wyrmkin
http://archives.bulbagarden.net/media/upload/9/93/148Dragonair.png
Dragonair, a Wondrous Wyrmkin

Wondrous Wyrmkin are draconic versions of the base creature. Their appearances vary widely, but they usually are fearsome in nature.

Special Attacks:
The creature loses any unique special attacks the base creature possessed, and gains one new Wyrmkin special attack for every 5HD it possesses. However, it may only have a maximum of four Wondrous Monster special attacks at any time. An old Wondrous Monster special may be replaced with a new one whenever it is acquired.

Special Qualities:
Ability: The creature receives a Wondrous Monster ability (see below) that they qualify for.

Resistance (Ex): Wondrous Wyrmkin take half damage from Flame, Hydro, Verdure, and Volt attacks. On a successful save from an attack that allows one, they instead take one-quarter damage.

Vulnerability (Ex): Wondrous Wyrmkin take double damage from Frost and Wyrmkin attacks. On a successful save from an attack that allows one, they take 150% damage instead.

Abilities: All abilities +2.
Feats: Persuasive.
Environment: Any.
Challenge Rating: +2.

strawberryman
2010-07-13, 02:12 PM
Wondrous Abilities
Wondrous Abilities are unique special qualities that give Wondrous Monsters useful innate benefits; somewhat like a feat, but potentially more useful/powerful. A Wondrous Monster can only have one wondrous ability, and once the ability is chosen, they cannot change it (unless they gain the Evolved Template).

Certain abilities have prerequisites. Should the wondrous monster ever cease to meet them, they lose the benefits of the ability until they meet the requirements again.


A
Adaptability:
Requirement: At least two attacks of the same type.
Benefit: The wondrous monster maximizes the damage results of any attack with a matching type, as opposed to multiplying by x1.5.

Aftermath
Requirement: Spirit or Venom-type.
Benefit: When the wondrous monster is knocked unconscious, all creatures within 10 feet must make a Fortitude save (DC 10 + 1/2 hit die + Charisma mod (Spirit) or Constitution mod (Venom)) or take damage equal to 1/4 their total hit points. If they succeed, they instead take 1/8 damage. If the wondrous monster is killed, the damage is instead equal to 1/2, and a successful save reduces it to 1/4.

Air Lock
Requirement: Avian-type, HD21+.
Benefit: The effects of weather-attacks and wondrous abilities are negated within 10 feet per HD of the wondrous monster.

Anger Point
Benefit: After wondrous monster is attacked with a critical hit, they gain an attack boost tier (see below).

Anticipation
Requirement: Wis 13.
Benefit: The wondrous monster is able to scan a foe in their line of sight as a swift action, instantly knowing how many moves they possess that the wondrous monster is weak to.

Arena Trap
Requirement: Terra-type.
Benefit: Enemy creatures must succeed at a Reflex save (DC 10 + 1/2 HD + Strength modifier) to leave the area within 20 feet of the wondrous monster. If they succeed, their movement is calculated normally. If they fail, their movement ends at the border of the area. This ability only functions when the wondrous creature is conscious.


B
Bad Dreams
Requirements Dusk-type, HD21+.
Benefit: All helpless (Sleeping) creatures within 60 feet of the wondrous monster must succeed at a Will save (DC 10 + 1/2 HD + Charisma mod) at the beginning of their turn or take 1d8 damage per HD of the wondrous monster (Maximum 10d8)

Battle Armor
Requirements: Natural armor 15+, Constitution 15+.
Requirements: The wondrous monster is immune to critical hits.

Blaze
Requirements: Flame-type.
Benefit: At 33% or less HP, the damage results of any Flame-type attacks used by the wondrous monster are maximized.


C
Chlorophyll
Requirement: Verdure-type.
Benefit: In sunshine (or Sunny Day), the base land speed of the wondrous monster is doubled.

Clear Body
Requirement: HD10+.
Benefit: The wondrous monster is immune to stat decreases, and ability damage.

