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Zaydos
2011-03-21, 04:01 PM
Index
{table]Pokemon|Notes
Salamence Line (http://www.giantitp.com/forums/showpost.php?p=10600448&postcount=2)|Bagon is available as a familiar
Ralts lineage (http://www.giantitp.com/forums/showpost.php?p=10605722&postcount=14)|Has LA.
Scyther/Scizor (http://www.giantitp.com/forums/showpost.php?p=10606374&postcount=16)|Available as an animal companion with a feat.
Eeveelutions (http://www.giantitp.com/forums/showpost.php?p=10610700&postcount=26)|Available as familiars
Ratatta Line (http://www.giantitp.com/forums/showpost.php?p=10613043&postcount=39)|Available through Improved Familiar
Charizard Line (http://www.giantitp.com/forums/showpost.php?p=10600467&postcount=4)|Has LA
Togepi Line (http://www.giantitp.com/forums/showpost.php?p=10624303&postcount=51)|Has LA and familiar
Swablu Line (http://www.giantitp.com/forums/showpost.php?p=10600457&postcount=3)|Available as animal companions with feat.
Pinsir (http://www.giantitp.com/forums/showpost.php?p=10638578&postcount=70)|Has LA.
Nidoran lines (http://www.giantitp.com/forums/showpost.php?p=14504915&postcount=87)|Available as animal companions.
Zubat line (http://www.giantitp.com/forums/showpost.php?p=14504923&postcount=88)|Available as familiars and animal companions.
Cubone line (http://www.giantitp.com/forums/showpost.php?p=14523426&postcount=92)|Has LA and animal companion (cubone)
Swinub line (http://www.giantitp.com/forums/showpost.php?p=14523794&postcount=95)|Animal companion or familiar.
Vulpix line (http://www.giantitp.com/forums/showpost.php?p=14525979&postcount=96)|Animal companion or familiar.
Abra line (http://www.giantitp.com/forums/showpost.php?p=14526478&postcount=100)|Available as familiar (abra) and has LA.
Ponyta line (http://www.giantitp.com/forums/showpost.php?p=14527647&postcount=105)|Available as animal companion.
Growlithe line (http://www.giantitp.com/forums/editpost.php?do=editpost&p=14528089)|Available as animal companion.[/table]

Requests
{table]Request|Progress
Ralts Lineage|Complete
Eeveelutions|Complete
Zorua Line|Gen V so might be a bit
Lucario Line|Pending
Treecko Line|Pending
Nidoran Lines|Pending
Scyther Lineage|Complete
Victini|Gen V so might be a bit
Abra Line|Pending
Dragonite Line|Pending
Raticate|Complete
Mewtwo|Pending
Manaphy|Pending
Torchick|Pending
Gible|Pending
Togepi|Complete
Tyranitar|Pending
Mamoswine|Pending
Litwick|Gen V so might be a bit
Drilbur|Gen V so might be a bit
Pineco|Pending
Scolipede|Gen V so might be a bit
Shaymin|Pending
Regis|Pending
Pinsir|Complete
[/table]

Currently in construction: ?.

Feel free to post suggestions.

As a note I am not trying to be 100% faithful to the games but instead just capture some of the feel of some of my favorite pokemon and make them into 3.X monsters. So charizard will probably have Cold Vulnerability instead of Cold Resistance and Fire Immunity instead of Fire Resistance, and probably no mention of electricity or rocks. Also I'm unsure about CRs :smallredface:

Edit: Now with more feats. Pokemon Companion (http://www.giantitp.com/forums/showpost.php?p=10632584&postcount=60)

Zaydos
2011-03-21, 04:02 PM
Bagon:
Tiny Dragon
Hit Dice: 1/2d12+1 (4 hp)
Initiative: +0
Speed: 20-ft
Armor Class: 14 (+2 size, +2 natural), t 12, FF 14
BAB/Grp: +0/-8
Attack: Headbutt +2 melee (1d3)
Full Attack: Headbutt +2 melee (1d3)
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Rock Crusher
Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 10
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 11, Dex 11, Con 12, Int 6, Wis 8, Cha 11
Skills: Spot +3, Listen +3, Intimidate +4, Jump -2.
Feats: Power AttackB, Endurance.
Environment: Temperate Mountains.
Organization: Solitary, pair, or family (2-5)
CR: 1/4.
Alignment: Usually True Neutral
Treasure: Standard.
Advancement: 1-2 HD (Tiny), 3-8 HD (small)

Combat: A bagon fights by charging towards foes head first. It relies on its hard head as its primary weapon in combat against foes.
Rock Crusher (Ex): A bagon’s headbutt attack ignores hardness and DR of 15 or less.

Bagons as familiars: A character with the dragonblood subtype or dragon type may select a bagon as a familiar. If they do so they ignore the first 2 points of DR and hardness with all weapon attacks.

Shelgon:
Medium Dragon
Hit Dice: 9d12+45 (103 hp)
Initiative: -1
Speed: 30-ft
Armor Class: 23 (-1 Dex, +14 natural), t 9, FF 23
BAB/Grp: +9/+14
Attack: Headbutt +14 melee (1d6+7)
Full Attack: Headbutt+14 melee (1d6+7)
Face/Reach: 5-ft/5-ft
Special Attacks: Breath Weapon, Protect, Rock Crusher
Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 30
Saves: Fort +11, Ref +5, Will +5
Abilities: Str 21, Dex 9, Con 20, Int 8, Wis 8, Cha 13
Skills: Spot +11, Listen +11, Intimidate +13, Jump +17, Spellcraft +11.
Feats: Power AttackB, Improved Bull Rush, Shock TrooperComplete Warrior, Leap AttackComplete Adventurer, Endurance.
Environment: Temperate Mountains.
Organization: Solitary, pair, or family (2-5)
CR: 7.
Alignment: Usually True Neutral
Treasure: Standard.
Advancement: 10-13 HD (Medium), 14-19 (Large)

Combat: A shelgon begins the attack with a powerful charge or a blast from its breath weapon. It uses its ability to call up wings of force to its advantage defending itself from enemy attacks and spells.
Protect (Sp): A shelgon may use Wings of Cover at-will, CL 7.
Breath Weapon (Su): A shelgon has a breath weapon which is a 30-ft cone of spiritual energy dealing 9d6 damage. A successful Reflex save (DC 19) halves this damage. This energy is especially damaging towards dragons and dragonblooded creatures. Creatures of the dragon type or the dragonblood subtype take an extra 50% damage from this attack. Once a shelgon has used their breath weapon they cannot use it again for 1d4 rounds.
Rock Crusher (Ex): A shelgon’s headbutt attack ignores hardness and DR of 20 or less.

Salamence:
Large Dragon (Air)
Hit Dice: 20d12+200 (330 hp)
Initiative: +5
Speed: 30-ft, fly 100-ft (good)
Armor Class: 31 (-1 size, +5 Dex, +17 natural), t 14, FF 26
BAB/Grp: +20/+39
Attack: Bite +34 melee (4d6+15)
Full Attack: Bite +34 melee (4d6+15), 2 claws +29 melee (3d6+7)
Face/Reach: 10-ft/5-ft
Special Attacks: Breath Weapon, Frightful Presence, Draco Meteor, Protect, Powerful Claws, Fearsome
Special Qualities: Cold Vulnerability, Fire and Electricity Resistance 30
Saves: Fort +22, Ref +17, Will +22
Abilities: Str 41, Dex 21, Con 30, Int 12, Wis 10, Cha 21
Skills: Spot +23, Listen +23, Intimidate +33, Jump +38, Spellcraft +24, Use Magic Device +28, Bluff +10, Sense Motive +18.
Skill Tricks: Never Outnumbered.
Feats: Imperious CommandDotU, Power AttackB, Improved Bull Rush, Shock TrooperComplete Warrior, Leap AttackComplete Adventurer, Endurance, Steadfast DeterminationPHBII, Improved Flight Complete Adventurer.
Environment: Temperate Mountains.
Organization: Solitary, pair, or family (2 and 2-5 bagons)
CR: 18.
Alignment: Often Chaotic Evil
Treasure: Standard.
Advancement: 21-30 HD (Large), 31+ HD (Huge)
Combat: A salamence uses fear to incapacitate its enemies before proceeding to devastate them with its melee attacks. If threatened, especially if threatened with cold attacks, they will release their Draco Meteor attack before tearing through their foes with fang and claw.
Breath Weapon (Su): A salamence has a breath weapon which is a 50-ft cone of spiritual energy dealing 20d6 damage. A successful Reflex save (DC 30) halves this damage. This energy is especially damaging towards dragons and dragonblooded creatures. Creatures of the dragon type or the dragonblood subtype take an extra 50% damage from this attack. Once a salamence has used their breath weapon they cannot use it again for 1d4 rounds.
Draco Meteor: (Su): 1/hour a salamence may call a destructive burst of energy. This destructive energy takes the form of a ranged touch attack that can either be targeted at a creature or a line intersection and if it misses rolls on the grenade-like weapon tables from the PHB. If it hits it deals 10d6 bludgeoning damage to the target and explodes in a burst of draconic energy with a 60-ft radius dealing 20d8 untyped damage to all creatures and unattended objects (including walls, floor, and ceiling). A successful reflex save (DC 30) halves this damage, but a target that was directly struck by the ranged touch does not get to make a saving throw against this effect. This effect deals full damage to objects (instead of half). The salamence may not use this ability when it could not use its breath weapon, and if it uses this ability it cannot use its breath weapon for 5 minutes. The energy portion deals +50% damage to dragons and dragonblooded creatures. The salamence is immune to its own Draco Meteor, but not those of other salamences.
Protect (Sp): A salamence may use Wings of Cover at-will, CL 20.
Fearsome (Ex): A salamence may make Intimidate checks to demoralize opponents as a move action.
Frightful Presence (Ex): When a salamence roars, or attacks (including with Su abilities), all creatures within 100-ft who can see/hear (as appropriate) the salamence and have less HD than the salamence must make a Will save (DC 25) or be shaken for 5d6 rounds.
Powerful Claws (Ex): A salamence’s natural weapons deal damage as if it were two size categories larger than it is.

Zaydos
2011-03-21, 04:03 PM
Swablu:
Tiny Magical Beast (Dragonblood)
Hit Dice: 1d10+1 (13 hp)
Initiative: +2
Speed: 10-ft, fly 60-ft (good)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), t 14, FF 13
BAB/Grp: +1/-8
Attack: Bite +5 melee (1d3-1)
Full Attack: Bite +5 melee (1d3-1)
Face/Reach: 2 1/2-ft/0-ft
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 15, Con 12, Int 3, Wis 13, Cha 12
Skills: Spot +5, Listen +5
Feats: Weapon Finesse.
Environment: Temperate and Warm Forests and Mountains.
Organization: Solitary, pair, or family (2-5)
CR: ½.
Alignment: Always True Neutral
Treasure: None.
Advancement: 2-3 HD (Tiny), 4-6 HD (small), 7 HD (medium).

Swablu do not speak any language, although spells or effects that allow you to communicate with non-predatory birds function with them.
Combat: Swablus rely on their beaks in combat.

Alteria:
Large Dragon (Air)
Hit Dice: 8d12+24 (76 hp)
Initiative: +2
Speed: 20-ft, fly 90-ft (good)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), t 11, FF 16
BAB/Grp: +8/+14
Attack: Bite +9 melee (1d8+3)
Full Attack: Bite +9 melee (1d8+3)
Face/Reach: 10-ft/5-ft
Special Attacks: Breath Weapon
Special Qualities: Natural Cure
Saves: Fort +8, Ref +8 (+11 when flying), Will +8
Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 15, Cha 14
Skills: Heal +13, Listen +13, Sense Motive +13, Spot +13
Feats: Ability Focus (Breath Weapon), Aerial ReflexesRaces of the Wild, Improved Toughness
Environment: Temperate and Warm Forests and Mountains.
Organization: Solitary, pair, or family (2-5)
CR: 6.
Alignment: Usually Neutral Good
Treasure: None.
Advancement: 9-12 HD (Large), 13-18 HD (Huge), 19+ HD (Gargantuan).

Altaria speak draconic.
Combat: Altaria rely on speed and maneuverability in combat, positioning to be able to use their breath weapon to its best effect. If they suffer from an ailment they will retreat to rest it off with their natural cure ability.
Breath Weapon (Su): An altaria’s breath weapon is a line of draconic energy 100-ft long. It deals 8d8 damage and stuns targets for 1 round. A successful Reflex (DC 18) save halves the damage and negates the stun.

Natural Cure (Ex): If an altaria is stunned, dazed, put to sleep, paralyzed, held, or slowed such effects end if the altaria takes no actions for 1 round. In addition it heals ability damage at a rate of 1 to each stat per round instead of the normal rate, and heals ability drain 1 point to 1 stat per day.

As Animal Companions
A druid with the Pokemon Companion feat may select a swablu as an animal companion at 1st level and an altaria as an animal companion beginning at 10th level (with a -9 modifier to their druid level for the determination of animal companion effects and abilities).

Zaydos
2011-03-21, 04:04 PM
Charmander
Small Dragon (Fire)
Hit Dice: 3d12+6 (22 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 17 (+1 size, +3 Dex, +3 natural), t 14, FF 14
BAB/Grp: +3/+0
Attack: Claw +7 melee (1d4+1)
Full Attack: 2 claws +7 melee (1d4+1)
Face/Reach: 5-ft/5-ft
Special Attacks: Breath Weapon
Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 12, Dex 17, Con 15, Int 6, Wis 12, Cha 10
Skills: Intimidate +6, Listen +5, Sense Motive +5, Spot +5
Feats: Weapon Finesse (B), Ability Focus (Breath Weapon), Clinging Breath
Environment: Warm Hills and Mountains
Organization: Solitary, pair, or clutch (2-5)
CR: 2
Alignment: Usually True Neutral
Treasure: ½ standard
Advancement: 4-8 HD (Small).
LA: +2

Charmanders speak badly broken draconic.
Combat: Charmanders rarely choose to fight, but when pressed lash out with their fire breath.
Breath Weapon (Su): A charmander’s breath weapon is a line of fire 30-ft long dealing 3d6 fire damage. A successful Reflex save (DC 15; Con based includes Ability Focus) halves this damage. Once a charmander has used its breath weapon it is unable to use it again for 1d4 rounds.
Blaze (Ex): When at 1/3rd or less health (7 for a normal charmander) a charmander’s breath weapon deals +50% damage.
Fire Tail: A charmander takes 2 Con damage each round its fiery tail is submerged.

Charmeleon
Medium Dragon (Fire)
Hit Dice: 9d12+27 (85 hp)
Initiative: +3
Speed: 40-ft
Armor Class: 19 (+3 Dex, +6 natural), t 13, FF 16
BAB/Grp: +9/+13
Attack: Claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4)
Face/Reach: 5-ft/5-ft
Special Attacks: Breath Weapon
Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 18, Dex 17, Con 17, Int 8, Wis 12, Cha 14
Skills: Intimidate +14, Listen +13, Sense Motive +13, Spot +13, Use Magic Device +14
Feats: Ability Focus (Breath Weapon), Clinging Breath, Recover Breath, Maximize Breath
Environment: Warm Hills and Mountains
Organization: Solitary
CR: 7
Alignment: Usually Chaotic Neutral
Treasure: Standard
Advancement: 10-17 HD (medium).
LA: +2

Charmeleons speak draconic.
Combat: Charmeleons are much more aggressive than their younger selves often rushing into combat with fire blasts and claws.
Breath Weapon (Su): A charmeleon’s breath weapon is a line of fire 60-ft long or a 30-ft cone of fire. Whichever is used it deals 9d6 fire damage. A successful Reflex save (DC 19; Con based includes ability focus) halves this damage. Once a charmeleon has used its breath weapon it is unable to use it again for 1d4-1 rounds (includes recover breath).
Blaze (Ex): When at 1/3rd or less health (28 for a normal charmeleon) a charmander’s breath weapon deals +50% damage.
Fire Tail: A charmeleon takes 2 Con damage each round its fiery tail is submerged.

Charizard
Large Dragon (Fire)
Hit Dice: 18d12+90 (207 hp)
Initiative: +3
Speed: 40-ft, fly 100-ft (good)
Armor Class: 25 (-1 size, +3 Dex, +15 natural), t 12, FF 19
BAB/Grp: +18/+30
Attack: Bite +30 melee (2d6+8 +1d6 fire)
Full Attack: Bite +30 melee (2d6+8 +1d6 fire), and 2 claws +25 melee (1d8+4)
Face/Reach: 10-ft/5-ft
Special Attacks: Breath Weapon, Fire Fang
Special Qualities: Fire Immunity, Cold Vulnerability, Flaming Tail, Blaze
Saves: Fort +16, Ref +14, Will +12
Abilities: Str 26, Dex 17, Con 21, Int 10, Wis 12, Cha 20
Skills: Intimidate +14, Listen +13, Sense Motive +13, Spot +13, Use Magic Device +14
Feats: Ability Focus (Breath Weapon), Clinging Breath, Recover Breath, Maximize Breath, Quicken Breath, Flyby Attack, Lingering Breath
Environment: Warm Hills and Mountains
Organization: Solitary
CR: 16
Alignment: Usually Chaotic Neutral
Treasure: Standard
Advancement: 19-24 HD (Large), 25+ HD (Huge)
LA: +2

Charizards speak draconic and common.
Combat: Charizards are territorial creatures. They’ll begin battles with testing spouts of flames and once they have weakened an enemy will unleash powerful blasts of full power fire.
Breath Weapon (Su): A charizard’s breath weapon is a line of fire 120-ft long or a 60-ft cone of fire. Whichever is used it deals 18d6 fire damage. A successful Reflex save (DC 26; Con based includes ability focus) halves this damage. Once a charizard has used its breath weapon it is unable to use it again for 1d4-1 rounds (includes recover breath).
Fiery Fang (Su): A charizard’s bite attack deals +1d6 fire damage.
Blaze (Ex): When at 1/3rd or less health (69 for a normal charizard) a charizard’s breath weapon deals +50% damage and its fiery fang deal an extra +1d6 fire damage.
Fire Tail: A charizard takes 2 Con damage each round its fiery tail is submerged.

Notes:
Is the LA accurate?

Charmander/meleon/izards as PCs:
Each racial hit die gained also increases breath weapon damage by 1d6.
Each odd HD after 3rd adds +2 Str
Every 3rd HD after 3rd grants +2 Cha
Con and Int increases with size and change in type (9 and 18 hit dice respectively). +2 to both at 9, and +4 Con, +2 Int at 18 hit dice.
Each odd HD past 3rd grants +1 to natural armor; each HD after 9th grants +1 natural armor.
At 9 Hit Dice you become a charmeleon (although these changes should already have given you the stats) and at 18th you become a charizard and gain wings and flight.

Zaydos
2011-03-21, 04:05 PM
Last reserved post (trapinch/vibrava/flygon).

Feel free to make requests.

Seraphiel
2011-03-21, 04:28 PM
I would love to see Gardevoir/Gallade and it's previous evolutions. And Absol. <3

Edit: And I'm sure a great many people would like the Eveelutions. xD

Lyndworm
2011-03-21, 06:44 PM
I happen to love the Pokemon games and can list pretty much every pokemon from the first four generations off the top of my head. I also like the idea of playing a Pokemon game with D&D 3.5-esque rules. I will be watching this project closely.

A few suggestions:

You should probably come up with some sort of Evolution mechanic, even if it's only triggered upon gaining X Hit Dice.
Having only half of a Hit Die, I think that Bagon's BAB should be +0 (I could be wrong, though).
I'm having a really hard time imagining a Shelgon managing to jump 10ft in order to use Leap Attack. Granted, this is totally doable with the power of Anime Physics!!!1!, but my suspension of disbelief only goes so far.
Improved Flight seems like a wasted feat on a Homebrew monster; you could just make Salamence's flight Good instead of Average from the get-go.
I'm pretty sure that the Powerful Claws ability is totally meaningless. Natural Weapon damage uses size as a guideline, but it can start out as whatever you want it to be. It's a Homebrew, remember, and there is precedence. A crocodile's bite damage is one die size higher than average, for example.