Color Change
Requirement: Primary (no secondary) Normal-type.
Benefit: Whenever the wondrous monster is attacked by another wondrous monster with a special attack, their effective type changes to the type of the attack until they are attacked again or the encounter ends. However, they may not change again for 3 rounds after receiving an attack.

Compound Eyes
Requirement: Arthropod-type, Dex 13+.
Benefit: The wondrous monster may, once per encounter, reroll a missed attack with a +4 bonus. They must take the new results, regardless of whether it is successful or not.

Cute Charm
Requirement: Cha 17+.
Benefit: Creatures of the opposite gender of the wondrous monster must succeed at a Will save (DC 10 + 1/2 HD + Charisma mod) to attack it in melee. After succeeding once, they are immune to the effects of this ability for 24 hours.


D
Damp
Benefit: Enemy wondrous monsters within 60 feet cannot use Self Destruct or Explosion (this ability also prevents death throes abilities, such as a Balor's).

Drizzle
Benefit: Hydro-type, HD21+.
Benefit: The wondrous monster has a constant Rain Dance effect centered on it within 120 feet. The rain persists for 1 hour after the wondrous monster leaves the area.

Drought
Benefit: Terra-type, HD21+.
Benefit: The wondrous monster has a constant Sunny Day effect centered on it within 120 feet. The drought persists for 1 hour after the wondrous monster leaves the area.

Dry Skin
Benefit: When the wondrous monster is within the area of a Sunny Day effect, or in heat of above 90 degrees, they take 5 damage each round. In the area of a Rain Dance effect, or natural rain they have fast healing 5.


E
Early Bird
Requirement: Avian-type.
Benefit: The wondrous monster wakes up 1 round after being affected with a sleep effect, regardless of the remaining duration. In addition, after "dispelling" a sleep effect, their base land speed is doubled for 1 round.

Effect Spore
Requirement: Arthropod or Verdure-type, Con 13+.
Benefit: When a creature attacks the wondrous monster in melee, they must succeed at a Fortitude save (DC 10 + 1/2 HD + Constitution mod) or be paralyzed, poisoned (see advanced status), or put to sleep for 1 minute (roll randomly). After succeeding once, they are immune to the effects of this ability for 24 hours.


F
Filter
Benefit: When the wondrous monster is hit by a attack they are weak to, instead of taking double damage, they instead only take 150% damage. On a successful save against a attack that allows it, they instead take 125% damage.

Flame Body
Requirement: Flame-type.
Benefit: When a creature attacks the wondrous monster in melee, it must succeed at a Reflex save (DC 10 + 1/2 HD + Charisma mod) or be burnt. After succeeding once, they are immune to the effects of this ability for 24 hours.

Flash Fire
Requirement: Flame-type.
Benefit: The wondrous monster gains immunity to fire. When attacked with fire or a Flame attack, the next Flame-type attack the wondrous monster uses is maximized (this replaces the 50% boost from Same Type Attack Bonus).

Flower Gift
Requirement: Verdure-type.
Benefit: All allies within 60 feet of the wondrous monster gain an attack and special defense boost (see below).

Forecast
Requirement: Primary (no secondary) Normal-type.
Benefit: The wondrous monster's type changes when they are exposed to weather (including weather-changing moves).

{table=head]Weather|Type
Sunny Day/natural high temperature|Flame
Rain Dance/natural hurricane|Hydro
Hail/natural blizzard|Frost
Sandstorm/natural duststorm|Terra
Natural Thunderstorm|Volt
Natural Windstorm|Mundane/Avian
Darkness (http://www.d20srd.org/srd/spells/darkness.htm)|Dark
No weather|Mundane[/table]

The wondrous monster cannot change types for 3 rounds after being exposed to weather.

Forewarn
Requirement: Wis 17+.
Benefit: The wondrous monster is aware of any attacks a foe has.


G
Guts
Requirement: Con 13+.
Benefit: The wondrous creature's attacks are empowered (or maximized in the case of same-type attack bonus) when they are subject to a harmful status.