Otherwise, I'm impressed. Good job, Zaydos.

Zaydos
2011-03-22, 08:55 AM
I happen to love the Pokemon games and can list pretty much every pokemon from the first four generations off the top of my head. I also like the idea of playing a Pokemon game with D&D 3.5-esque rules. I will be watching this project closely.

A few suggestions:

You should probably come up with some sort of Evolution mechanic, even if it's only triggered upon gaining X Hit Dice.
Having only half of a Hit Die, I think that Bagon's BAB should be +0 (I could be wrong, though).
I'm having a really hard time imagining a Shelgon managing to jump 10ft in order to use Leap Attack. Granted, this is totally doable with the power of Anime Physics!!!1!, but my suspension of disbelief only goes so far.
Improved Flight seems like a wasted feat on a Homebrew monster; you could just make Salamence's flight Good instead of Average from the get-go.
I'm pretty sure that the Powerful Claws ability is totally meaningless. Natural Weapon damage uses size as a guideline, but it can start out as whatever you want it to be. It's a Homebrew, remember, and there is precedence. A crocodile's bite damage is one die size higher than average, for example.

Otherwise, I'm impressed. Good job, Zaydos.

Thanks for the critiques.


I left direct mechanics for evolultion out (I left all fluff out and it's a little too close to fluff), but I made the advancement charts so that bagon capped 1 HD below shelgon's base HD and shelgon 1 HD below salamence.
Honestly I didn't know of any creature with good BAB that had 1/2 HD so I rounded up because of power reasons, but it bothered me to do so since I don't know what's right. Thinking about changing it to +0 since that's more likely correct.
They're pokedex talks about leaping (albeit mainly off cliffs) and they charge so I went with leap attack. They are a quadreped, but they are known for trying to fly by jumping.
It was to compensate for Power Attack as a bonus feat that they retained from bagon. Also it means they can't get perfect by swapping a single feat (not that that would be too bad).
Yeah, I just knew if I didn't I'd have to explain that there are several creatures that don't follow those guidelines. Also this helps if it gets size changed by magic or is advanced to huge, or if it takes Improved Natural Weapon (actually it might make it illegible for Improved Natural Weapon... I wouldn't mind that).


Like I said, thanks :smallsmile:

Amnestic
2011-03-22, 09:05 AM
Requests
{table]Request|Progress
Eeveelutions|Pending[/table]


Awesome. :smallcool: Eagerly awaiting this. Eeveelutions are the bestest.

Noxsis
2011-03-22, 09:28 AM
zorua/zoroark and riolu/lucario lines please and thank you

NineThePuma
2011-03-22, 09:39 AM
I, personally, would appreciate seeing the Treeko line, the Nidoran Family, and if possible, the Scyther line.

Noxsis
2011-03-22, 09:54 AM
VICTINI!!!!(im screaming it out loud(i love saying this name)) please and thank you

ZaneLaCoix
2011-03-22, 09:54 AM
I would like to request:
-Dragonite line
-Abra line
Please?

Zaydos
2011-03-22, 10:19 AM
Ralts Lineage

Ralts
Tiny Aberration (Psionic)
Hit Dice: 1d8-1 (3 hp)
Initiative: +0
Speed: 20-ft
Armor Class: 12 (+2 size), t 12, FF 12
BAB/Grp: +0/-12
Attack: -
Full Attack: -
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Psionics
Special Qualities: Empathic Telepathy, Spatial Hop, Naturally Psionic
Saves: Fort -1, Ref +0, Will +3
Abilities: Str 3, Dex 10, Con 8, Int 13, Wis 13, Cha 12
Skills: Bluff +1*, Concentration +6*, Diplomacy +3*, Intimidate +1*, Listen +3, Spot +3, Sense Motive +7
Feats: Skill Focus (Concentration)
Environment: Temperate Plains and Forests.
Organization: Solitary, pair, or ring (2-5)
CR: Typical powers known 1/10; modified 1/2. They lack any offensive powers typically and therefore are not a threat to the party. Even with a better choice in powers they are worse than an elite array psion.
Alignment: Usually Good (any)
Treasure: None.
Advancement: 2-5 HD (Tiny)
LA: +1.

Ralts are able to speak, but do not normally know any languages except their own telepathic language. They can still be communicated with telepathically.
Combat: A ralts relies on its psionic powers in combat, preferring to flee over direct confrontation.
Psionics: A ralts manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
Typical Psion Powers Known (Power Points: 5, Save DC 11 + Power Level): 1st: Defensive Precognition, Déjà vu, Telempathic Projection.

Empathic Telepathy (Su): A ralts has undeveloped telepathic abilities. This ability grants them a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within 60-ft. This ability also allows ralts to communicate telepathically with each other.

Spatial Hop (Su): 3/day, as a standard action which provokes an Attack of Opportunity a ralts may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

Naturally Psionic: A ralts gains 3 bonus power points (included above).

Skills: A ralts gains a +2 bonus to all Sense Motive checks (included above). In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.

Kirlia
Small Aberration (Psionic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
BAB/Grp: +4/+0
Attack: Slam +4 melee (1d4)
Full Attack: Slam +4 melee (1d4)
Face/Reach: 5-ft/5-ft
Special Attacks: Psionics, Sympathic Retribution
Special Qualities: Telepathy, Spatial Hop, Naturally Psionic
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 11, Dex 16, Con 12, Int 15, Wis 15, Cha 14
Skills: Bluff +2*, Concentration +10*, Diplomacy +13*, Intimidate +2*, Listen +7, Spot +6, Sense Motive +13*
Feats: Skill Focus (Concentration), Psionic Endowment, Overchannel
Environment: Temperate Plains and Forests.
Organization: Solitary, pair, or troupe (2-5)
CR: 5.
Alignment: Usually Good (any)
Treasure: Standard.
Advancement: 7-10 HD (Small)
LA: +1.

Kirlia communicate primarily via telepathy, although they understand and can speak common.
Combat: A kirlia relies on its psionic abilities in combat. When possible they will try and find a diplomatic solution as opposed to actual confrontation. When that is impossible they will often seek to use their mental abilities to escape, using Cloud Mind if there is but a single target, only resorting to direct violence when multiple foes threaten them.
Psionics: A kirlia manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
Typical Psion Powers Known (Power Points: 44, Save DC 12 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Telempathic Projection; 2nd: Cloud Mind, Ego Whip, Psionic Levitate, Specified Energy Adaptation; 3rd: Mental Barrier, Psionic Blast, Energy Wall, Telekinetic Thrust

Sympathic Retribution (Su): If a kirlia is dazed, stunned, paralyzed, or held it may, as an immediate action, attempt to daze the creature applying the effect. Even if this is successful the kirlia is still affected, but the target must make a Will save (DC 15, charisma based) or be dazed for 1d4+1 round. This ability has a range of 60-ft.

Telepathy (Su): A kirlia has telepathy out to 100-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.

Spatial Hop (Su): 3/day, as a standard action a kirlia may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

Naturally Psionic: A kirlia gains 3 bonus power points.

Skills: A kirlia gains a +4 bonus to all Sense Motive checks (included above). In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.

Gardevoir
Medium Aberration (Psionic)
Hit Dice: 11d8+11 (60 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 13 (+3 Dex), t 13, FF 10
BAB/Grp: +7/+7
Attack: Slam +7 melee (1d6)
Full Attack: Slam +7 melee (1d6)
Face/Reach: 5-ft/5-ft
Special Attacks: Psionics, Sympathic Retribution, Mind Bolt
Special Qualities: Telepathy, Spatial Hop, Naturally Psionic
Saves: Fort +4, Ref +6, Will +11
Abilities: Str 11, Dex 16, Con 12, Int 19, Wis 19, Cha 18
Skills: Bluff +18*, Concentration +18*, Diplomacy +19*, Intimidate +6*, Listen +15, Spot +15, Sense Motive +19* (+27 with telepathy and psionic focus).
Feats: Skill Focus (Concentration), Psionic Endowment, Overchannel, Mindsight Lords of Madness.
Environment: Temperate Plains and Forests.
Organization: Solitary, or kingdom (1 and 2-5 kirlias and 4-25 ralts)
CR: 11.
Alignment: Usually Lawful Good
Treasure: Standard.
Advancement: 7-10 HD (Small)
LA: +2.

Gardevoir communicate primarily via telepathy, although they understand and can speak common.
Combat: A gardevoir like in its youth still relies on its psionic abilities in combat. When they or their charges are threatened a gardevoir will lash out with its psionic might relying on powerful psionic attacks to take out enemies. It only defaults to its mind bolt when it has depleted its power points and still must fight on.
Psionics: A gardevoir manifests powers as a psion (nomad) with a level equal to their racial hit dice. The save DCs are Intelligence-based.
Typical Psion Powers Known (Power Points: 131, Save DC 14 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Telempathic Projection; 2nd: Cloud Mind, Ego Whip, Psionic Levitate, Specified Energy Adaptation; 3rd: Mental Barrier, Psionic Blast, Energy Wall, Telekinetic Thrust; 4th: Psionic Dimension Door, Psionic Divination, Psionic Fly, Telekinetic Maneuver; 5th Psionic Plane Shift, Psionic Teleport, Psionic True Seeing, Shatter Mind Blank; 6th: Temporal Acceleration

Sympathic Retribution (Su): If a gardevoir is dazed, stunned, paralyzed, or held it may, as an immediate action, attempt to daze the creature applying the effect. Even if this is successful the gardevoir is still affected, but the target must make a Will save (DC 19, charisma based) or be dazed for 1d4+1 round. This ability has a range of 110-ft.

Mind Bolt (Su): As a standard action a gardevoir may attack the mind of one creature within 60-ft. This attack deals 6d10 damage, but a successful Will save (DC 19, charisma based) negates this damage. This is a mind-affecting effect.

Telepathy (Su): A gardevoir has telepathy out to 100-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.

Spatial Hop (Su): 3/day, as a move action a gardevoir may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.

Naturally Psionic: A gardevoir gains 3 bonus power points.

Skills: A gardevoir gains a +4 bonus to all Sense Motive checks (included above), this increases to +8 when it has its psionic focus. In addition they gain a +4 bonus to Concentration checks to gain a psionic focus.

Gallade
Medium Aberration (Psionic)
Hit Dice: 11d8+11 (60 hp)
Initiative: +4
Speed: 40-ft
Armor Class: 18 (+4 Dexterity, +4 Wisdom), t 18, FF 14
BAB/Grp: +7/+9
Attack: Unarmed Strike +10 melee (1d10+2; 18-20/x2 See psychic strike)
Full Attack: Unarmed Strike +10/+5 melee (1d10+2; 18-20/x2 See psychic strike)
Face/Reach: 5-ft/5-ft
Special Attacks: Psionics, Martial Initiator, Psychic Strike
Special Qualities: Immunity to Daze and Stun, Telepathy, Spatial Hop, Naturally Psionic, Martial Focus, AC Bonus
Saves: Fort +4, Ref +6, Will +11
Abilities: Str 15, Dex 18, Con 16, Int 17, Wis 15, Cha 14
Skills: Bluff +2*, Concentration +19*, Diplomacy +18*, Intimidate +2*, Listen +16, Spot +16, Sense Motive +20*.
Feats: Skill Focus (Concentration), Weapon Finesse, Overchannel, Psionic Fist.
Environment: Temperate Plains and Forests.
Organization: Solitary
CR: 10.
Alignment: Usually Chaotic Good
Treasure: Standard.
Advancement: by character class
LA: +2.

Gallade communicate primarily via telepathy, although they understand and can speak common.
Combat: A gallade uses his psionic powers to augment his physical prowess in single combat. They often travel the lands acting as knight-errants.
Psionics: A gardevoir manifests powers as a psion (nomad) with a level equal to their racial hit dice -3. The save DCs are Intelligence-based.
Typical Psion Powers Known (Power Points: 73, Save DC 13 + Power Level): 1st: Defensive Precognition, Déjà vu, Energy Ray, Inertial Armor, Offensive Precognition; 2nd: Biofeedback, Cloud Mind, Concealing Amorpha, Specified Energy Adaptation; 3rd: Mental Barrier, Telekinetic Thrust; 4th: Intellect Fortress, Psionic Dimension Door, Psionic Freedom of Movement, Telekinetic Maneuver
Martial Initiator: A gallade can naturally initiate maneuvers, using its own recovery method. If a gallade uses a psionic power it may, as a swift action, replace (and ready) any expanded maneuvers it has used and recover all other expanded maneuvers; this only applies to its racial maneuvers. It’s IL is 11 and if it takes levels in another martial initiating class it adds +8 to its IL in that class instead of +5.

Gallade naturally know the following martial maneuvers, but may only have 3 readied at any time:
Maneuvers Known:
Diamond Mind: Action before Thought, Greater Insightful Strike, Mind Over Body, Moment of Perfect Mind.
Iron Heart: Iron Heart Endurance, Iron Heart Surge, Mithril Tornado, Wall of Blades.
Stances Known:
Diamond Mind: Hearing the Air.
Iron Heart: Absolute Steel Stance.

Psychic Strike: A gallade has the unarmed strike as an 11th level monk (but does not gain flurry of blows); if they gain monk (or unarmed swordsage) levels they gain unarmed strike as a monk of their actual level +11 due to this ability. In addition its unarmed strikes have a critical threat range of 18-20/x2 and deal slashing damage as well as bludgeoning. Against a creature with the Psionic subtype it’s threat range is decreased to 20/x2.
A gallade’s unarmed strike counts as magic for the purposes of overcoming DR.
Telepathy (Su): A gallade has telepathy out to 60-ft. In addition it gains a +4 bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Wild Empathy checks with intelligent creatures within range.
Spatial Hop (Su): 3/day, as a swift action a gallade may teleport up to 60-ft. It must have line of sight to the square it is teleporting to.
Martial Focus (Su): Whenever a gallade recovers his racially granted martial maneuvers he may also make a Concentration check to regain his psionic focus as a free action.
AC Bonus: A gallade gains a bonus to its AC as an 11th level monk. If they take monk levels they add 11 to their monk level to determine their effective monk level for their monk AC bonus.
Naturally Psionic: A gallade gains 3 bonus power points.

Skills: A gallade gains a +4 bonus to all Sense Motive checks (included above). They gain a +4 bonus to Concentration checks when psionically focused and gain a +4 bonus to Concentration checks to gain a psionic focus.

Notes and Comments:

CR: The CR for kirlia and ralts are lower than that of a psion of the equivalent level because in ralts's case an elite array is significantly better than its racial stats and abilities and in kirlia's case an elite array + NPC gear is stronger than its racial stats and abilities. In both cases they do not gain a new level of powers. Gardevoir is possibly a little stronger than an unoptimized psion of its CR.
LA: I'm not sure about the LA; I think it might be too low. If anybody has comments or critiques on this please tell me. Once I am sure on LA I'll probably add an actual Savage Species progression. As a note realize that a kirlia can't buy off its LA till 9th level, and that a gardevoir can't till 17th as racial hit dice don't count towards Character Level for LA buy off.
Gallade: Coming soon, but will be a little more work and I thought I'd go ahead and get these up.

Debihuman
2011-03-22, 10:53 AM
http://www.scshop.com/~ritaxis/ has been one of my favorite sites for Pokemon even though it has been updated in ages. Not many of the creatures were completed, but I did like the way the evolution played into the advancement. See for example Bulbasaur to Ivysaur to Venusaur.

Debby

Zaydos
2011-03-22, 12:23 PM
Scyther and Scizor

Scyther
Medium Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +5
Speed: 20-ft, fly 60-ft (good)
Armor Class: 20 (+5 Dex, +5 natural), t 15, FF 20
BAB/Grp: +6/+11
Attack: Armblade +11 melee (1d8+5; 18-20/x3)
Full Attack: 2 Armblades +11 melee (1d8+5; 18-20/x3)
Face/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Uncanny Dodge, Danger Mode
Saves: Fort +8, Ref +10, Will +4
Abilities: Str 21, Dex 21, Con 17, Int 2, Wis 14, Cha 10
Skills: Hide +5*, Listen +5, Move Silently +8, Spot +5
Feats: Flyby Attack, Improved Flyby AttackSS, Great Flyby Attack SS
Environment: Temperate and Warm Forests.
Organization: Solitary, or pair
CR: 4.
Alignment: Always True Neutral
Treasure: None.
Advancement: 7-10 HD (Medium), 11-14 HD (Large).
LA: -

Danger Mode (Ex): When at 1/3rd or less of their maximum hit points (17 or less normally) a scyther gains a +4 bonus to Str and a +4 bonus to critical confirmation rolls.

Uncanny Dodge (Ex): A scyther retains its Dex bonus to AC even when flat-footed or attacked by an invisible creature.

Skills: A scyther gains a +4 to hide checks in tall grass or wooded areas.

Scizor
Medium Construct (Living Construct, Augmented Magical Beast)
Hit Dice: 8d10+40 (84 hp)
Initiative: +2
Speed: 50-ft,
Armor Class: 22 (+2 Dex, +10 natural), t 12, FF 22
BAB/Grp: +8/+15
Attack: Claw +15 melee (2d6+7; 17-20/x4)
Full Attack: 2 Claws +15 melee (2d6+7; 17-20/x4)
Face/Reach: 5-ft/5-ft
Special Attacks: Adamant Claws
Special Qualities: Uncanny Dodge, Danger Mode, +4 on Will saves versus Mind-Affecting Effects, SR 18, Fire Vulnerability, Kill it With Fire, Living Construct Traits, DR 10/adamantine.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 14, Cha 10
Skills: Hide +2, Listen +6, Move Silently +5, Spot +6
Feats: Weapon Focus (Claw), Improved Critical (Claws), Iron Will
Environment: Temperate and Warm Forests.
Organization: Solitary, or pair
CR: 6.
Alignment: Always True Neutral
Treasure: None.
Advancement: 9-12 HD (Medium), 13-16 HD (Large).
LA: -

Adamant Claws: A scizors claws are infused with adamantine and overcome hardness and DR as if they were adamantine. They threaten a critical hit on a 19-20 and deal x4 damage on a crit. The standard scizor has the Improved Critical feat.

Danger Mode (Ex): When at 1/3rd or less of their maximum hit points (28 or less normally) a scizor gains a +4 bonus to Str and a +4 bonus to critical confirmation rolls.

Uncanny Dodge (Ex): A scizor retains its Dex bonus to AC even when flat-footed or attacked by an invisible creature.
Kill it With Fire (Ex): A scizor’s Spell Resistance does not apply against spells or effects with the fire descriptor.

Evolution:
This could work several ways for my game I think I'd use the following:

Long ago a cabal of transmuters experimented upon these creatures. They developed a ritual that infused the wild scythers with powerful armor. While this armor slowed their movements, it also gave them the ability to make deadly powerful attacks and resistance to magic and toxins. The exact secrets of this ritual are now lost to time, but every occasionally a wizard stumbles upon fragments of this broken lore. The ritual requires a 9th+ level caster, a live scyther, rare incense and adamantine ore worth 1000 GP. It also requires the following spells: Permanency, Polymorph, Mage Armor, and Greater Magic Weapon. The affected scyther becomes a scizor and its type changes to Construct gaining both the Living Construct and Augmented Magical Beast subtypes. In addition it gains +2 HD, +4 Str and Con, -6 Dex, SR 10 + HD, +5 natural armor, +4 on saves versus mind-affecting effects, DR 10/adamantine, its loses its flight speed but gains a +30-ft increase to its land speed, it gains fire vulnerability and the kill it with fire trait, and its arm-blades become adamant claws which deal damage as a greatsword meant for a creature of its size with a 19-20/x4 critical. They may also retrain all their feats.