H
Heatproof
Benefit: The wondrous creature takes half damage from flame attacks and the burn ailment. Creatures weak to flame normally take normal damage from flame attacks.

Huge Power
Requirement: HD15+, Str 21+
Benefit: All the wondrous creature's attacks are empowered (or maximized in the case of same-type attack bonus).

Hustle
Requirement: HD5+, Str 15+
Benefit: All the wondrous creature's attacks are empowered (or maximized in the case of same-type attack bonus), however, they suffer a -4 penalty to all attack rolls, and the DCs of attacks that require Reflex saves are reduced by 2.

Hydration
Requirement: Hydro or Verdure-type.
Benefit: In rain (natural or Rain Dance), the wondrous creature automatically recovers from any harmful status effects at the beginning of their turn.

Hyper Cutter
Benefit: The wondrous creature is immune to strength damage or drain, and isn't affected by special attacks that lower attack power.


I
Ice Body
Requirement: Frost-Type.
Benefit: In snowstorms or Hail (natural or Hail effects), the wondrous creature gains fast healing 2.

Immunity
Requirement: Con 15+
Benefit: The wondrous creature is immune to poison, as well as the poisoned status (see below).

Inner Focus
Requirement: Wis 15+
Benefit: The wondrous creature cannot be stunned or dazed.

Insomnia
Requirement: Wis 15+
Benefit: The wondrous creature is immune to sleep effects.

Intimidate
Requirement: Intimidate 4 ranks, Cha 13+
Benefit: Any creatures who are within eyesight of the wondrous creature must succeed at a Will save (DC 10 + 1/2 HD + Cha mod) or deal -1 damage per die on any physical attacks for the remainder of the encounter. Any one creature can only be affected by this ability once per 24 hours.

Iron Fist
Requirement: Brawler-type.
Benefit: The wondrous creature adds their HD to the damage of any special attack with "Punch" in the name.


K
Keen Eye
Requirement: Spot 4 ranks, Wis 13+
Benefit: The wondrous creature cannot be blinded, or have the accuracy of their attacks lowered in any way. When rolling against concealment, it may roll 2 times and take the better roll (or 3 times if they possess the Blind-Fight feat).


L
Leaf Guard
Requirement: Verdure-type.
Benefit: The wondrous creature cannot be affected with negative statuses in sunny weather (natural or Sunny Day).

Levitate
Benefit: The wondrous creature has the continuous effect of a levitate (http://www.d20srd.org/srd/spells/levitate.htm) spell. This also renders them immune to terra attacks.

Lightningrod
Benefit: When a volt attack or spell with the electricity descriptor is used or cast within 60 feet of the wondrous creature, it is automatically directed at itself.

Limber
Benefit: The wondrous creature is immune to Dexterity damage and drain, cannot have its movement speed reduced, and cannot be paralyzed.

Liquid Ooze
Requirement: Venom-type.
Benefit: When a move or spell that would heal the attacking creature for a degree of the damage is used against the wondrous beast (such as Drain Punch, or vampiric touch (http://www.d20srd.org/srd/spells/vampiricTouch.htm)), they instead take an amount of damage they would have healed.


M
Magic Guard
Requirement: HD10+, Cha 17+
Benefit: The wondrous beast is immune to the extra hit point damage from burns, hail, and anything that is not direct hit point damage.

Magma Armor
Requirement: Flame-type.
Benefit: The wondrous beast is immune to being frozen.

Magnet Pull
Requirement: Volt-type.
Benefit: Wondrous creatures of the Metallic type, as well as constructs made of primarily metal, or creatures wearing heavy (30 pounds or more) metal armor must succeed at a Reflex save (DC 10 + 1/2 HD + Int mod) to leave the area 30 feet around the wondrous creature. If they succeed, their movement is calculated normally. If they fail, their movement ends at the border of the area. This ability only functions when the wondrous creature is conscious.