The newly created scizor is automatically helpful towards its creator and will obey simple commands. Should events cause a rift to develop between them, then the scizor may make a Will save (DC 15 + creator's primary casting stat) to disobey. This ability does not imbue the scizor with the ability to understand complicated orders. This ritual does not seem to function on any creature other than scizors.

In some regions these creatures seem to be developing naturally. The exact means are unknown (i.e. potential plot hook; possibly terrorizing a dwarven adamantine mine)

Scythers as Animal Companions:
A character with the Pokemon Companion feat of at least 7th level may select a scyther as an animal companion as a druid 6 levels lower, if at least 10th level they may select a scizor as an animal companion as a druid 9 levels lower.

Notes:
CR: I'm a little iffy on it.
Animal Companion: Would it be balanced for a feat to add scyther and possibly scizor to a druid or ranger's animal companion list? If so what would be an appropriate level modifier?

Lyndworm
2011-03-22, 01:32 PM
Yeah, I just knew if I didn't I'd have to explain that there are several creatures that don't follow those guidelines. Also this helps if it gets size changed by magic or is advanced to huge, or if it takes Improved Natural Weapon (actually it might make it illegible for Improved Natural Weapon... I wouldn't mind that).

How does it help if Salamence grows, exactly? 4d6 improved by one size category is always going to be 6d6, regardless of whatever ability let it hit 4d6 in the first place.

It doesn't make Salamence ineligible for Improved Natural Attack, but they don't stack, either. One improves the attack by one size category, the other by two. It's similar to the wording found in Powerful Build and Monkeygrip, and they don't stack for the same reason.



I'm not sure that Scyther and Scizor should have such low Intelligence scores... I'm not sure any pokemon should, to be honest. Also, in the games/shows (unsure about the manga) Scyzors can't fly, but their land speed is fairly high. They can still sort of hover, reducing their effective weight and allowing them to move much more swiftly than they appear able to.

Zaydos
2011-03-22, 01:47 PM
I'm not sure that Scyther and Scizor should have such low Intelligence scores... I'm not sure any pokemon should, to be honest. Also, in the games/shows (unsure about the manga) Scyzors can't fly, but their land speed is fairly high. They can still sort of hover, reducing their effective weight and allowing them to move much more swiftly than they appear able to.

You're right they only fly in the anime, which I don't even watch. I will fix that.

Blynkibrax
2011-03-22, 02:47 PM
Can we have a Raticate, please, Zaydos? Ideally, as something a bit more interesting than a slightly differently statted dire rat? Something powerful and aggressive in combat, to reflect Raticate's 'rabid attack dog' image and play-style? Maybe give it trip, like a wolf? Or attach, so that it can cling onto PCs with its bulldog-like jaws?

Blue Ghost
2011-03-22, 06:14 PM
Ooh, ooh! Can you do Manaphy? :smallsmile:

dragonsamurai77
2011-03-22, 06:44 PM
Requesting the Litwick line.

Also, Shelgon's breath weapon damage is listed as 20d6 (copypaste error from Salamence?)

Sypher667
2011-03-22, 06:58 PM
Id like to toss in a request for the Torchic/Combusken/Blaziken line.

Pokonic
2011-03-22, 07:45 PM
Oh,my, can you please do Tyranitars and Mamoswines lines, if you can be so kind?

togapika
2011-03-22, 08:29 PM
Togepi! Do his evolutions if you want, but at least just him...

The-Mage-King
2011-03-22, 08:56 PM
My friends, you are forgetting something!

Legendary Pokemon are more awesome than normals.

And the FIRST truely overly powerful one is more so.

So, I hereby request Mewtwo.


And the other two awesome non-legend lines- Drilbur and Gible.

Zaydos
2011-03-22, 10:33 PM
Eeveelutions

Eevee
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 17 (+2 size, +3 Dex, +2 natural), t 15, FF 14
BAB/Grp: +0/-10
Attack: Bite +5 melee (1d3-2)
Full Attack: Bite +5 melee (1d3-2)
Face/Reach: 2 1/2-ft/0-ft
Special Attacks: -
Special Qualities: Scent, Tender Love
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +7, Spot +5
Feats: Weapon FinesseB, Alertness
Environment: Temperate and Warm Plains
Organization: Solitary, or pair
CR: 1/4.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 1-2 HD (Tiny), 3-8 HD (Small).
LA: -

Eevees do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with eevees as well.
Combat: Eevees prefer to avoid combat when possible, but when pressed attack with their teeth.
Tender Love (Su): An eevee will naturally nuzzle a loved one that is injured. This functions as a heal check to stabilize a dying companion or to aid in natural healing and requires the same time and actions but is automatically successful.
Skills: Eevees gain a +4 racial bonus on Move Silently.

Eevees as familiars: An eevee may be selected as a familiar. It grants its master a +3 bonus to Heal checks.

Umbreon
Small Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 30-ft
Armor Class: 17 (+1 size, +2 Dex, +4 natural), t 13, FF 15
BAB/Grp: +3/-1
Attack: Bite +6 melee (1d4)
Full Attack: Bite +6 melee (1d4)
Face/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Scent, Mind Shielding
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 10, Dex 15, Con 17, Int 6, Wis 21, Cha 14
Skills: Hide +12, Listen +10, Move Silently +8, Spot +10
Feats: Weapon FinesseB, Alertness, Stealthy
Environment: Temperate and Warm Plains
Organization: Solitary, or pair
CR: 1.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Umbreons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with umbreons as well.
Combat: Umbreons prefer to avoid combat when possible using their stealth to avoid being noticed. When pressed attack with their teeth and natural invisibility power.
Mind-Shielding (Su): An umbreon is continuously protected by a Mind-Blank effect. As a supernatural ability this cannot be dispelled.
Skills: Umbreons gain a +4 racial bonus on Hide and Move Silently.

Umbreons as familiars: An umbreon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on Will saves versus mind-affecting effects.

Espeon
Small Magical Beast (Psionic)
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 17 (+1 size, +3 Dex, +3 natural), t 14, FF 14
BAB/Grp: +3/+0
Attack: Bite +7 melee (1d4+1) or Psibeam +7 ranged touch (1d6 and see below)
Full Attack: Bite +7 melee (1d4+1) or Psi-beam +7 ranged touch (1d6 and see below)
Face/Reach: 5-ft/5-ft
Special Attacks: Psi-beam
Special Qualities: Scent, Naturally Psionic
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 12, Dex 17, Con 13, Int 6, Wis 15, Cha 20
Skills: Listen +7, Move Silently +7, Spot +7
Feats: Weapon FinesseB, Alertness, Ability Focus (Psi-beam)
Environment: Temperate and Warm Plains
Organization: Solitary, or pair
CR: 1.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Espeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with espeons as well.
Combat: When pressed an espeon prefers to attack with bolts of mental energy over directly fighting with its teeth. Against mentally resilient foes they will use their bite attack if they are unable to run.
Psi-beam (Su): An espeon may release a beam of mental energy dealing 1d6 damage and 1d4 Wisdom damage. A successful Will save (DC 20, the DC is Charisma based) negates the Wisdom damage. This is a ranged touch attack with a range of 60-ft.
Naturally Psionic: An espeon gains 3 bonus power points.
Skills: An espeon gains a +4 bonus to Move Silently checks.
Espeons as familiars: An espeon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +1 to the DC of Enchantment (Compulsion) spells they cast.

Jolteon
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 50-ft
Armor Class: 18 (+1 size, +5 Dex, +2 natural), t 16, FF 13
BAB/Grp: +3/+0
Attack: Bite +8 melee (1d4+1) or Electric Bolt +8 ranged touch (2d6)
Full Attack: Bite +7 melee (1d4+1) or Electric Bolt +8 ranged touch (2d6)
Face/Reach: 5-ft/5-ft
Special Attacks: Electric Bolt
Special Qualities: Scent, Electricity Immunity, Electricity Healing
Saves: Fort +4, Ref +8, Will +5
Abilities: Str 12, Dex 21, Con 13, Int 6, Wis 15, Cha 16
Skills: Listen +7, Move Silently +9, Spot +7
Feats: Weapon FinesseB, Alertness, Iron Will
Environment: Temperate and Warm Plains
Organization: Solitary, or pair
CR: 2.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Jolteons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with jolteons as well.
Combat: When startled a jolteon is known to lash out with powerful bolts of electricity. If pressed by an electricity resistant foe with greater speed, a jolteon will use its teeth as a last resort.
Electric Bolt (Su): A jolteon may release a bolt of electricity dealing 2d6 electric damage. This is a ranged touch attack with a range of 60-ft.
Skills: A jolteon gains a +4 bonus to Move Silently checks.
Jolteons as familiars: An jolteon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal electricity damage or have the electricity descriptor.

Flareon
Small Magical Beast (Fire)
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
BAB/Grp: +3/+4
Attack: Bite +10 melee (1d4+7 +1d6 fire)
Full Attack: Bite +10 melee (1d4+7 +1d6 fire)
Face/Reach: 5-ft/5-ft
Special Attacks: Fire Fang
Special Qualities: Scent, Fire Immunity, Fiery Power, Cold Vulnerability
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 20, Dex 15, Con 13, Int 6, Wis 16, Cha 15
Skills: Listen +8, Move Silently +6, Spot +8
Feats: Weapon FinesseB, Alertness, Weapon Focus (Bite)
Environment: Temperate and Warm Plains
Organization: Solitary, or pair
CR: 2.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Flareons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with flareons as well.
Combat: When threatened a flareon attacks foes with dangerous flaming fangs, rending and tearing at the flesh.
Fire Fang (Su): A flareon’s bite attack deals an extra 1d6 fire damage.
Fiery Power (Su): When a flareon would take 10 or more points of fire damage it instead gains a +4 bonus to Str for 1 minute.
Skills: A Flareon gains a +4 bonus to Move Silently checks.
Flareons as familiars: An flareon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal fire damage or have the fire descriptor.

Vaporeon
Small Magical Beast (Water)
Hit Dice: 3d10+18 (34 hp)
Initiative: +2
Speed: 30-ft, swim 50-ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
BAB/Grp: +3/+0
Attack: Bite +6 melee (1d4+1)
Full Attack: Bite +6 melee (1d4+1)
Face/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Scent, Water Healing, Acid Armor, Water Breathing, Electric Vulnerability
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 21, Int 6, Wis 15, Cha 16
Skills: Listen +7, Move Silently +6, Spot +7, Swim +9
Feats: Weapon FinesseB, Alertness, Improved Toughness
Environment: Temperate and Warm Aquatic
Organization: Solitary, or pair
CR: 1.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Vaporeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with vaporeons as well.
Combat: A vaporeon prefers to only fight in the water where it can take advantage of its water healing. It will use Acid Armor to increase its defense to give it time to heal, and if truly hard pressed will use all three daily uses to become near invulnerable for several rounds.
Water Healing (Su): A vaporeon gains fast healing 5 as long as it is in contact with water.
Acid Armor (Su): 3 times per day a vaporeon may coat itself in an armor of hardened slime granting it a +3 enhancement bonus to AC and DR 3/-. Doing this is a swift action, and lasts for Con modifier rounds. If it uses this ability again while a previous use is still active it instead increases the enhancement bonus and DR granted by the previous ability and resets the duration.
Skills: A vaporeon gains a +4 bonus to Move Silently checks. A vaporeons swim speed gives it a +8 on Swim checks.
Vaporeons as familiars: An vaporeon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master an increase in effectiveness of spells that grant natural armor; whenever a vaporeon’s master casts a spell that gives an enhancement bonus to natural armor that enhancement bonus is increased by 1.

Leafeon
Small Magical Beast (Wood)
Hit Dice: 3d10+6 (22 hp)
Initiative: +4
Speed: 30-ft
Armor Class: 20 (+1 size, +4 Dex, +5 natural), t 15, FF 16
BAB/Grp: +3/+2
Attack: Leaf-blade +8 melee (1d6+4; 18-20/x3)
Full Attack: Leaf-blade +8 melee (1d6+4; 18-20/x3)
Face/Reach: 5-ft/5-ft
Special Attacks: Leaf-Blade
Special Qualities: Scent, Fire Vulnerability, Photosynthesis
Saves: Fort +5*, Ref +7, Will +4
Abilities: Str 17, Dex 19, Con 15, Int 6, Wis 13, Cha 12
Skills: Hide +8*, Listen +6, Move Silently +8, Spot +6
Feats: Weapon FinesseB, Alertness, Iron Will
Environment: Temperate and Warm Forests
Organization: Solitary, or pair
CR: 2.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -

Leafeons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with leafeons as well.
Combat: Leafeons see no reason to fight any creature. If harshly pressed they will lash out with their leaf-blade using it to cut through foes.
Leaf-Blade: A leafeon has a razor sharp, and steel-hard, leaf-like blade upon its head. This blade has a 18-20/x3 critical.
Photosynthesis (Ex): A leafeon does not need to eat, instead it simply needs at least 2 hours in direct sunlight each day and requires 4 times the usual amount of water for a creature of its size. A leafeon gets a +2 on Fort saves while in direct sunlight.
Skills: A leafeon gains a +4 bonus to Move Silently checks. A leafeon gains a +4 bonus to Hide checks in forests.
Leafeons as familiars: A eon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master the ability to score critical hits against creatures of the plant type.

Glaceon
Small Magical Beast (Cold)
Hit Dice: 3d10+6 (22 hp)
Initiative: +3
Speed: 30-ft
Armor Class: 18 (+1 size, +2 Dex, +5 natural), t 13, FF 16
BAB/Grp: +3/+0
Attack: Bite +6 melee (1d4+1) or Ice Shards +6 ranged (1d6+2 slashing and 1d6 cold)
Full Attack: Bite +6 melee (1d4+1) or Ice Shards +6 ranged touch (1d6+2 slashing and 1d6 cold)
Face/Reach: 5-ft/5-ft
Special Attacks: Ice shards
Special Qualities: Scent, Cold Immunity, Fire Vulnerability
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 12, Dex 15, Con 15, Int 6, Wis 15, Cha 20
Skills: Hide +10*, Listen +7, Move Silently +6, Spot +7
Feats: Weapon FinesseB, Alertness, Weapon Focus (ice shards)
Environment: Cold Plains
Organization: Solitary, or pair
CR: 2.
Alignment: Always Neutral Good
Treasure: None.
Advancement: 4-5 HD (Small), 6-9 HD (Medium).
LA: -
Glaceons do not speak any language, although they may be communicated to as if they were animals for spells and effects that allow communication with animals. If they allow communication only with a limited selection of animals, if those include foxes they function with glaceons as well.
Combat: Glaceons prefer to avoid creatures entirely, hostile or not. When spotted by a hostile force they lash out with their ice shards. When spotted by a friendly creature they simply run.
Ice Shard (Su): A glaceon can create and launch shards of ice. These are ranged attacks with a range increment of 30-ft and can be used at up to 5 range increments. They deal 1d6 + Con slashing damage and 1d6 cold damage.
Skills: A Glaceon gains a +4 bonus to Hide and Move Silently checks. When in snow their bonus to Hide increases to +8.
Glaceons as familiars: An glaceon may be obtained as a familiar through the use of the Improved Familiar feat, and a caster level of at least 7th. It grants its master a +2 on saves versus effects which deal cold damage or have the cold descriptor.

Evolution:
The exact process which changes an eevee into one of its several evolutionary forms is unclear. It would seem that simply being happy enough will cause it to transform into either an umbreon or an espeon. Exposure to a source of fire, lightning, or water magic can cause the transformation into flareon, jolteon, and vaporeon respectively. Leafeons seem to develop in druidic woods, adapting to the strong flow of magic there. Finally glaceons crop up around sights strong in ice magic, the magic powers warping them into their new forms..

AtlanteanTroll
2011-03-22, 10:35 PM
Zaydos, you need a simpler way to do this. Do it like Mystery Dungeon. Don't make all lines available. Have like 30 (max (I suggest one of each type at least)), do everyone else as villains, and maybe a few more as playable upon request.

NineThePuma
2011-03-22, 10:38 PM
... But mystery dungeon lets you recruit every single pokemon.

AtlanteanTroll
2011-03-22, 10:41 PM
... But mystery dungeon lets you recruit every single pokemon.

Can't start as them. Got to work your way up. Most projects like these, regrettably, fail. I think Zaydos needs to pace himself.

Lyndworm
2011-03-22, 10:53 PM
Zaydos, you need a simpler way to do this. Do it like Mystery Dungeon. Don't make all lines available. Have like 30 (max (I suggest one of each type at least)), do everyone else as villains, and maybe a few more as playable upon request.

In 3.5 all creatures are statted the same way... There's no difference between antagonist and protagonist.

AtlanteanTroll
2011-03-22, 11:00 PM
In 3.5 all creatures are statted the same way... There's no difference between antagonist and protagonist.

HERP A DEPR (I knew that :smallredface:) I thought some were being made to be playable... :smallsigh:

NineThePuma
2011-03-22, 11:02 PM
So far, only Ralts's line is TECHNICALLY playable, as only that line has an LA.

However, I note that if it weren't technically playable, you'd get people complaining about it anyways.

Blynkibrax
2011-03-23, 08:59 AM
My friends, you are forgetting something!

Legendary Pokemon are more awesome than normals.
What're you, eight? Legendaries are, without doubt, the most boring Pokemon in the whole game. :smalltongue:

Zaydos
2011-03-23, 09:09 AM
What're you, eight? Legendaries are, without doubt, the most boring Pokemon in the whole game. :smalltongue:

Mewtwo is tied for my favorite pokemon :smallredface: He has Dan Green's god voice for one thing.

Blynkibrax
2011-03-23, 09:17 AM
Well, different strokes for different folks, I suppose, but personally, I'm so sick of legendary Pokemon.

There seem to be more and more and more of them, all the time, and there's only so many times you can fight and capture a magical beast with phenomenal, god-like, world-altering powers before the novelty of it wears off.

I'd much rather duel a trainer with an interesting team composed of his or her favourites than: Arceus, Mewtwo, Darkrai, Kyogre, Groudon and Zekrom - all day, erry day. :smallsigh:

Zaydos
2011-03-23, 09:32 AM
Well, different strokes for different folks, I suppose, but personally, I'm so sick of legendary Pokemon.

There seem to be more and more and more of them, all the time, and there's only so many times you can fight and capture a magical beast with phenomenal, god-like, world-altering powers before the novelty of it wears off.

I'd much rather duel a trainer with an interesting team composed of his or her favourites than: Arceus, Mewtwo, Darkrai, Kyogre, Groudon and Zekrom - all day, erry day. :smallsigh:

Oh yeah, the only legendaries I really like are Mewtwo, Registeel, Dialga, and Rayquaza. In fact Palkia or Kingdra are tied for my least favorite dragon (my favorite type). Giratina is close to last, and I often forget Latios and Latias are even dragons.

Blynkibrax
2011-03-23, 09:38 AM
Ha, actually, I'd forgotten Giratina, which is ironic, as its one of the few legendaries I have time for, mainly because of its design - it's a ghost/dragon dinosaur-centipede monster! :smalltongue:

flabort
2011-03-23, 10:34 AM
If your doing requests (you usually seem to take requests in your projects)...
Forretress? and, of course, pineco. Dunno why, but their my fave.

Zaydos
2011-03-23, 10:35 AM
Ratatta
Tiny Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +5
Speed: 40-ft, climb 10-ft
Armor Class: 19 (+2 size, +5 Dex, +2 natural), t 17, FF 14
BAB/Grp: +2/-6
Attack: Bite +9 melee (1d4)
Full Attack: Bite +9 melee (1d4)
Face/Reach: 2 1/2-ft/0-ft
Special Attacks: Agile Charge
Special Qualities: Scent
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 10, Dex 21, Con 13, Int 2, Wis 14, Cha 10
Skills: Climb +8, Listen +8, Move Silently +6, Spot +8
Feats: Weapon Finesse
Environment: Temperate and Warm Plains
Organization: Solitary, pair, or swarm (6-60)
CR: 1.
Alignment: Always True Neutral
Treasure: None.
Advancement: 3 HD (Tiny), 4 HD (Small).
LA: -

Ratattas can be communicated with as if they were rats.
Combat: A ratatta prefers to charge forward in swarms using their numbers to bring down foes.
Agile Charging (Ex): A ratatta does not need to charge in a straight line and can make any number of turns while charging. A ratatta can move normally when performing the movement required for a charge, although the attack still ends the movement.
Skills: A ratatta has a +4 bonus to Listen and Spot checks. Its Climb speed grants it a +8 bonus to climb checks.
Raticate
Small Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +4
Speed: 40-ft, climb 20-ft
Armor Class: 18 (+1 size, +4 Dex, +5 natural, -2 misc), t 13, FF 14
BAB/Grp: +5/+6
Attack: Bite +12 melee (1d6+7 +1d6)
Full Attack: Bite +12 melee (1d6+7 +1d6)
Face/Reach: 5-ft/5-ft
Special Attacks: Maneuvers
Special Qualities: Scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 20, Dex 19, Con 19, Int 4, Wis 14, Cha 10
Skills: Hide +9, Climb +13, Jump +17, Listen +8, Move Silently +7, Spot +8
Feats: Weapon Focus (Bite), Stone Power
Environment: Temperate and Warm Plains
Organization: Solitary, pair, or swarm (3-12 and 4-40 ratattas)
CR: 4
Alignment: Usually True Neutral
Treasure: ½ standard
Advancement: 6-7 HD (Small), 8-10 HD (Medium), 11+ HD (Large).
LA: -

Raticates can be communicated to as if they were rats. Even so some can understand common.
Combat: Raticates use their martial maneuvers to decimate enemies with Mountain Hammer and other such techniques.
Maneuvers: A raticate can use the following maneuvers each once per encounter, and may refresh them using the warblade recovery mechanic. They also have the listed stance(s) available.
Maneuvers Known & Readied: Charging Minotaur, Mountain Hammer, Rabid Wolf Strike, Steel Wind, Sudden Leap.
Stances: Punishing Stance (included above).
Skills: A raticate gains a +4 bonus to Listen and Spot checks and a +8 bonus to Jump checks. A raticate also gains a +8 on climb checks due to its climb speed.
As Familiars:
A ratatta can be taken by a 3rd level character with the Improved Familiar feat. A character with a ratatta familiar gains a +2 bonus on Reflex saves. When the master’s BAB is at least +6 and his caster level is at least 7th the ratatta will become a raticate. It now grants its master a +1 bonus on Reflex saves instead of +2.

Zaydos
2011-03-23, 10:38 AM
If your doing requests (you usually seem to take requests in your projects)...
Forretress? and, of course, pineco. Dunno why, but their my fave.

It's because I love the idea that somebody might use my stuff. I know I won't ever use all the dragons I've made, but people get enjoyment out of them and I enjoy making them.

radmelon
2011-03-23, 11:02 AM
http://www.scshop.com/~ritaxis/ has been one of my favorite sites for Pokemon even though it has been updated in ages. Not many of the creatures were completed, but I did like the way the evolution played into the advancement. See for example Bulbasaur to Ivysaur to Venusaur.

Debby

Actually, it seems not to have been abandoned, but moved to here (http://www.dnd-wiki.org/wiki/Pok%C3%A9mon_d20_(3.5e_Sourcebook)) instead (of course, it seems to have been abandoned since.). While fairly complete, the balance and playability of the system are suspect. Having only 1 base class (Pokemon Trainer) makes Dex and Cha worth more than anything else, and having pokemon do all the fighting makes Con worthless. It needs an overhaul.

Blynkibrax
2011-03-23, 01:53 PM
How about Scolipede?

http://img.pokemondb.net/artwork/scolipede.jpg

I can't be the only one thinking this would make an awesome mount? Maybe for a rather ostentatious, poison-using rogue or assassin? :smallcool:

Crisis21
2011-03-23, 02:20 PM
Whee! The Eeveelutions are done!

I'd like to request Manaphy and Shaymin, but done in tandem with Victini (Water, Grass, Fire. Sound familiar to anyone?)

I'd also like to request the Regis (RegiRock, RegiIce, RegiSteel, and RegiGigas). Since they're essentially golems already it's almost like they belong in D&D anyway.

Edit: Also, your link to the Eeveelutions seems to be an edit link rather than a specific post link.

Noxsis
2011-03-23, 08:48 PM
i love ghost pokemon so yamask/cofagrigus line and golett/golurk line plus the most powerful pokemon to exsist !ARCEUS!

Blynkibrax
2011-03-24, 06:55 AM
How about TMs?

I had an idea for something similar a few months ago - a series of salient abilities, similar to Pokemon-style TMs, that could be added to monsters to give them new abilities (and a CR adjustment for each one), but never got to put it into practice.

If anybody likes this idea, feel free to run with it, because it's always a lot of fun to give new abilities to monsters and give your players a shock.

Crisis21
2011-03-24, 09:10 AM
How about TMs?

I had an idea for something similar a few months ago - a series of salient abilities, similar to Pokemon-style TMs, that could be added to monsters to give them new abilities (and a CR adjustment for each one), but never got to put it into practice.

If anybody likes this idea, feel free to run with it, because it's always a lot of fun to give new abilities to monsters and give your players a shock.

This. So much this.

The hardest thing to do would be the mechanic by which it works. Once that's done, the only thing left is to determine the particulars of each ability which should be fairly easy for each one.

AtlanteanTroll
2011-03-24, 09:21 AM
This. So much this.

The hardest thing to do would be the mechanic by which it works. Once that's done, the only thing left is to determine the particulars of each ability which should be fairly easy for each one.

Well obviously they woul need to replace an already existing ability.

Seraphiel
2011-03-24, 10:20 AM
Wow, I definitely I forgot that I posted in this thread... :smallredface:

I'm liking the ralts line a lot, you captured the spirit of the pokemon well~ Will definitely be using it in the future. :smallbiggrin:

Another request, since I totally forgot it in my first post.... Absol~!

NineThePuma
2011-03-24, 10:47 AM
>>

<<

Just gonna throw out, EVERY single one of the pokemon produced should be available as more than just something to fight.

Which leads me to wondering if this should be a larger project than just Zaydos, but I digress!

I shall go do something else.

Blynkibrax
2011-03-24, 02:35 PM
This. So much this.

The hardest thing to do would be the mechanic by which it works. Once that's done, the only thing left is to determine the particulars of each ability which should be fairly easy for each one.

The way D&D works and the way Pokemon games work are two different things, so I expect some TM moves would be totally different.

Dig, for example, might give a monster a burrow speed equal to its landspeed.

Some special attacks might work like a spell-like ability, thundershock, for example.

Flamethrower, hyper beam and moves like that could easily be reconfigured into breath weapons.

Zaydos
2011-03-24, 04:48 PM
Togepi
Tiny Fey
Hit Dice: 1/2d6 (1 hp)
Initiative: +0
Speed: 15-ft
Armor Class: 14 (+2 size, +2 natural), t 12, FF 14
BAB/Grp: +0/-12
Attack: Headbutt +2 melee (1d3-4)
Full Attack: Headbutt+2 melee (1d3-4)
Face/Reach: 2 1/2-ft/0-ft
Special Attacks: Metronome, Charming Visage
Special Qualities: Wild Empathy +2
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 2, Dex 11, Con 10, Int 7, Wis 12, Cha 15
Skills: Listen +5, Sense Motive +9, Spot +5, Use Magic Device +6.
Feats: Weapon FinesseB, Ability Focus (Charming Visage).
Environment: Temperate Plains.
Organization: Solitary
CR: 1/3.
Alignment: Always good
Treasure: Standard.
Advancement: 1-2 HD (Tiny)
LA: +2

Togepis understand sylvan but do not speak.
Combat: Combat is always a last resort for a togepi, relying instead on its charming visage to keep it out of harm. If that fails they release the power of metronome hoping its wild magic can help save them.
Charming Visage (Su): Any creature within 60-ft which sees a togepi must make a Will save (DC 14, Charisma based, includes ability focus) or be unable to harm it or attack it in any way. They cannot even order others to harm it. This effect lasts for as long as they can see the togepi and 1 hour thereafter, or until the togepi attacks the affected creature. On a successful save they are immune to that togepi’s charming visage for 24 hours. This is a mind-affecting compulsion.
Metronome (Sp): Performs a random spell from the following list, although DMs are encouraged to add more (following list is limited to SRD):
1. Burning Hands
2. Sleep
3. Color Spray
4. Magic Missile
5. Shield (self only)
6. Mage Armor (self only)
7. Grease
8. Expeditious Retreat
A togepi may use metronome 3 times per day and it is the equivalent of a 0 level spell. Caster level 1.
Wild Empathy (Ex): A togepi can use wild empathy as a druid with a +0 racial bonus on the check.
Skills: Togepis have a +4 racial bonus to Sense Motive checks.
Togetic
Tiny Fey
Hit Dice: 3d6 (10 hp)
Initiative: +1
Speed: 15-ft, fly 30-ft (good)
Armor Class: 15 (+2 size, +1 Dex, +2 natural), t 12, FF 14
BAB/Grp: +1/-10
Attack: Headbutt +4 melee (1d3-3)
Full Attack: Headbutt+4 melee (1d3-3)
Face/Reach: 2 1/2-ft/0-ft
Special Attacks: Metronome
Special Qualities: Wild Empathy +6, Healing Wish, Bestow
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 4, Dex 13, Con 10, Int 11, Wis 14, Cha 17
Skills: Diplomacy +9, Heal +8, Listen +10, Sense Motive +12, Spot +10, Use Magic Device +9.
Feats: Weapon FinesseB, Dodge, Alertness
Environment: Temperate Plains.
Organization: Solitary
CR: 1.
Alignment: Always good
Treasure: Standard.
Advancement: 4-5 HD (Tiny), 6-8 HD (Small)
LA: +2

A togetic speaks sylvan.
Combat: Togetics prefer to avoid combat, instead aiding their allies with their healing abilities. If pressed they release their metronome hoping for the best.
Metronome (Sp): Performs a random spell from the following list, although DMs are encouraged to add more (following list is limited to SRD):
1. Scorching Ray
2. Glitterdust
3. False Life
4. Invisibility (self only)
5. Web
6. Melf’s Acid Arrow
7. Fog Cloud
8. Haste (self only).
A togetic may use metronome 3 times per day and it is the equivalent of a 1st level spell. Caster level = HD.
Healing Wish (Su): A togetic can, Charisma modifier times per day, release a burst of positive energy. This energy heals allies within 60-ft 1d6 per HD the togetic has. This energy has no effect on undead and construct allies or enemies, on allies with tomb-tainted soul, and only half effect on living construct allies.
Bestow (Su): A togetic can, as a standard action, teleport an object it holds which weighs no more than its maximum load, into the hands of a willing creature within line of sight. This is a teleportation effect.
Wild Empathy (Ex): A togetic can use wild empathy as a druid with a +3 racial bonus on the check.
Skills: Togetics have a +4 racial bonus to Sense Motive checks.

Togekiss
Medium Fey (Air)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: fly 100-ft (perfect)
Armor Class: 21 (+3 Dex, +3 natural, +5 deflection), t 19, FF 19
BAB/Grp: +3/+3
Attack: Headbutt +6 melee (1d6), or Air-Slash +6 ranged touch (2d6+1, 17-20/x2)
Full Attack: Headbutt+6 melee (1d6), or Air-Slash +6 ranged touch (2d6+1, 17-20/x2)
Face/Reach: 5-ft/5-ft
Special Attacks: Metronome, Fly-by Strike, Aura Sphere, Air Slash
Special Qualities: Wild Empathy +11, Healing Wish, Preternatural Grace
Saves: Fort +5, Ref +8, Will +9
Abilities: Str 10, Dex 17, Con 12, Int 13, Wis 18, Cha 21
Skills: Diplomacy +16, Handle Animal +14, Heal +13, Listen +15, Sense Motive +17, Spot +15, Use Magic Device +14.
Feats: Weapon FinesseB, Fly-by Attack B, Improved Initiative, Great Fortitude
Environment: Temperate Plains.
Organization: Solitary
CR: 4.
Alignment: Always good
Treasure: Standard.
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
LA: +2.

A togekiss speaks sylvan and either celestial, auran, or common.
Combat: Togekiss prefer diplomacy to combat, but if a creature is harming those beings that a togekiss sees as its charges it will lash out with its aura sphere and air slash attacks to defend its charges.
Metronome (Sp): Performs a random spell from the following list, although DMs are encouraged to add more (following list is limited to SRD):
1. Fireball
2. Lightning Bolt
3. Dispel Magic
4. Displacement (self only)
5. Vampiric Touch
6. Magic Circle against Evil (centered on self)
7. Call Lightning
8. Poison
A togekiss may use metronome 3 times per day and it is the equivalent of a 2nd level spell. Caster level = HD.
Fly-by Strike (Ex): When using fly-by attack to make a melee attack while moving a togekiss does not provoke attacks of opportunity from its target and deals +3d6 damage.
Aura Sphere (Su): 3 times per day, as a standard action which provokes attacks of opportunity, a togekiss may launch an orb of force at a target. It unerringly strikes its target, as the spell Magic Missile (and is blocked by effects that block Magic Missile) and deals 3d6 force damage +1d6 per 2 HD that the togekiss has beyond 6.
Air-Slash (Su): A togekiss can, as an attack action, release a cutting blade of air that deals 2d6 + Con modifier slashing damage as a ranged touch attack with a maximum range of 60-ft. This attack has a threat range of 17-20.
Healing Wish (Su): A togekiss can, Charisma modifier times per day, release a burst of positive energy. This energy heals allies within 60-ft 1d6 per HD the togekiss has. This energy has no effect on undead and construct allies or enemies, on allies with tomb-tainted soul, and only half effect on living construct allies.
Preternatural Grace (Su): A togekiss adds its Charisma modifier to its AC as a deflection bonus.
Wild Empathy (Ex): A togekiss can use wild empathy as a druid with a +6 racial bonus on the check.
Skills: Togekiss have a +4 racial bonus to Sense Motive checks.
Togepi and Togetic as familiars:
A good aligned character with the improved familiar feat of at least 3rd level can select a togepi as a familiar. At 7th level they may, by spending a day playing with their familiar cause it to become a togetic. A character with a togepi or togetic familiar gains a +2 bonus on diplomacy checks.

To acquire a togekiss requires finding a fabled Dawn Stone and a special quest and is left up to the DM's discretion. I would advice 13th+ minimum level.

Togepi/tic/kiss as PCs:
A togepi may either advance by hit dice or by class levels; if they choose the former, then at ECL 5 they become togetics, and at ECL 8 they become togekiss. As a note this monster class does not perfectly represent the togepi presented above as 3 levels with 1/2 HD is suicidal to say the least. Once a togepi has chosen to advance via hit dice it must finish the first 5 levels of its monster class for this reason. Once togetic stage is reached it is free to multiclass out.
{table]Level|Hit Dice|BAB|Fort|Ref|Will|Special
1|1/2|+0|+0|+0|+2|-8 Str, -4 Int, +2 Wis, +2 Cha, Metronome 1/day, Wild Empathy, Weapon Finesse, Charming Visage
2|1|+0|+0|+0|+2|+2 Cha, Natural Armor +1, Metronome 2/day,
3|1|+0|+0|+0|+2|Natural Armor +2, Metronome 3/day, Sense Motive +4
4|2|+1|+0|+0|+3|+2 Int, +2 Wis, Improved Metronome (Togetic), Healing Wish
5|3|+1|+1|+1|+3|+2 Str, +2 Dex, +2 Cha, lose Charming Visage, Bestow, Flight, Togetic Form
6|4|+2|+1|+1|+4|+2 Str, +2 Con, +2 Cha, Aura Sphere
7|5|+2|+1|+1|+4|+2 Str, +2 Dex, +2 Int, Preternatural Grace, Improved Metronome (Togekiss), Size Increase (small)
8|6|+3|+2|+2|+5|+2 Str, +2 Dex, +2 Wis, +2 Cha, Air-Blast, Fly-by Strike, Natural Armor +3, Medium-size, Perfect flight, Togekiss form[/table]

Wild Empathy: Has a racial bonus equal to their hit dice from togepi/tic/kiss levels.

AtlanteanTroll
2011-03-24, 04:49 PM
OK, thos are both really cool, but no love for Togekiss?

Zaydos
2011-03-24, 04:50 PM
OK, thos are both really cool, but no love for Togekiss?

Working on it, I just finished togetic a minute ago and figured I'd add togekiss when I got him done.

Edit: Togekiss done.

AtlanteanTroll
2011-03-24, 05:24 PM
EPIC. :smallcool:

Shouldn't Togetic be small? He's larger then Togetic by quite a bit (and not really that much smaller then Togekiss).

NineThePuma
2011-03-24, 05:26 PM
He's less than 2 ft high. Small with slight build at the MAXIMUM.

TOGEKISS is just under 5 ft high. He's medium.

(For a handy size comparison, this site has a feature that adjusts a sprite for comparison purposes (http://veekun.com/).

Zaydos
2011-03-24, 05:27 PM
EPIC. :smallcool:

Shouldn't Togetic be small? He's larger then Togetic by quite a bit (and not really that much smaller then Togekiss).

Togepi and Togetic are both just on the line of height/length for their size (1' and 2' respectively) but one is above on weight and the other far below (togetic is less than twice the weight of togepi) so I put them both as tiny.

Togekiss is 4' 11" and well into the medium size category.

Crisis21
2011-03-24, 07:12 PM
The way D&D works and the way Pokemon games work are two different things, so I expect some TM moves would be totally different.

Dig, for example, might give a monster a burrow speed equal to its landspeed.

Some special attacks might work like a spell-like ability, thundershock, for example.

Flamethrower, hyper beam and moves like that could easily be reconfigured into breath weapons.

I'm aware of that. I'm just saying that the mechanic by which a creature can be granted an ability it does not possess naturally would be the hardest part.

And of course each ability would need some manner of compatibility requirement.

I.E. Dig might require a creature to be capable of burrowing in the first place, Iron Tail would require the creature to possess a tail, Flamethrower should either require the creature to have a) a fire affinity or b) an existing breath weapon.

Stuff like that.

Necro_EX
2011-03-24, 07:34 PM
Zaydos, everything you do just makes me love you more and more.

Seriously.

Zaydos
2011-03-24, 09:36 PM
Just remembered I did a lucario as a playable race + PrC for iconic abilities before (the thread is old so don't post in it) and thought you guys might like it. It's not exactly in line with things like I've been doing them here (no racial hit die and no riolu form), but might as well let you know. Aura Guardian (http://www.giantitp.com/forums/showthread.php?t=163227)


Zaydos, everything you do just makes me love you more and more.

Seriously.

Thanks :smallredface:

Zaydos
2011-03-25, 06:11 PM
Pokemon Companion
You call a pokemon in the place of a more normal animal companion.
Requirements: Ability to call an Animal Companion, Wisdom 13+
Benefit: You can select a pokemon that is marked as being able to be selected with this feat as an animal companion. In addition any spells you cast that only affect animals affect it as well regardless of type.

NineThePuma
2011-03-25, 06:16 PM
Nice. Scyther? gimmiegimmiegimmie

Necro_EX
2011-03-26, 02:23 AM
Just remembered I did a lucario as a playable race + PrC for iconic abilities before (the thread is old so don't post in it) and thought you guys might like it. It's not exactly in line with things like I've been doing them here (no racial hit die and no riolu form), but might as well let you know. Aura Guardian (http://www.giantitp.com/forums/showthread.php?t=163227)



Thanks :smallredface:

Oh wow, that just inspired a new race for the campaign setting I'm working on. I was needing something new to populate my desert, and now I have a general idea. :D

Sand elves, meet crazy psychic dog-folk.