Marvel Scale
Requirement: Con 13+
Benefit: When the wondrous creature is subject to any negative status, their natural armor and any damage reduction they have increase by +5 (if they have no existing damage reduction, it is instead DR5/magic).

Minus
Requirement: Volt-type.
Benefit: When the wondrous creature is within 10 feet of another (allied) wondrous creature with the Plus ability, the wondrous creature's magical-type special attacks are empowered (or maximized in the case of same-type attack bonus).

Mold Breaker
Benefit: The wondrous creature ignores abilities that make opposing wondrous creatures immune to a specific type of attack. In addition, they also deal half damage to creatures who are immune to a specific energy type and ignore energy resistance with moves that share the wondrous creature's type (for flame, frost or volt attacks).

Motor Drive
Requirement: Volt-type.
Benefit: The wondrous creature gains immunity to electricity, and when they would be dealt electricity damage, they instead gain a +10' bonus to speed for 1 minute (this bonus stacks, and the duration resets with each application).


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strawberryman
2010-07-13, 02:13 PM
Placeholder for Special Attacks (1)

strawberryman
2010-07-13, 02:14 PM
Placeholder for Special Attacks (2)

strawberryman
2010-07-13, 02:15 PM
Placeholder for other rules

KingGolem
2010-07-13, 03:16 PM
My, this a...very interesting thread. I've seen many attempts at making a Pokemon d20 system, and they tend to not do so well, due in part to the sheer amount of pokemon to stat. I once idly thought that a template based system might work, but did not pursue it, for keep in mind I am too slothful. I really like your approach, though, and I think I'd like to help. Perhaps my dreams of an archaic pokemon campaign will finally be fulfilled... :smallamused:

Venardhi
2010-07-13, 07:07 PM
Pokemon is a little too limiting for my tastes. If you're going to do a pet-based d20 game, you may as well start from scratch with a new, more interesting system and settinng.

The-Mage-King
2010-07-13, 07:09 PM
...I await your posting with great interest, oh strawberryman. Much interest...

Temotei
2010-07-13, 07:15 PM
Under wondrous frost-beasts, you say flame-beasts a couple times. Darn copy-paste errors.

strawberryman
2010-07-13, 09:59 PM
My, this a...very interesting thread. I've seen many attempts at making a Pokemon d20 system, and they tend to not do so well, due in part to the sheer amount of pokemon to stat. I once idly thought that a template based system might work, but did not pursue it, for keep in mind I am too slothful. I really like your approach, though, and I think I'd like to help. Perhaps my dreams of an archaic pokemon campaign will finally be fulfilled... :smallamused:

Well I am a bit of a loner when it comes to homebrew, but I do take all/most criticisms and suggestions into account.


Pokemon is a little too limiting for my tastes. If you're going to do a pet-based d20 game, you may as well start from scratch with a new, more interesting system and settinng.

Then this is obviously not for you, which is fine, but I'll be over here making the homebrew I feel like.


Under wondrous frost-beasts, you say flame-beasts a couple times. Darn copy-paste errors.

...So I did. Darn them indeed.

Fizban
2010-07-14, 03:29 AM
I like it, though the template specific weaknesses and resistances won't matter unless you make a pokemon specific campaign, in which case making a template system isn't as neccesary since it wouldn't have to play nice with normal characters. It's sad but understandable how the templates are basically just a couple ability bonuses/natural armor and maybe a bonus feat with a line of weak/resist. Giving special attacks at /X HD rate works very well. I did a similar thing working on my own pokemon trainer class, though I used a list of stock templates and gave out extra attacks based on how much they had been advanced rather than total HD.

The biggest challenge of course will be trying to stat up all the special attacks you want. I went with stock templates (many of which are still really cool!) and for special attacks I went with generic damage in a shape of your choice, status effects in various shapes, and spell like abilities of your choice from the druid list. The reason I never finished it was because I didn't want to find a list of all the status effects, compare how useful they were, and then figure out what levels they should be available at, even for just a generic table. Good luck.