Blynkibrax
2011-03-26, 06:45 AM
How about Scyther's poor, forgotten, unappreciated big brother, Pinsir? I see a race of them, monstrous humanoids, living in the wilder places of the world, like ogres or trolls? Maybe they'd have some kind of empathy for vermin, since they're bug-types? And those enormous pincers on their heads would require some tasty form of special attack - Improved Grab, Constrict, perhaps?

I dunno, I'm just throwing out ideas.

Necro_EX
2011-03-26, 07:16 AM
Requests? You know I'll have a few.

Sableye could make a pretty interesting one, and they're found in one of the most common terrains you'll be in--underground.

Banette would also be pretty great.

Gothita line, mayhap?

Abra, perhaps?

Must be obvious I dig myself some psychic/dark/ghost pokemon.

Gotta say, I dig that Scyther, btw.
Also, those Eeveelutions, it's going to be hard to not use those next time I insert a wizard into my campaign.

Pyromancer999
2011-03-26, 12:38 PM
Looks pretty good. I'd reccomend the Poocheyena, Growlithe, and Houndoor lines, and maybe the Zoroark lineage.

Other ones to consider:

-Lotad
-Caterpie
-All other starting pokemon lineages

Still, good work!

NineThePuma
2011-03-26, 12:47 PM
zorua/zoroark and riolu/lucario lines please and thank you

Someone beat you to the last one.

Noxsis
2011-03-26, 12:49 PM
how so!?(never mind i thought you were talking to me for a sec)

HalfDragonCube
2011-03-26, 01:39 PM
May I make a request for mudkipz?

Maybe they should have a higher than average strength score, as all of the pokemon fluff says the are strong for their size.

That and they learn the move strength at level one.

Blynkibrax
2011-03-26, 04:23 PM
May I make a request for mudkipz?

Maybe they should have a higher than average strength score, as all of the pokemon fluff says the are strong for their size.

That and they learn the move strength at level one.

Mudkips should have the ability to charm person at will. Because I herd u liek them... :smallwink:

Zaydos
2011-03-26, 05:41 PM
Pinsir:
Medium Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 30-ft, climb 20-ft
Armor Class: 19 (+9 natural), t 10, FF 19
BAB/Grp: +4/+12
Attack: Head-Vice +8 melee (1d8+6)
Full Attack: Head-Vice +8 melee (1d8+6)
Face/Reach: 5-ft/5-ft
Special Attacks: Improved Grab, Constrict (1d8+6)
Special Qualities: Vermin Empathy +6
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 18, Dex 11, Con 16, Int 7, Wis 12, Cha 7
Skills: Hide +4, Listen +5, Move Silently +4, Spot +4
Feats: Improved Unarmed Strike, Improved Grapple
Environment: Temperate and Warm Forests.
Organization: Solitary, pair, or clan (2-5)
CR: 3.
Alignment: Usually true neutral
Treasure: Standard.
Advancement: 5-6 HD (Medium), 7-10 HD (Large), 11-15 HD (huge).
LA: +1.

Pinsirs speak their own language, although a few also understand sylvan.
Combat: Pinsirs prefer to strike from hiding, ambushing foes and pinning them down with their powerful crushing claws mounted on their heads.
Improved Grab (Ex): To use this ability, a pinsir must hit a medium or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Vermin Empathy (Ex): This ability functions like a druid’s wild empathy except towards vermin instead of animals. A pinsir gains a +8 racial bonus to vermin empathy checks.
Skills: A pinsir gains a +4 bonus on hide and move silently checks.

togapika
2011-03-26, 05:50 PM
What about evolution mechanics for playing pokemon as a PC?

Zaydos
2011-03-26, 07:35 PM
What about evolution mechanics for playing pokemon as a PC?

Added a Savage Species style progression to the togepi line, though it makes me... unhappy as it doesn't reflect that they don't evolve by hit dice in the games (maybe a special quest?:smallconfused:). Added lines in the Charmander as player characters indicating at what racial hit dice they evolve (already parcelled out most of the changes).

Edit: Ralts doesn't still because I need to finish gallade to sort that one out.

Zaydos
2011-03-26, 09:31 PM
Finally did gallade. Little shaky about its LA (might should be +3) but decided to let people look it over first.

Dusk Eclipse
2011-03-27, 12:16 PM
Gallade seems quite powerful at a glance, it is a psy-gish in can ( and quite good too, to boot).

And while the LA + RHD would make me consider if I shouldn't do anything else, the stat modifiers and the maneuvers are extremely alluring.

+4 Str, +8 dex + 6 con, +6 int, +4 wis, +4 cha (assuming the -11 to even scores, -10 to odd scores) are incredibly good (heck I could make a good monk with those modifiers).

Oh and I don't see how many maneuvers a Gallade can ready, and since you don't mention it, I suppose actual Psion levels don't stack with it's natural manifesting am I right? What about classes that advance spellcasting (say Slayer)?

Zaydos
2011-03-27, 12:21 PM
Gallade naturally know the following martial maneuvers, but may only have 3 readied at any time:

I think I might need to up the LA to +3 but I'm not sure. As for the racial manifesting I think it would work like driders or other creatures that cast as a Sorcerer X, if they take levels in Psion (Nomad) they add them to their racial level.

Dusk Eclipse
2011-03-27, 12:25 PM
I think I might need to up the LA to +3 but I'm not sure. As for the racial manifesting I think it would work like driders or other creatures that cast as a Sorcerer X, if they take levels in Psion (Nomad) they add them to their racial level.

:facepalm:... apparently I fail at reading, and I think you should still clarify that, some people (like me) tend to forget that rule.

Seraphiel
2011-03-28, 02:13 AM
Hey Zaydos, not sure if you saw it in my earlier post, but how about Absol? :)

Crisis21
2011-03-30, 05:32 PM
How are things going?

Zaydos
2011-03-30, 07:34 PM
How are things going?

Got distracted by volunteering to DM an epic pbp. I've spent today watching a little kid and going over homebrew. It (all the homebrew that is) is starting to blur together.

Zaydos
2011-04-04, 04:23 PM
Absol:
Medium Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +1
Speed: 40-ft
Armor Class: 14 (+1 Dex, +3 natural), t 11, FF 13
BAB/Grp: +3/+6
Attack: Gore +7 melee (1d8+4; 18-20/x3)
Full Attack: Gore +7 melee (1d8+4; 18-20/x3)
Face/Reach: 5-ft/5-ft
Special Attacks: Crescent Horn
Special Qualities: Mind Shielding, Divination
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 17, Dex 12, Con 13, Int 5, Wis 12, Cha 7
Skills: Hide +7, Jump +8, Listen +4, Move Silently +7, Spot +4
Feats: Weapon Focus (Gore), Stealthy
Environment: Temperate Mountains.
Organization: Solitary, pair, or clan (2-5)
CR: 2.
Alignment: Often chaotic good
Treasure: None
Advancement: 4-6 HD (Medium), 7-10 HD (Large).
LA: -.
Absols can understand, but not speak, sylvan. Spells and effects that allow communication with canines also function on absols.
Combat: Absols prefer to elude combat, but when press can lash out with their dangerous horns.
Crescent Horn: An absol’s gore attack deals slashing and piercing damage and has an 18-20/x3 critical.
Mind Shielding (Su): An absol is continuously protected by a Mind-Blank effect. As a supernatural ability this cannot be dispelled.
Divination (Sp/Su): An absol may use Divination as a spell-like ability 1/day with a CL of 5. In addition they sometimes can sense omens of impending doom (a DM can use this to provide hints if they wish or ignore it if they don’t).
Skills: An absol gains a +2 bonus to hide, listen, move silently, and spot checks. The bonus to Spot and Listen is lost when in a dead magic or anti-magic zone.

As Animal Companions
A druid with the Pokemon Companion feat may select an absol as an animal companion at 4th level (with a -3 modifier to their druid level for the determination of animal companion effects and abilities).

NineThePuma
2011-04-04, 04:36 PM
Copy pasta is under cooked.

YouLostMe
2011-04-04, 09:37 PM
I would like to request Spiritomb and the Regis, and I'd also like to echo support for the link that someone posted here earlier (http://www.scshop.com/~ritaxis/pokedex.html)

It's awesome, especially the pokemon advancement.

Blynkibrax
2011-04-05, 09:57 AM
I would like to request Spiritomb and the Regis, and I'd also like to echo support for the link that someone posted here earlier (http://www.scshop.com/~ritaxis/pokedex.html)

It's awesome, especially the pokemon advancement.
Oh wow! Those are amazing! Can someone update these to 3.5?

radmelon
2011-04-05, 07:39 PM
Actually, it seems not to have been abandoned, but moved to here (http://www.dnd-wiki.org/wiki/Pok%C3%A9mon_d20_(3.5e_Sourcebook)) instead (of course, it seems to have been abandoned since.). While fairly complete, the balance and playability of the system are suspect. Having only 1 base class (Pokemon Trainer) makes Dex and Cha worth more than anything else, and having pokemon do all the fighting makes Con worthless. It needs an overhaul.

Done. I guess noone saw my post.

The-Mage-King
2011-04-15, 01:52 PM
Hey, I just thought of something to request, Zaydos- the Joltik line. Because, really, those are adorable.

arguskos
2011-04-15, 03:00 PM
Hey thar Zaydos! I has something (http://www.giantitp.com/forums/showthread.php?t=195037) you might like. /shamelesscrosspostingisshamelesslycrossposted :smallcool:

I mostly thought it might be interesting for the two of us to "compare notes" as it were. Good work here, though a bit light on special abilities for my taste. That's just me though.

Zaydos
2013-01-10, 10:41 AM
And after an overly long hiatus, a sudden flurry of activity! I will not actively be taking requests this time, since whenever I start that I end up getting slogged down by it and stop completely. This isn't saying don't make suggestions, just that I will be doing this at my pace, choosing based almost completely on personal preference and inspiration, and trying to keep myself from feeling obliged to make them all. Also I haven't played since Gen IV so I don't know the feel of the Gen V pokemon well enough to make them.

As was requested almost 2 years past:

Nidoran (male)
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +6
Speed: 30-ft
Armor Class: 14 (+2 size, +2 Dex), t 14, FF 12
BAB/Grp: +0/-11
Attack: Gore +4 melee (1d4-3 and poison)
Full Attack: Gore +4 melee (1d4-3 and poison)
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Poison
Special Qualities: Scent, Poison Pin
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 5, Dex 14, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +3.
Feats: Weapon FinesseB, Improved Initiative.
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 1/2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 2 HD (Tiny).
LA: -

Combat:
Poison (Ex): Initial and secondary damage 1d4 Strength, Fort DC 11.
Poison Pin (Ex): Whenever a creature successfully attacks a nidoran with a natural weapon, unarmed strike, or light weapon roll 1d10 on a 1 that creature is affected by poison as if struck by the nidoran's horn attack (they still gain both saves versus poison). A creature grappling a nidoran has a 30% chance each round of suffering this effect (1-3 on a d10).
Skills: Nidorans have a +4 racial bonus to listen.


Nidorino
Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +6
Speed: 40-ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
BAB/Grp: +2/+0
Attack: Gore +6 melee (1d6+3 and poison)
Full Attack: Gore +6 melee (1d6+3 and poison)
Face/Reach: 5-ft/5-ft
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 15, Dex 14, Con 17, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +4.
Feats: Weapon FinesseB, Improved Initiative, Weapon Focus (Gore).
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 4 HD (Small), 5-8 HD (Medium), 9-12 HD (Large).
LA: -

Combat:
Poison (Ex): Initial damage 1d4 Strength, secondary damage 1d4 Strength and Con. Fort DC 14.
Poison Pin (Ex): Whenever a creature successfully attacks a nidorino with a natural weapon, unarmed strike, or light/one-handed weapon roll 1d10 on a 1 that creature is affected by poison as if struck by the nidorino's horn attack (they still gain both saves versus poison). A creature grappling a nidorino has a 30% chance each round of suffering this effect (1-3 on a d10).
Skills: Nidorinos have a +4 racial bonus to listen.


Nidoking
Large Magical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +5
Speed: 30-ft
Armor Class: 18 (-1 size, +1 Dex, +8 natural), t 10, FF 17
BAB/Grp: +9/+19
Attack: Gore +15 melee (2d6+6 and poison, 19-20/x4)
Full Attack: Gore +15 melee (2d6+6 and poison, 19-20/x4), 2 claw +9 (1d6+3)
Face/Reach: 10-ft/10-ft
Special Attacks: Poison, Rage, Deadly Critical
Special Qualities: DR 5/-, Scent
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 23, Dex 12, Con 21, Int 2, Wis 14, Cha 6
Skills: Listen +11, Spot +7.
Feats: Improved Initiative, Weapon Focus (Gore), Improved Critical (Gore), Multiattack
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 6.
Alignment: Always True Neutral
Treasure: None.
Advancement: 10-15 HD (Large), 16-24 (Huge).
LA: -

Combat:
Poison (Ex): Initial damage 1d6 Strength, secondary damage 1d6 Strength and Con. Fort DC 19.
Poison Pin (Ex): Whenever a creature successfully attacks a nidoking with a non-reach melee weapon roll 1d10 on a 1 that creature is affected by poison as if struck by the nidoking's horn attack (they still gain both saves versus poison). A creature grappling a nidoking has a 30% chance each round of suffering this effect (1-3 on a d10).
Deadly Critical (Ex): A nidoking’s gore attack has a x4 crit damage.
Rage (Ex): The first time each encounter that a nidoking is dealt 10 or more damage from a single attack it enters a berserk rage for 5 rounds. This functions identically to a barbarian’s rage except for as noted here.
Skills: Nidokings have a +4 racial bonus to listen.


Nidoran (female)
Tiny Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +6
Speed: 30-ft
Armor Class: 14 (+2 size, +2 Dex), t 14, FF 12
BAB/Grp: +0/-11
Attack: Bite +4 melee (1d3-5)
Full Attack: Bite +4 melee (1d3-5)
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: -
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 3, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +3.
Feats: Weapon FinesseB, Improved Initiative.
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 1/2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 2 HD (Tiny).
LA: -

Combat
Poison Pin (Ex): Whenever a creature successfully attacks a nidoran with a natural weapon, unarmed strike, or light weapon roll 1d10 on a 1 that creature is affected by poison with an initial and secondary damage 1d4 Strength, and Fort DC 12. A creature grappling a nidoran has a 30% chance each round of suffering this effect (1-3 on a d10).
Skills: Nidorans have a +4 racial bonus to listen.


Nidorina
Small Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +6
Speed: 40-ft
Armor Class: 15 (+1 size, +2 Dex, +2 natural), t 13, FF 13
BAB/Grp: +2/+0
Attack: Slam +6 melee (1d4+1)
Full Attack: 2 Slams +6 melee (1d4+1)
Face/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Scent
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 13, Dex 14, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +4.
Feats: Weapon FinesseB, Improved Initiative, Weapon Focus (Slam).
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 4 HD (Small), 5-8 HD (Medium), 9-12 HD (Large).
LA: -

Combat
Poison Pin (Ex): Whenever a creature successfully attacks a nidorina with a natural weapon, unarmed strike, or light/one-handed weapon roll 1d10 on a 1 that creature is affected by poison with an initial damage of 1d4 Strength, secondary damage of 1d4 Strength and Con and a Fort save DC of 15 (they still gain both saves versus poison). A creature grappling a nidorina has a 30% chance each round of suffering this effect (1-3 on a d10).
Skills: Nidorinas have a +4 racial bonus to listen.


Nidoqueen
Large Magical Beast
Hit Dice: 9d10+63 (112 hp)
Initiative: +5
Speed: 30-ft
Armor Class: 20 (-1 size, +1 Dex, +10 natural), t 10, FF 19
BAB/Grp: +9/+18
Attack: Slam +14 melee (1d6+7)
Full Attack: 2 Slams +14 melee (1d6+7)
Face/Reach: 10-ft/10-ft
Special Attacks: -
Special Qualities: DR 5/-
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 21, Dex 12, Con 23, Int 2, Wis 14, Cha 6
Skills: Listen +11, Spot +7.
Feats: Improved Initiative, Weapon Focus (Slam), Improved Toughness, Iron Will
Environment: Warm and Temperate Plains.
Organization: Solitary, pair (male and female), or group (3 – 9)
CR: 6.
Alignment: Always True Neutral
Treasure: None.
Advancement: 10-15 HD (Large), 16-24 (Huge).
LA: -

Combat
Poison Pin (Ex): Whenever a creature successfully attacks a nidoqueen with a non-reach melee weapon roll 1d10 on a 1 that creature is affected by poison with an initial damage of 1d8 Strength, a secondary damage of 1d8 Strength and Constitution, and a Fort save DC of 20 (they still gain both saves versus poison). A creature grappling a nidoqueen has a 30% chance each round of suffering this effect (1-3 on a d10).
Skills: Nidoqueens have a +4 racial bonus to listen.


As Animal Companions:
A character may select a nidoran as an animal companion, and may select a nidorino or nidorina as an animal companion at -3 to their effective druid level. They do not require the Pokemon Companion feat to do so.

Zaydos
2013-01-10, 10:42 AM
Zubat
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 5-ft, fly 30-ft (average)
Armor Class: 15 (+2 size, +3 Dex), t 15, FF 12
BAB/Grp: +1/-11
Attack: Bite +6 melee (1d3-4 and blood syphon)
Full Attack: Bite +6 melee (1d3-4 and blood syphon)
Face/Reach: 2 -1/2-ft/0-ft
Special Attacks: Blood Syphon
Special Qualities: Blindsense 120-ft
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 2, Dex 17, Con 10, Int 2, Wis 12, Cha 11
Skills: Listen +11, Move Silently +9.
Feats: Weapon Finesse.
Environment: Any and all underground.
Organization: Pack (5 to 20) or Swarm (10-100)
CR: 1/3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 2 HD (Tiny), 3 – 4 HD (Small)
LA: -

Zubats are often found in high numbers within caves and other underground regions.
Combat: Zubats attack targets by biting into them and draining life energy directly back into themselves.
Siphon Life (Ex): When a zubat deals damage to a target with its bite attack it regains hp equal to ½ the damage dealt (rounded down, minimum 1).
Blindsense (Ex): A zubat has blindsense out to 120-ft, this blindsense is sound based and lost if the zubat is deafened.
Skills: Zubats have a +4 racial bonus to Move Silently checks. Zubats have a +8 bonus to Listen checks.

Golbat
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 5-ft, fly 50-ft (average)
Armor Class: 17 (+4 natural, +3 Dex), t 13, FF 14
BAB/Grp: +5/+6
Attack: Bite +8 melee (1d6+1 and blood syphon)
Full Attack: Bite +8 melee (1d6+1 and blood syphon)
Face/Reach: 5-ft/5-ft
Special Attacks: Blood Syphon, Supersonic
Special Qualities: Blindsense 120-ft
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 13
Skills: Listen +13, Move Silently +11.
Feats: Weapon Finesse, Fly-by Attack.
Environment: Any underground.
Organization: Solitary, pair, flock (1 to 2 golbats and 5-100 zubats)
CR: 3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 6 – 8 HD (Medium)
LA: -

Golbats are often found leading flocks of zubats within deep cave systems.
Combat: Golbats attack much like their zubat cousins. They will often disorient one foe with their supersonic attack before moving on to their other enemies.
Siphon Life (Ex): When a golbat deals damage to a target with its bite attack it regains hp equal to ½ the damage dealt (rounded down, minimum 1).
Supersonic (Su): 1/encounter a golbat may release a supersonic blast at 1 target within 30-ft. This requires a ranged touch attack based on the golbat’s Charisma instead of its Dexterity (+6). A target hit by Supersonic must make a Will save (DC 13) or be confused for 1d3+1 rounds. Deaf creatures are immune to Supersonic, and a bard may attempt to countersong supersonic. This is a sound based mind-affecting effect.
Blindsense (Ex): A golbat has blindsense out to 120-ft, this blindsense is sound based and lost if the golbat is deafened.
Skills: Golbats have a +4 racial bonus to Move Silently checks. Golbats have a +8 bonus to Listen checks.

Crobat
Medium Magical Beast
Hit Dice: 9d10+18 (67 hp)
Initiative: +5
Speed: 5-ft, fly 80-ft (good)
Armor Class: 20 (+5 natural, +5 Dex), t 13, FF 14
BAB/Grp: +9/+11
Attack: Bite +14 melee (1d6+3, blood syphon and poison; 19-20/x2)
Full Attack: Bite +14 melee (1d6+3, blood syphon and poison; 19-20/x2)
Face/Reach: 5-ft/5-ft
Special Attacks: Blood Syphon, Supersonic, Confuse Ray, Poison
Special Qualities: Blindsense 120-ft
Saves: Fort +8, Ref +11, Will +7
Abilities: Str 14, Dex 21, Con 15, Int 2, Wis 14, Cha 15
Skills: Listen +16, Move Silently +15, Hide +9.
Feats: Weapon Finesse, Fly-by Attack, Iron Will, Improved Critical (Bite).
Environment: Any underground.
Organization: Solitary, flock (1 crobat, 0 - 5 golbats and 6-120 zubats)
CR: 7.
Alignment: Always True Neutral
Treasure: None.
Advancement: 10 HD (Medium), 11 – 14 HD (Large)
LA: -

Crobats are almost unheard of in the wild, usually only found in the company of skilled druids.
Combat: Crobats will often start a battle with a confuse ray to disorient a powerful seeming opponent. If an enemy proves truly dangerous they will use Confuse Ray and retreat.
Siphon Life (Ex): When a crobat deals damage to a target with its bite attack it regains hp equal to ½ the damage dealt (rounded down, minimum 1).
Supersonic (Su): 1/encounter a crobat may release a supersonic blast at 1 target within 30-ft. This requires a ranged touch attack based on the crobat’s Charisma instead of its Dexterity (+11). A target hit by Supersonic must make a Will save (DC 16) or be confused for 1d3+1 rounds. This is a sound based mind-affecting effect.
Confuse Ray (Sp): 1/day a crobat may fire a ray of mind-warping energy at 1 target within 60-ft. This requires a ranged touch attack (+14). A creature struck by Confuse Ray must make a Will save (DC 18, Charisma based and includes a +2 racial bonus to the DC) or be confused for 1 minute. A successful Will save reduces the duration of the confusion to 1 round. This is the equivalent of a 4th level Enchantment (Mind-Affecting) spell.
Poison (Ex): Initial and secondary damage 1d6 Con, Fort DC 16 (Con based).
Blindsense (Ex): A crobat has blindsense out to 120-ft, this blindsense is sound based and lost if the crobat is deafened.
Skills: Crobats have a +4 racial bonus to Hide and Move Silently checks. Crobats have a +8 bonus to Listen checks.

As Animal Companions
A druid or ranger with the Pokemon Companion feat may select a zubat as an animal companion; if they are level 7 or higher they may select a golbat as an animal companion at -6 to their effective druid level. If they are Lv 13 or higher and have had a golbat animal companion for at least a week they may cause it to evolve into a crobat, at this point they are treated as if their druid level was 12 less than it actually is.

As Familiars
A character with the improved familiar feat may select a zubat as a familiar, if they do so they gain a +3 to listen checks. A character with a caster level of at least 6 and a BAB of at least +6 and Improved Familiar feat my select a golbat as a familiar, if they do so they gain a +3 on Will saves against confusion effects.

To acquire a crobat familiar would require a golbat familiar, a special quest, and a significantly high level probably at least CL 15+ and BAB 11+.

NineThePuma
2013-01-10, 08:30 PM
Thank you, my good sir, for fulfilling my initial request! While I am saddened to hear that you won't be accepting more, I encourage you to look into playing one of the Gen5 games.

In regards to the actual pokemon, I feel that the female Nidoran are decidedly lack luster, with no poison and no special attack options. On the other hand, I'd use them as "mama bear" types with the male's being more likely wandering monsters.

Zaydos
2013-01-13, 07:20 PM
Added a poison pin ability to all the nidorans. The nidoran female line is still a little lackluster as they have no offensive poison options, but they always struck me more as the momma bear type and from my albeit lacking experience seemed more TM reliant than the males, or maybe it has more to do with nidoking being one of my favorite 1st gen mons (it was the 7th I raised to 100th level, with the 1st 6 being a time I decided to just raise the 1st 6 pokemon I caught and then to grind my way to level 100). I think Nidoking was when I realized I'd always pick Speed and Attack power over defensive traits.

ArcturusV
2013-01-13, 07:35 PM
Just sayin', I like what you're doing here. Keep up the good work. :smallsmile:

If I may be so bold could I request the Cubone/Marowak? Always one of my favorites.

Zaydos
2013-01-13, 08:25 PM
Cubone
Small Monstrous Humanoid
Hit Dice: 2d8+6 (15 hp)
Initiative: -1
Speed: 20-ft (4 squares)
Armor Class: 16 (+1 size, -1 Dex, +6 natural), t 10, FF 16
BAB/Grp: +2/+0
Attack: Club +5 melee (1d10+3) or +2 ranged (1d10+2; range increment 20-ft)
Full Attack: Club +5 melee (1d10+3) or +2 ranged (1d10+2; range increment 20-ft)
Face/Reach: 5-ft/5-ft
Special Attacks: Oversized Weapons, Bonemerang
Special Qualities: Immunity to Electricity, Thick Skull, Darkvision 60-ft
Saves: Fort +3, Ref +2, Will +4
Abilities: Str 15, Dex 8, Con 17, Int 6, Wis 13, Cha 8
Skills: Listen +4, Spot +3.
Feats: Power Attack.
Environment: Any underground.
Organization: Solitary.
CR: 1.
Alignment: Usually True Neutral
Treasure: None.
Advancement: 3-5 HD (small) or by class.
LA: +1.

Cubones are often found in underground caverns wielding over-sized femurs as weapons. They have a second skull which grows externally to their head composed of dermal skeleton. Cubones may understand but not speak terran and the language of marowaks.

Combat:
Cubones attack with their large clubs occasionally using them as thrown weapons.
Oversized Weapon (Ex): Cubones may wield weapons as if they were one size category larger than they actually are (i.e. weapons made for medium creatures).
Bonemerang (Ex): When wielding a club or greatclub a cubone may treat it as if it was a throwing weapon with a 20-ft range increment and has the returning property.
Thick Skull (Ex): Critical confirmation rolls made against a cubone suffer a -4 penalty.

Marowak
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: -1
Speed: 30-ft (4 squares)
Armor Class: 16 (-1 Dex, +7 natural), t 9, FF 16
BAB/Grp: +6/+10
Attack: Greatclub +11 melee (2d8+6) or +6 ranged (2d8+6; range increment 25-ft)
Full Attack: Greatclub +11/+6 melee (2d8+6) or +6/+1 ranged (2d8+6; range increment 25-ft)
Face/Reach: 5-ft/5-ft
Special Attacks: Oversized Weapons, Bonemerang
Special Qualities: Immunity to Electricity, Thick Skull, Darkvision 90-ft
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 19, Dex 8, Con 19, Int 8, Wis 13, Cha 8
Skills: Listen +6, Spot +5.
Feats: Power Attack, Weapon Focus (Greatclub), Lightning Reflexes.
Environment: Any underground.
Organization: Solitary, pair, or gang (1-5 marowaks and 0-8 cubones).
CR: 4.
Alignment: Usually True Neutral
Treasure: None.
Advancement: By class.
LA: +2.

Marowaks are the larger cousins of cubones, possibly their fully mature form. More cunning and intelligent than their cousins, marowaks often set up ambushes for enemies and patrol their unlit domains. Marowaks may speak and understand terran and their own language.

Combat:
Marowaks use their extended darkvision to get the jump on enemies. They will charge forward with bone-clubs as soon as an enemy gets into reach striking hard and fast hoping to inflict a sudden crippling blow.
Oversized Weapon (Ex): Marowaks may wield weapons as if they were one size category larger than they actually are (i.e. weapons made for large creatures).
Bonemerang (Ex): When wielding a club or greatclub a marowak may treat it as if it was a thrown weapon with a 25-ft range increment and has the returning property.
Thick Skull (Ex): Critical confirmation rolls made against a marowak suffer a -4 penalty.

As Animal Companions:
A character with the Pokemon Companion feat may select a cubone as an animal companion with no level penalty. A cubone does not need to be taught tricks (as it has an Int of 3+) but the duration of any animal specific spells cast on it are halved.

Zaydos
2013-01-13, 08:27 PM
To clarify with requests: I am not opposed to receiving them, just I need something to keep me from filling obliged to fulfill all of them. They can get the creative juices flowing but I have a tendency to get dragged down trying to complete too many and then stop altogether.

On cubones: I went with the skull being built in because their mom can be alive (and a ditto) and they still are born with it on and... my brain rejects any possibility other than an exoskeleton at this point.

ArcturusV
2013-01-13, 08:38 PM
Sweet, can't wait to have a Cubone fighting by my side. Agree with the Exoskeleton thing, only real thing that makes sense for it.

Need to correct that oversized weapons for Marowak I think as you have it saying it can use Medium Weapons (And it is medium sized). Don't mean to sound like a nitpicking prick on it.

Anyway, thanks for the quick return. :)

Zaydos
2013-01-13, 09:37 PM
Swinub
Tiny Magical Beast (Cold)
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +0
Speed: 20-ft (4 squares)
Armor Class: 13 (+2 size, +1 natural), t 12, FF 13
BAB/Grp: +1/-10
Attack: Slam +3 melee (1d3-3)
Full Attack: Slam +3 melee (1d3-3)
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Icy Wind
Special Qualities: Immunity to Cold, Fire Vulnerability, Stability Darkvision 60-ft, Scent
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 5, Dex 10, Con 13, Int 2, Wis 13, Cha 10
Skills: Listen +3, Spot +3, Survival +1*
Feats: Track, Weapon FinesseB.
Environment: Cold plains, mountains, and underground.
Organization: Solitary, pair, or school (3-8).
CR: 1/3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 1 HD (tiny), 2-4 HD (small).
LA: -.

Swinubs are found in artic landscapes. Occasionally they are domesticated by native goblin tribes, which use them for tracking foes and finding food buried under the ice and snow.

Combat:
Swinubs naturally avoid combat. If pressed they will rely upon a blast of their icy winds to take down the opponent and if unable to retreat after that will fling themselves bodily into the opponent.
Icy Wind (Su): 1/hour a swinub may release a blast of ice-cold wind dealing 1d4 damage per hit die in a 15-ft cone (Reflex DC 11 halves, this DC is Constitution based). A creature which rolls a natural 1 on this save is entangled for 1 round per hit die of the swinub.
Stability (Ex): A swinub’s legs are stout and its center of gravity low even for a quadruped granting it an additional +4 to checks to resist trip, overrun, and bull rush. This stacks with their bonus from being quadruped (giving them a +0 after size penalties).
Skills: When tracking by scent a Swinub gains a +4 racial bonus.

Piloswine
Medium Magical Beast (Cold)
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 30-ft (4 squares)
Armor Class: 14 (-1 Dex, +5 natural), t 9, FF 14
BAB/Grp: +5/+9
Attack: Gore +9 melee (1d6+6 and 1d6 cold)
Full Attack: Gore +9 melee (1d6+6 and 1d6 cold)
Face/Reach: 5-ft/5-ft
Special Attacks: Icy Wind, Frigid Tusks
Special Qualities: Immunity to Cold, Fire Vulnerability, Stability Darkvision 60-ft, Scent, Resilience
Saves: Fort +7, Ref +3, Will +4
Abilities: Str 19, Dex 8, Con 17, Int 2, Wis 13, Cha 10
Skills: Listen +5, Spot +5, Survival +1*
Feats: Track, Iron Will.
Environment: Cold plains, mountains, and underground.
Organization: Solitary, pair, family (2 and 2-5 swinub) or herd (3-8 and 0-24 swinub).
CR: 3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 6-8 HD (medium), 9-11 HD (large).
LA: -.

Piloswines are the fully mature form of swinubs. While goblins use their young for hunting and tracking, piloswines are often used for military purposes or as heavy draft animals.

Combat:
Piloswines show no aversion to combat and have been known to territorially protect their homes. They attack with icy cold tusks and against powerful opponents will release an icy cold blast of ice.
Icy Wind (Su): 1/hour a piloswine may release a blast of ice-cold wind dealing 1d6 damage per hit dice in a 30-ft cone (Reflex DC 15 halves, this DC is Constitution based). A creature which rolls a natural 1 on this save is entangled for 1 round per hit dice of the piloswine.
Frigid Tusk (Su): A piloswine’s gore attack deals an additional 1d6 cold damage (included), as does any bite attack they may acquire.
Stability (Ex): A piloswine’s legs are stout and its center of gravity low even for a quadruped granting it an additional +4 to checks to resist trip, overrun, and bull rush. This stacks with their bonus from being quadruped (giving them a +8).
Resilience (Ex): A piloswine with less than 1/3rd its max health (normally 13 or less hp) gains DR 5/- and universal energy resistance 5.
Skills: When tracking by scent a piloswine gains a +4 racial bonus.

Mamoswine
Huge Magical Beast (Cold)
Hit Dice: 12d10+84 (150 hp)
Initiative: -1
Speed: 40-ft (4 squares)
Armor Class: 18 (-2 size, -1 Dex, +11 natural), t 7, FF 17
BAB/Grp: +12/+31
Attack: Gore +21 melee (2d6+16 and 2d6 cold)
Full Attack: Gore +21 melee (2d6+16 and 2d6 cold)
Face/Reach: 15-ft/10-ft
Special Attacks: Blizzard, Frigid Tusks, Ancient Power
Special Qualities: Immunity to Cold, Fire Vulnerability, Stability Darkvision 60-ft, Scent, Resilience
Saves: Fort +14, Ref +7, Will +7
Abilities: Str 33, Dex 8, Con 23, Int 2, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Survival +1*
Feats: TrackB, Iron Will, Power Attack, Weapon Focus (Gore), Ability Focus (Blizzard), Improved Toughness
Environment: Cold plains, mountains, and underground.
Organization: Solitary, pair, herd (1 mamoswine, 3-12 piloswines, and 4-40 swinub).
CR: 10.
Alignment: Always True Neutral
Treasure: None.
Advancement: 13+ HD (huge).
LA: -.

Mamoswines are a rare offshoot of piloswines. Only rarely encountered in the wild or domestication, some goblin tribes revere them as emissaries of an ancient god of snow, ice, and destruction.

Combat:
Mamoswines open the battle with a blast of ancient power or blizzard before moving on to attack with their deadly tusks. If a battle seems to be turning against them they will use the second of their special attacks.
Blizzard (Su): 1/hour a mamoswine may release a blast of ice-cold wind dealing 1d6 damage per hit dice of the mamoswine in a 50-ft cone (Reflex DC 24 halves, this DC is Constitution based). A creature which rolls a natural 1 on this save is entangled for 1 round per hit dice of the mamoswine.
Frigid Tusk (Su): A mamoswine’s gore attack deals an additional 2d6 cold damage (included), as does any bite attack they may acquire.
Ancient Power (Su): 1/hour a mamoswine may release a burst of energy. This energy is released as a ray dealing 1d6 untyped damage per 2 hit dice of the mamoswine (+9 ranged touch typically). If this attack hits its target the mamoswine gains a +1d6 enhancement bonus to all ability scores for 1 minute. This energy is especially effective against creatures of ice or the air, and against flying creatures dealing +1 damage/die to creatures with the cold or air subtype or that are flying, these bonuses stack (so a flying creature with both subtypes would take +3 damage/die).
Resilience (Ex): A mamoswine with less than 1/3rd its max health (normally 49 or less hp) gains DR 5/- and universal energy resistance 5.
Skills: When tracking by scent a mamoswine gains a +4 racial bonus.

As Animal Companions:
A character with the pokemone companion feat may select a piloswine as an animal companion at -6 to their effective druid level, or a mamoswine at -15. Warning: this assumes that at least some enemies encountered will be immune to cold damage entirely.

As Familiars:
A character with the Improved Familiar feat may select a swinub as a familiar. In a campaign focused in a cold area where enemies are likely to have cold resistance or immunity this feat requirement might be waived. A master of a swinub familiar gains Cold Resistance 5.

Zaydos
2013-01-14, 09:13 AM
Vulpix
Small Magical Beast (Fire)
Hit Dice: 3d10 (16 hp)
Initiative: +7
Speed: 40-ft (8 squares)
Armor Class: 14 (+1 size, +3 Dex), t 14, FF 11
BAB/Grp: +3/-3
Attack: Bite +7 melee (1d6-2)
Full Attack: Bite +7 melee (1d6-2)
Face/Reach: 5-ft/5-ft
Special Attacks: Breath Weapon, Spell-like Abilities
Special Qualities: Power from the Flames, Immunity to Fire, Cold Vulnerability, Darkvision 60-ft, Scent.
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 7, Dex 16, Con 11, Int 4, Wis 15, Cha 14
Skills: Hide +8, Listen +4, Move Silently +5, Spot +3
Feats: Ability Focus (Breath Weapon), Improved Initiative, Weapon FinesseB
Environment: Warm and temperate plains and forests.
Organization: Solitary, pair, or family (2-4 and young)
CR: 2.
Alignment: Usually Chaotic Neutral
Treasure: None.
Advancement: 4-6 HD (Small).
LA: -.

Breath Weapon (Su): A vulpix may breathe a line of fire 30-ft long dealing 3d6 fire damage to each creature in the line (Reflex DC 15 halves, this save is Charisma based despite being a breath weapon). Any creature which fails its save is caught on fire taking 2d6 fire damage per round for 1d6 rounds. They may attempt to extinguish this flame as a full-round action (same save DC). Once a vulpix has used its breath weapon it must wait 1d4 rounds before using it again. A vulpix’s breath weapon gains +1d6 damage for every 2 HD beyond 3 it obtains.

Spell-like Abilities: DC 12 + Spell level. 3/day: Ghost Sound, Lesser Confusion.

Power from the Flames (Su): If a source, other than the vulpix, would deal the vulpix fire damage it instead gains a +4 enhancement bonus to Charisma for 1 round per 2 points of fire damage that would have been dealt, and gains +1 damage per die on its breath weapon for the same duration. If the fire damage would normally bypass fire immunity (such as from searing spell, but not Flame Strike as half of it is fire damage and affected by fire immunity and the other half is sacred damage and not fire damage at all) instead of taking damage the vulpix gains +8 enhancement bonus to Charisma and +2 damage per die of breath weapon for 1 round per 2 points of fire damage that would have been dealt.

Ninetails
Medium Magical Beast (Fire)
Hit Dice: 6d10+6 (39 hp)
Initiative: +8
Speed: 50-ft (8 squares)
Armor Class: 18 (+4 Deflection, +4 Dex), t 18, FF 14
BAB/Grp: +6/+6
Attack: Bite +11 melee (1d8)
Full Attack: Bite +11 melee (1d8)
Face/Reach: 5-ft/5-ft
Special Attacks: Breath Weapon, Spell-like Abilities
Special Qualities: Power from the Flames, Immunity to Fire, Cold Vulnerability, Darkvision 60-ft, Scent, Mystic Grace, SR 16.
Saves: Fort +6, Ref +9, Will +9
Abilities: Str 11, Dex 18, Con 13, Int 10, Wis 17, Cha 18
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Ability Focus (Breath Weapon), Ability Focus (Confusion), Improved Initiative, Weapon FinesseB
Environment: Warm and temperate plains and forests.
Organization: Solitary, pair, or family (2 and 2-5 vulpixes)
CR: 7.
Alignment: Usually Chaotic Neutral
Treasure: Standard.
Advancement: 7-9 HD (Medium), 10-18 HD (Large) or by Character Class.
LA: -.

Breath Weapon (Su): A ninetails may breathe a cone of fire 30-ft long dealing 9d6 fire damage to each creature in the line (Reflex DC 19 halves, this save is Charisma based despite being a breath weapon). Any creature which fails its save is caught on fire taking 2d6 fire damage per round for 1d6 rounds. They may attempt to extinguish this flame as a full-round action (same save DC). Any creature burning from a ninetail’s breath weapon suffers a -2 to all attack rolls and the save DCs of all their abilities are reduced by 2. Once a ninetails has used its breath weapon it must wait 1d4 rounds before using it again. A nintail’s breath weapon gains +1d6 damage for every 2 HD beyond 3 it obtains.

Spell-like Abilities: DC 14 + Spell level. At-will: Ghost Sound, Lesser Confusion. 3/day (but no more than 1/hour): Confusion, Dimension Door, Fear. 1/week: Bestow Curse.

Power from the Flames (Su): If a source, other than the ninetails, would deal the ninetails fire damage it instead gains a +4 enhancement bonus to Charisma for 1 round per 2 points of fire damage that would have been dealt, and gains +1 damage per die on its breath weapon for the same duration. If the fire damage would normally bypass fire immunity (such as from searing spell, but not Flame Strike as half of it is fire damage and affected by fire immunity and the other half is sacred damage and not fire damage at all) instead of taking damage the ninetails gains +8 enhancement bonus to Charisma and +2 damage per die of breath weapon for 1 round per 2 points of fire damage that would have been dealt.

Mystic Grace (Su): A ninetails gains a deflection bonus to AC and resistance bonus to Will saves equal to its Charisma modifier, these are included above.

As Familiars:
A character with Improved Familiar and a caster level of 7 or higher may select a vulpix as a familiar, this grants the master fire resistance 5. To obtain a ninetails familiar a character would need to have Improved Familiar and a caster level of 15 or higher and set forth on a special quest of the DM's design (which is short-hand for ninetails is probably stronger than a familiar ought to be), this still grants the master fire resistance 5. Warning: these are fairly strong options for familiars with their breath weapon (5d6 for Vulpix and 13d6 for ninetails) and a DM may want to raise the level further, or disallow them based on optimization level. Another option is to remove breath weapon scaling from familiar versions at which point ninetails could probably be available at 13th level.

As Animal Companions:
A character with the Pokemon Companion feat may select a vulpix as an animal companion at a -3 to their effective druid level. A character with the Pokemon Companion feat may select a ninetails as an animal companion at a -12 to effective druid level.

Zireael
2013-01-14, 10:01 AM
Where's the Abra line? I see it's crossed out from the requests section in the index. I'd love to see Mew/Mewtwo, too.

Overall, nice work and one which could work in a normal D&D world, unlike other Pokemon conversions I saw.

Zaydos
2013-01-14, 10:29 AM
I just put a strike through all the old requests when I decided I wouldn't be working on a request system anymore. I like requests and suggestions, but this is a hobby done when the inspiration strikes me and I let myself get dragged down trying to complete requests and end up strangling what little inspiration I have. So I decided to try and absolve myself of my own perceived responsibility to fulfill requests. I don't mind them being made, but I am going to only think of them as suggestions. I hope this will actually result in more creativity and ultimately more fulfilled requests, but I can't be sure (one could say it's a very badly performed experiment on my own nature and psychology).

Though at least I'm getting a few ideas for abras and their ilk. I do love abras. How to do evolution, though, and to balance their teleport ability for familiars and/or PCs...

Edit: Modified the OP to reflect change from requests to suggestions.

ArcturusV
2013-01-14, 10:52 AM
Dunno, maybe as Familiars Abras can only Teleport to their master's location (If it is within 1 mile)? Useful. Twinky perhaps. But not as broken as something like what is actually in the games and "Teleport the Abra and it's Master any distance to a safe location of your choosing prepared ahead of time". Just a suggestion. I haven't seriously homebrewed and kitbashed in years and years so my senses are probably rusty as a pile of oxidized iron.

Zaydos
2013-01-14, 11:32 AM
Abra
Small Aberration
Hit Dice: 1d8-2 (2 hp)
Initiative: +5
Speed: 20-ft (8 squares)
Armor Class: 12 (+1 size, +1 Dex), t 12, FF 11
BAB/Grp: +0/-7
Attack: -
Full Attack: -
Face/Reach: 5-ft/5-ft
Special Attacks: Psionic Dimension Door
Special Qualities: Waking Slumber, Blindsight 30-ft., Naturally Psionic, Darkvision 60-ft
Saves: Fort -2, Ref +1, Will +3
Abilities: Str 5, Dex 12, Con 7, Int 14, Wis 13, Cha 10
Skills: Concentration +2, Knowledge (any 2) +6, Psicraft +6
Feats: Improved Initiative
Environment: Temperate plains.
Organization: Solitary
CR: 1/10.
Alignment: Often True Neutral
Treasure: None.
Advancement: By character class.
LA: +2.

Psionic Dimension Door (Psi): At-will, self plus light load of objects only, this is a full-round action to use. Manifester Level 5.
Waking Slumber (Ex): An abra continues to function when asleep. A sleeping abra is blinded, but otherwise suffers no ill-effects.
Naturally Psionic: An abra gains 3 bonus psionic power points.
Blindsight (Su): An abra’s blindisght is psionic in nature, and is suppressed if supernatural abilities are suppressed or if the abra does not maintain a psionic focus.

Kadabra
Small Aberration
Hit Dice: 2d8-2 (7 hp)
Initiative: +6
Speed: 20-ft (8 squares)
Armor Class: 18 (+1 size, +2 Dex, +5 inertial armor), t 13, FF 16
BAB/Grp: +1/-5
Attack: +4 ranged touch (energy ray)
Full Attack: +4 ranged touch (energy ray)
Face/Reach: 5-ft/5-ft
Special Attacks: Psionic Dimension Door, Psionics
Special Qualities: Waking Slumber, Blindsight 30-ft., Naturally Psionic, Darkvision 60-ft
Saves: Fort -1, Ref +2, Will +5
Abilities: Str 7, Dex 14, Con 9, Int 16, Wis 15, Cha 10
Skills: Concentration +4, Knowledge (any 2) +8, Knowledge (Psionic) +8, Psicraft +10
Feats: Improved Initiative
Environment: Temperate plains.
Organization: Solitary
CR: 3.
Alignment: Often True Neutral
Treasure: None.
Advancement: By character class.
LA: +3.

Psionic Dimension Door (Psi): At-will, self plus light load of objects only, this is a standard action to use. Manifester Level 7.
Psionics: Kadabras may use psionic powers as a 3rd level psion, they may select powers from the Nomad and one other discipline as if they had both of those disciplines. If a kadabra takes levels in psion these levels stack assuming that their discipline is Nomad or the other discipline they have access to. The sample Kadabra above has access to the Nomad and Clairsentience disciplines.
Power Points: 18.
Powers Known: Inertial Armor, Energy Ray, Mind Thrust, Psionic Daze, Vigor, Psionic Levitate, Clairvoyant Sense.
Waking Slumber (Ex): A kadabra continues to function when asleep. A sleeping kadabra is blinded, but otherwise suffers no ill-effects.
Naturally Psionic: A kadabra gains 3 bonus psionic power points (included above).
Blindsight (Su): A kadabra’s blindisght is psionic in nature, and is suppressed if supernatural abilities are suppressed or if the kadabra does not maintain a psionic focus.

Alakazam
Medium Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30-ft (8 squares)
Armor Class: 19 (+3 Dex, +6 armor), t 13, FF 16
BAB/Grp: +2/+0
Attack: +5 ranged touch (energy ray)
Full Attack: +5 ranged touch (energy ray)
Face/Reach: 5-ft/5-ft
Special Attacks: Psionic Dimension Door, Psionics
Special Qualities: Waking Slumber, Blindsight 60-ft., Naturally Psionic, Darkvision 60-ft
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 7, Dex 16, Con 11, Int 20, Wis 15, Cha 10
Skills: Concentration +9, Knowledge (any 3) +11, Knowledge (Psionic) +11, Psicraft +13, Use Magic Device +6.
Feats: Improved Initiative, Skill Focus (Concentration)
Environment: Temperate plains.
Organization: Solitary
CR: 5.
Alignment: Often True Neutral
Treasure: Standard.
Advancement: By character class.
LA: +4.

Psionic Dimension Door (Psi): At-will, self plus light load of objects only, this is a standad action to use. Manifester Level 7.
Psionics: Alakazams may use psionic powers as a 6th level psion, they may select powers from the Nomad and one other discipline as if they had both of those disciplines. If an alakazam takes levels in psion these levels stack assuming that their discipline is Nomad or the other discipline they have access to. The sample Alakazam above has access to the Nomad and Psychokinesis disciplines.
Power Points: 53.
Powers Known: Inertial Armor, Energy Ray, Mind Thrust, Psionic Daze, Vigor, Biofeedback, Ego Whip, Psionic Levitate, Swarm of Crystals, Dispel Psionics, Energy Cone, Mental Barrier, Psionic Blast.
Waking Slumber (Ex): An alakazam continues to function when asleep. A sleeping alakazam is blinded, but otherwise suffers no ill-effects.
Naturally Psionic: An alakazam gains 3 bonus psionic power points (included above).
Blindsight (Su): An alakazam’s blindisght is psionic in nature, and is suppressed if supernatural abilities are suppressed or if the alakazam does not maintain a psionic focus.

As a familiar
A psionic character with Improved Familiar and a caster level of 5+ may call an abra as a familiar. Such a master gains 2 bonus power points.

Amechra
2013-01-14, 12:12 PM
You know, some DMs let you "buy-off" LA, which would result in the Abra line having a Manifester level higher than their HD.

You can't completely buy off Alakazam until 21st level, though, so there is that...

Zaydos
2013-01-14, 12:37 PM
I am familiar with LA buy-off, the problem is balancing it where it's usable with and without LA buy off. I did up Alakazam to LA +4, but I'm not sure if it is too high.

Amechra
2013-01-14, 01:00 PM
It was fine with a lower LA; it just needed a tad more RHD to balance it out.

Actually, if you swap the LA and the RHD for Kadabra, it's pretty well balanced...

Zaydos
2013-01-14, 03:20 PM
It was fine with a lower LA; it just needed a tad more RHD to balance it out.

Actually, if you swap the LA and the RHD for Kadabra, it's pretty well balanced...

I like kadabras being extra squishy. Besides LA buy-off for them doesn't finish until character level 20 (ECL 21) at which +1 ML isn't the biggest deal (9 class levels + 2 RHD to buy off 1st level, +6 class levels for 2nd, +3 for 3rd). Might be a little high on the LA but I make them as monsters first and foremost.

Now to post Rapidash.

Zaydos
2013-01-14, 03:23 PM
Ponyta
Medium Magical Beast
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 50-ft (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), t 12, FF 12
BAB/Grp: +2/+3
Attack: Hoof +3 melee (1d4+1)
Full Attack: 2 Hooves +3 melee (1d4+1)
Face/Reach: 5-ft/5-ft
Special Attacks: -
Special Qualities: Flaming Body, Absorb Flames, Fire Immunity, Cold Vulnerability, Darkvision 60-ft
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 12, Int 2, Wis 13, Cha 8
Skills: Listen +6, Spot +5.
Feats: Run
Environment: Warm deserts and plains.
Organization: Herd (5-20)
CR: 1/2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 3-4 HD (medium).
LA: -.

Flaming Body (Ex): A ponyta’s body is wreathed in flames. Any creature striking it with a natural weapon or unarmed attack must make a Reflex save (DC 12; Con based) or catch on fire, taking 1d6 damage per round until they extinguish this fire or 1d6 rounds pass. Any creature attempting to ride a ponyta without its consent take 3d6 fire damage per round and must make a DC 12 Reflex save or catch on fire.
Absorb Flames (Su): Whenever ponyta would take fire damage that damage is negated and the ponyta is instead affected as if by a haste spell with a duration of 1 round/4 points of fire damage that would have been dealt. If this damage would normally overcome immunity (such as Searing Spells) the duration is doubled.
Skills: Ponyta gain a +2 to Spot and Listen checks.

Rapidash
Large Magical Beast
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 70-ft (8 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), t 12, FF 14
BAB/Grp: +5/+13
Attack: Gore +8 melee (1d8+4 and 1d6 fire)
Full Attack: Gore +8 melee (1d8+4 and 1d6 fire) and 2 Hooves +3 melee (1d6+2)
Face/Reach: 10-ft/5-ft
Special Attacks: Fiery Horn, Fiery Charge, Mighty Gore.
Special Qualities: Flaming Body, Absorb Flames, Fire Immunity, Cold Vulnerability, Darkvision 60-ft
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 19, Dex 17, Con 16, Int 4, Wis 15, Cha 10
Skills: Listen +8, Spot +8.
Feats: Run, Endurance
Environment: Warm deserts and plains.
Organization: Herd (1 to 4 and 4-16 ponytas)
CR: 3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 6-10 HD (large).
LA: -.

Fiery Horn (Ex): A rapidash’s horn is wreathed in flames dealing an additional 1d6 fire damage on a successful attack.
Fiery Charge (Su): A rapidash can cover its body in incinerating flames when it charges. A rapidash making a charge attack deals 2d6+6 damage and 4d6 fire damage instead of its regular gore damage.
Mighty Gore (Ex): As a full-round action a rapidash may make a single gore attack at -4. If it does so it deals 3d6+12 damage and 2d6 fire damage.
Flaming Body (Ex): A rapidash’s body is wreathed in flames. Any creature striking it with a natural weapon or unarmed attack must make a Reflex save (DC 15; Con based) or catch on fire, taking 2d6 damage per round until they extinguish this fire or 1d6 rounds pass. Any creature attempting to ride a rapidash without its consent take 5d6 fire damage per round and must make a DC 15 Reflex save or catch on fire.
Absorb Flames (Su): Whenever rapidash would take fire damage that damage is negated and the rapidash is instead affected as if by a haste spell with a duration of 1 round/4 points of fire damage that would have been dealt. If this damage would normally overcome immunity (such as Searing Spells) the duration is doubled.
Skills: Rapidash gain a +2 to Spot and Listen checks.

As an Animal Companion
A character with the Pokemon Companion feat may select a ponyta as an animal companion at no change to their effective druid level. A character with the Pokemon Companion feat may select a rapidash as an animal companion by taking a -6 to their effective druid level.

Sypher667
2013-01-14, 03:31 PM
Why didnt you give the Alakazam another 2 STR, total 9, to allow it to carry more than a Kadabra? Just doesnt sit right, so I was wondering if you had a reason. Looking great otherwise though.

Zaydos
2013-01-14, 03:34 PM
Why didnt you give the Alakazam another 2 STR, total 9, to allow it to carry more than a Kadabra? Just doesnt sit right, so I was wondering if you had a reason. Looking great otherwise though.

It's medium allowing it to carry more.

Other than that I started to but I didn't like it having a positive grapple check modifier.

Zaydos
2013-01-14, 04:46 PM
Growlithe
Medium Magical Beast
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40-ft (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), t 12, FF 14
BAB/Grp: +2/+4
Attack: Bite +4 melee (1d6+3 and 1d4 fire)
Full Attack: Bite +4 melee (1d6+3 and 1d4 fire)
Face/Reach: 5-ft/5-ft
Special Attacks: Fiery Fangs, Fiery Tackle (2d6+3 and 2d6 Fire), Frightful Presence
Special Qualities: Fire Immunity, Cold Vulnerability, Darkvision 60-ft, Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 14, Int 2, Wis 13, Cha 10
Skills: Listen +4, Spot +3, Survival +1*.
Feats: Ability Focus (Frightful Presence), TrackB
Environment: Warm forests, mountains and plains.
Organization: Solitary, pair, or pack (3-12)
CR: 2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 3-7 HD (medium).
LA: -.

Fiery Fangs (Su): A growlithe’s bite attack deals an additional 1d4 fire damage (this is included above).
Fiery Tackle (Su): When a growlithe charges it deals 2d6+3 damage and 2d6 fire damage as it bursts into flames and flings itself bodily into the opponent.
Frightful Presence (Ex): A growlithe’s frightful presence only applies to enemies it strikes in melee. Any target with less HD than the growlithe that fails a Will save (DC 13) is shaken for 1 minute. A target that succeeds on its save is immune to that growlithe’s frightful presence ability for 24 hours. This is a mind-affecting fear effect.
Skills: *Growlithes gain a +4 bonus to Survival checks to track via scent.

Arcanine
Large Magical Beast
Hit Dice: 8d8+32 (59 hp)
Initiative: +7
Speed: 60-ft (12 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), t 12, FF 15
BAB/Grp: +8/+18
Attack: Bite +13 melee (2d6+9 and 2d6 fire)
Full Attack: Bite +13 melee (2d6+9 and 2d6 fire)
Face/Reach: 10-ft/5-ft
Special Attacks: Extreme Speed, Fiery Fangs, Fiery Tackle (3d6+9 and 3d6 Fire), Frightful Presence
Special Qualities: Fire Immunity, Cold Vulnerability, Darkvision 60-ft, Scent
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 21, Dex 17, Con 18, Int 4, Wis 15, Cha 12
Skills: Listen +8, Spot +7, Survival +2*.
Feats: Ability Focus (Frightful Presence), Improved Initiative, Improved Natural Attack (Bite), TrackB
Environment: Warm mountains and plains.
Organization: Solitary, or pack (1 arcanine and 4-16 growlithes)
CR: 6.
Alignment: Usually True Neutral
Treasure: None.
Advancement: 9-12 HD (large), 13-16 HD (huge).
LA: -.

Extreme Speed (Ex): 1/day as an immediate action an arcanine may either move up to its speed or move up to half of its speed and make a single melee attack at any point during its movement. After using this ability the arcanine is exhausted till the end of its next turn.
Fiery Fangs (Su): An arcanine’s bite attack deals an additional 2d6 fire damage (this is included above).
Fiery Tackle (Su): When an arcanine charges it deals 3d6+9 damage and 3d6 fire damage as it bursts into flames and flings itself bodily into the opponent.
Frightful Presence (Ex): Whenever an arcanine growls, barks, or attacks all creatures within 60-ft with less HD than the arcanine must make a Will save (DC 16) or be frightened for 5d6 rounds. A creature which succeeds its save is immune to that arcanine’s frightful presence ability for 24 hours.
Rush (Ex): 1/hour an arcanine can run at x10 its land speed. It may continue to run at this speed for up to 1 minute without resting, afterwards it is fatigued for a duration equal to the amount of time spent rushing.
Skills: *Arcanines gain a +4 bonus to Survival checks to track via scent.

As Animal Companions:
A character with the Pokemon Companion feat may select a growlithe as an animal companion (at Lv -3) or an arcanine as an animal companion (at Lv -9).

Amechra
2013-01-14, 05:00 PM
You can actually buy off Kadabra at exactly 20th level, funnily enough.

Milo v3
2013-01-14, 06:15 PM
I think arcanine should get the already existant Sprint ability of a Cheetah instead of your created Extreme Speed.

Felorn
2013-01-14, 06:24 PM
Just take Pathfinders Summoner class and refluff. Then refluff monsters to your needs.

NineThePuma
2013-01-14, 06:42 PM
Just take Pathfinders Summoner class and refluff. Then refluff monsters to your needs.

Yes, because the best possible way to handle a conversion of a series that many of us grew up with and greatly enjoy is to take the incredibly lazy and flavorless "just refluff" route.

Sypher667
2013-01-15, 12:40 AM
It's medium allowing it to carry more.

:smallredface: Missed that. Carry on.



I think arcanine should get the already existant Sprint ability of a Cheetah instead of your created Extreme Speed.

I think, tbh, both could work well. Sprint better represents actual speed, while Extreme Speed better represents the move.

LordErebus12
2013-01-15, 12:49 AM
i would say that the scyther is stronger than a CR 4, its possibility of dealing large damage to foes and gaining bonuses on crits with a large crit ratio/damage possibility, combined with throwing them at low level non-flyers is way more dangerous.

Zaydos
2013-01-15, 01:20 AM
I think arcanine should get the already existant Sprint ability of a Cheetah instead of your created Extreme Speed.

I wanted to represent the sudden burst of speed, also to give arcanines something really unique because well :smallredface: they're one of the pokemon that at least temporarily displaced Charizard as my favorite (before Salamence permanently did). That and the move always wowed me before Gold and Silver when it was Arcanine's signature, it was more than just closing with the enemy quickly it was this sudden brutal attack that even the quickest enemy couldn't stop. Definitely didn't perfectly represent it, I doubt I can in D&D (not that I believe it is impossible, just that I can't find how to). That brings us to...


I think, tbh, both could work well. Sprint better represents actual speed, while Extreme Speed better represents the move.

...I like this idea, although looking at Sprint I find that 3.5 it's only on a charge and to represent actual speed a run action (maintainable for more than 1 round) would be better. So I reduced their speed by 20-ft, nerfed Extreme Speed (now it's speed, or half speed and a normal melee attack, also 1 round exhaustion), increased Arcanine's HD & CR by 1, fixed the level you can get it as a druid (was supposed to be -9 not -6 :smallredface:) and added a "Rush" ability that allows it to run at 10 times its normal speed.


Just take Pathfinders Summoner class and refluff. Then refluff monsters to your needs.

First part: I'm building them as monsters first, their use for players as pets or PCs is of secondary importance. I've only looked over eidolon rules once (still not too familiar with pathfinder, I've only played a rogue in it) but I do believe they could probably be used to simulate a pokemon or pokemon trainer. That said this 1) takes work (almost as much, if not more than homebrewing a creature), and 2) works better for PCs than what I'm making them for (monsters).

Part 2: What has an ability that mechanically represents Flare Blitz? Or Extreme Speed? Or Bonemerang? I'll admit I didn't look very hard before just making my own abilities whole-cloth on any of these, but I am not already aware of anything for any of them. I could pore over 5 monster manuals, a fiendish codex, a monstrous compendium, 2 or is it 3 bestiaries, the draconomicon, libris mortis, lords of madness and more and find monsters to represent many pokemon but at that point finding ones that mechanically fit and refluffing them are more work than just making my own pokemon.

More importantly I enjoy making monsters. More than anything else I am doing this because I enjoy making monsters and for around 15 years now have wanted to make Pokemon in D&D (yes longer than 3.X has been around). So it's not like it's really work, it's something done for fun.

That and I play 3.5 by preference and my players having finally found out about this apparently want pokemon familiars :smalleek: Which actually brings up one of the other advantages of this method in that it doesn't strap them irrevocably to one class.


i would say that the scyther is stronger than a CR 4, its possibility of dealing large damage to foes and gaining bonuses on crits with a large crit ratio/damage possibility, combined with throwing them at low level non-flyers is way more dangerous.

I am woefully bad with CRs and think you are probably right. That said in my defense scyther is unable to attack at a range and the party can turtle up with readied actions to get their full (at Lv 4) attacks per round unless they are dual-wielding so mainly it denies the possibility of flanking. Damage-wise a full attacking tiger (such as a tiger using pounce) deals more damage than even a full-attacking scyther assuming all attacks hit (even without calculating crits the tiger comes out 5 points of damage ahead, and 18 when using rake). Of course this is as far as the math supports CR 4 when compared to a tiger as scyther has 6 more hp (not too important but significant as this is more than 10% of its hp), 6 more AC (very significant), and better to hit (+2 compared to tiger's claws and rakes, +7 compared to tiger's bite), and then the possibility of +2 more to hit and damage (actually +2.3 more damage per hit when crits are factored in). So it probably should be CR 5, but I'm going to wait to change it as I have someone who wants to actually test it as an animal companion on a semi-random one-shot dungeon crawl I'm planning for Friday and I'd like to see that before I change it.

LordErebus12
2013-01-15, 01:31 AM
So it probably should be CR 5, but I'm going to wait to change it as I have someone who wants to actually test it as an animal companion on a semi-random one-shot dungeon crawl I'm planning for Friday and I'd like to see that before I change it.

Good idea, i just threw a team of 3 (4th level mage, 3rd level fighter, 5th level rogue) at it.

it killed the mage with one crit and one other attack, then proceeded on mauling the rogue until the fighter managed to grab it and hold it down. the rogue dealt a strong blow and put it down. they then began preparing the standard elven burial for their mage friend.

Edit:
the next thing that happened was an ambush by two scythers... yeah... no one to bury anyone, now.

LordErebus12
2013-01-15, 01:59 AM
i always wanted to go for the approach of pokemon templates based on the overall stats of the pokemon, applied to magical beast levels as the basis.

the moves would be allocated to each hit dice, four moves known, each changable at each level, the evolutions would be at 8th and 16th for 3 stage, 10th for 2 stage. (caterpie/weedle/etc would be at 5th and 10th.)

moves will run off cha if special attacks, str if physical attacks. the powers will deal damage equal to the number of 10s the move has in d6s.


Squirtle
-2 Str, +4 Con, -2 Dex, +2 Cha
levels at 8th and 16th
Withdraw +2 AC to squirtle, its effects stack, up to one time per five levels the squirtle has.
Surf deals 9d6+Cha mod as the power is 95
Bite deals 6d6+Str mod as the power is 60
Tail Whip imposes a -2 AC penalty to all enemies within 20 ft., its effects stack, up to one time per five levels the squirtle has.

etc.

Zireael
2013-01-15, 05:25 AM
So the Abra line derives its powers from Int or Wis, but not Cha? I imagined their powers being Cha-based and thus a high Cha...

I also love Ponyta - it used to be my fav.

Vaz
2013-01-15, 06:02 AM
This is pretty nice, excellent effort!

Debihuman
2013-01-15, 06:35 AM
I'm on the road at the moment (and will be for the next week or so) so I can't review these in depth. From what I can see so far, these look very good.

Debby

zzuxon
2013-01-15, 12:02 PM
I'd like to reccommend The Solosis/Duosion/Reuniclus line. They could be fun.

Zaydos
2013-01-16, 11:09 AM
Well got some bad news and some good news.

Bad news is that a friend loaned me a video game and its addictive so will be eating a lot of my free time. Before the bad news I'll actually reply to 2 of the posts.


So the Abra line derives its powers from Int or Wis, but not Cha? I imagined their powers being Cha-based and thus a high Cha...

I also love Ponyta - it used to be my fav.

I just always thought of Abras as squishy wizards with insane Int. Game mechanically I gave them powers as a psion which means they carry their Int based psionics just like psionic mind flayers do. Now when I get around to making Mewtwo I'll have to give it high both since it'll have psionics as a psion and psi-like abilities.


I'd like to reccommend The Solosis/Duosion/Reuniclus line. They could be fun.

Well I haven't ever actually heard of those before so I'm guessing they're 5th gen. Usually I only make pokemon I'm familiar with, preferably having raised them at least for a time.

That said on to the good news. The addictive video game is Pokemon White so I'll probably make some 5th gen mons at some point soon.

Also I do have at least 1 more pokemon to post.

Zaydos
2013-01-16, 11:10 AM
Weedle
Diminutive Vermin
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 10-ft
Armor Class: 16 (+4 size, +2 Dex), t 16, FF 14
BAB/Grp: +0/-17
Attack: Sting +6 melee (1d2-5 and poison)
Full Attack: Sting +6 melee (1d2-5 and poison)
Face/Reach: 1-ft/0-ft
Special Attacks: Poison
Special Qualities: -
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 7
Feats: Weapon FinesseB.
Environment: Warm and Temperate Forests.
Organization: Solitary, pair, or hive (5-100 and 5-10 beedrills)
CR: 1/4.
Alignment: Always True Neutral
Treasure: None.
Advancement: 1 HD (Diminutive), 2 - 3 HD (Tiny)
LA: -

Weedles are found in subtropic forests feeding off of carrion left by larger and more dangerous creatures.

Combat: Weedles retreat from the presence of active creatures. When directly attacked a weedle can attempt to defend itself with its horn.
Poison (Ex): Initial and secondary damage 1d4 Dexterity, Fort DC 10.


Beedrill
Small Vermin
Hit Dice: 6d8+6 (33 hp)
Initiative: +3
Speed: 10-ft, fly 30-ft (good)
Armor Class: 17 (+1 size, +3 natural, +3 Dex), t 14, FF 14
BAB/Grp: +4/+0
Attack: Sting +8 melee (1d4 and poison, 19-20/x4)
Full Attack: 2 Stings +8/+8 melee (1d4 and poison, 19-20/x4)
Face/Reach: 5-ft/5-ft
Special Attacks: Poison, Deadly Critical
Special Qualities: Swarm Tactics
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 10, Dex 17, Con 12, Int -, Wis 10, Cha 9
Feats: Weapon FinesseB.
Environment: Warm and Temperate Forests.
Organization: Solitary, pair, hive (5-100 weedles and 5-10 beedrills), or swarm (10-100 beedrills)
CR: 3.
Alignment: Always True Neutral
Treasure: None.
Advancement: 7-8 HD (Medium), 9 - 12 HD (Large)
LA: -

Beedrills are ferocious creatures, heavily territorial and protective of their larval and pupa stages. Beedrills are known for attacking on sight.

Combat: Beedrills are ferocious fighters
Poison (Ex): Initial and secondary damage 1d4 Dexterity, Fort DC 14.
Deadly Critical (Ex): A beedrill’s sting attack has a 19-20 crit range and x4 crit damage.
Swarm Tactics (Ex): Beedrills gain a +1 to hit targets in melee for every 2 beedrills adjacent to that target.


As Familiars
A character capable of summoning a familiar may summon a weedle familiar, weedle familiars grant a +4 on Fort saves versus poison. A character with the improved familiar feat and a BAB of +5 or higher and CL of 5 or higher may summon a beedrill as a familiar, doing so grants them and anyone they flank with an additional +1 to hit when flanking.

NineThePuma
2013-01-16, 04:01 PM
No Kakuna?

ArcturusV
2013-01-16, 06:04 PM
Sweet, always liked Beedrills. Ghost Pokemon vs Sabrina? Hell naw, Twin Needling all over that gym's face.

Though speaking of Ghost types, any chance I can press my luck and see a Misdrevous as well? Kinda hopin' they end up with Familiar status available because, well, that would be a neat familiar.

Zaydos
2013-01-17, 03:27 PM
Magnemite
Tiny Living Construct (Augmented Aberration)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: fly 15-ft (good)
Armor Class: 16 (+2 size, +4 natural), t 12, FF 16
BAB/Grp: +0/-12
Attack: Thundershock +3 ranged touch (1d6+1 electricity)
Full Attack: Thundershock +3 ranged touch (1d6+1 electricity)
Face/Reach: 2-1/2-ft/2-1/2-ft
Special Attacks: Thundershock
Special Qualities: Magnet Rise, Darkvision 60-ft, Blindsight 60-ft, Living Construct traits, Electricity Resistance 5.
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 3, Dex 10, Con 11, Int 1, Wis 10, Cha 10
Skills: Hide +12.
Feats: Point Blank Shot
Environment: Warm forests, mountains and plains.
Organization: Solitary, pair, or pack (3-12)
CR: 1/2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 2-4 HD (tiny).
LA: -.

Thundershock (Su): A magnemite can release a pulse of electricity at one target within 15-ft. This requires a ranged touch attack, with a +2 if the target is wearing medium or heavier metal armor and a +4 if the target is made from metal (warforged, golem, etc). This attack deals 1d6 electricity damage and is usable at will. Point blank shot is included as it is limited to a shorter range.

Magnet Rise (Su): A magnemite’s flight is supernatural in origin and lost in an antimagic zone. A magnemite moving through the air is always considered to be moving silently.

Magneton
Small Living Construct (Augmented Aberration)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: fly 20-ft (good)
Armor Class: 17 (+1 size, +6 natural), t 11, FF 17
BAB/Grp: +2/-5
Attack: Thundershock +4 ranged touch (2d6+4 electricity)
Full Attack: Thundershock +4 ranged touch (2d6+4 electricity)
Face/Reach: 5-ft/5-ft
Special Attacks: Thundershock, Zap Cannon
Special Qualities: Magnet Rise, Darkvision 60-ft, Blindsight 60-ft, Living Construct traits, DR 5/adamantine, Electricity Resistance 10.
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 5, Dex 10, Con 13, Int 1, Wis 10, Cha 12
Skills: Hide +10.
Feats: Point Blank Shot, Ability Focus (Zap Cannon)
Environment: Warm forests, mountains and plains.
Organization: Solitary, pair, or pack (3-12)
CR: 2.
Alignment: Always True Neutral
Treasure: None.
Advancement: 4-6 HD (small).
LA: -.

Thundershock (Su): A magneton can release a pulse of electricity at one target within 30-ft. This requires a ranged touch attack, with a +2 if the target is wearing medium or heavier metal armor and a +4 if the target is made from metal (warforged, golem, etc). This attack deals 2d6+3 electricity damage and is usable at will. Point blank shot is included as it is limited to a shorter range.

Zap Cannon (Su): 1/day a magneton may release a powerful blast of electricity at 1 target within 100-ft dealing 5d6 electric damage. A successful reflex save (DC 14; this save is Con based) negates this damage.

Magnet Rise (Su): A magneton’s flight is supernatural in origin and lost in an antimagic zone. A magneton moving through the air is always considered to be moving silently.

Magnezone
Medium Living Construct (Augmented Aberration)
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: fly 20-ft (good)
Armor Class: 18 (+8 natural), t 10, FF 18
BAB/Grp: +3/+3
Attack: Discharge +4 ranged touch (3d6+6 electricity) or Thundershock +3 ranged touch (3d6+5)
Full Attack: Discharge +4 ranged touch (3d6+6 electricity) or Thundershock +3 ranged touch (3d6+5)
Face/Reach: 5-ft/5-ft
Special Attacks: Thundershock, Discharge, Zap Cannon,
Special Qualities: Magnet Rise, Darkvision 60-ft, Blindsight 60-ft, Living Construct traits, DR 5/adamantine, Electricity Resistance 20.
Saves: Fort +3, Ref +1, Will +5
Abilities: Str 11, Dex 10, Con 15, Int 2, Wis 12, Cha 12
Skills: Hide +8.
Feats: Point Blank Shot, Ability Focus (Zap Cannon)
Environment: Warm forests, mountains and plains.
Organization: Solitary, pair, or pack (3-12)
CR: 5.
Alignment: Always True Neutral
Treasure: None.
Advancement: 6-9 HD (medium).
LA: -.

Thundershock (Su): A magnezone can release a pulse of electricity at one target within 100-ft. This requires a ranged touch attack, with a +2 if the target is wearing medium or heavier metal armor and a +4 if the target is made from metal (warforged, golem, etc). This attack deals 3d6+5 electricity damage and is usable at will.

Discharge (Su): 2/encounter a magnezone can release a powerful discharge of electrical energy against 1 target within 30-ft. This requires a ranged touch attack, with a +2 if the target is wearing medium or heavier metal armor and a +4 if the target is made from metal (warforged, golem, etc). This attack deals 3d6+5 electricity damage and a target must make a Fortitude save (DC 14) or be entangled for 5 rounds.

Zap Cannon (Su): 1/day a magnezonw may release a powerful blast of electricity at 1 target within 100-ft dealing 10d6 electric damage. A successful reflex save (DC 16) negates this damage.

Magnet Rise (Su): A magneton’s flight is supernatural in origin and lost in an antimagic zone. A magneton moving through the air is always considered to be moving silently.

As a Familiar:
A character with the Improved Familiar feat and a Caster Level of 5 or higher may select a magnemite as a familiar. With a Caster Level of 9 or higher they may select a magneton as a familiar. With a Caster Level of 13 or higher they may select a magnezone as a familiar.

DarkSunLord1
2013-02-15, 11:42 PM
More than ten years ago I found a site where someone put together their own rules for using pokemon in third Edition D&D. The site still exist, but its got problems: Only the first 20 of the original 150 pokemon have stats. It used to have stats for more, including Mewtwo, Porygon, and Porygon2, but not any long.

Here is the link:

http://www.scshop.com/~ritaxis/

Hazrond
2014-08-01, 01:59 PM
Could you please do Mew, with stats for being a familiar? :smallsmile:

Edit: Mew is my favorite legendary, not because its strong or rare, but because i absolutely fell in love with its personality in the movies, :smallredface:

Zaydos
2014-08-03, 10:27 AM
Mew
Tiny Magical Beast (Psionic)
Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Speed: 10 ft, fly 60-ft (good)
Armor Class: 18 (+2 size, +2 Dex, +4 inertial armor), t 14, FF 16
BAB/Grp: +2/-9
Attack: -
Full Attack: -
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Psi-like Abilities
Special Qualities: Darkvision 60-ft, Endure Elements, Naturally Psionic, Protection from Evil, Telepathy 30-ft
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 4, Dex 15, Con 12, Int 15, Wis 18, Cha 17
Skills: Concentration +6, Heal +9, Hide +15, Listen +9, Move Silently +7, Spot +9.
Feats: Improved Initiative
Environment: Any land.
Organization: Solitary
CR: 2.
Alignment: Always Chaotic Good
Treasure: None.
Advancement: By character class.
LA: +2.

Endure Elements (Su): A mew is protected by a certain psionic shielding which duplicates the effects of an endure elements spell on it for as long as it is psionically focused.

Naturally Psionic (Ex): A mew gains 3 bonus power points.

Protection from Evil (Su): A mew is a sacred creature protected from the touch of evil and malicious control. As such a mew is continuously protected as if by the protection from evil spell.

Psi-like Abilities: All abilities have a Manifester Level of 2 unless otherwise noted. At-will: Inertial Armor, Mind Thrust. 3/day: Ego Whip (ML 3), Psionic Daze, Deja Vu, Invisibility (as spell but self only; ML 3), Know Direction and Location. Once per day a mew may replicate the effects of any 2nd level or lower spell from the cleric, druid, or sorcerer list or psionic power which lacks an XP cost or expensive material components with a CL/ML of 3, and also once per day they may teleport 10d100 miles in a random direction (this is the equivalent of a 5th level spell) with a manifester level of 9; they never appear within an object or an area which intrinsically damages them (such as a fire).

As a Familiar:
A character with the Improved Familiar feat and a Caster Level of 7 or higher may select a mew as a familiar.

As a PC
A mew's favored class is Psion. A mew's manifester level for psi-like abilities is increased by its levels in classes which grant psionic manifesting (classes which do not progress it every level, such as prestige classes, only count for levels which progress your manifesting), in addition their ability to duplicate spell effects is increased by 1 spell/power level for 3 levels in classes which grant psionic manifesting.

NineThePuma
2014-08-03, 02:08 PM
I have to say. Zaydos is a pretty cool dude.

Doesn't bat an eye when a thread that's been dead for a year and a half gets revived with a request, he just makes some homebrew and goes on his way.

Hazrond
2014-08-03, 06:40 PM
Mew
Tiny Magical Beast (Psionic)
Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Speed: 10 ft, fly 60-ft (good)
Armor Class: 18 (+2 size, +2 Dex, +4 inertial armor), t 14, FF 16
BAB/Grp: +2/-9
Attack: -
Full Attack: -
Face/Reach: 2-1/2-ft/0-ft
Special Attacks: Psi-like Abilities
Special Qualities: Darkvision 60-ft, Endure Elements, Naturally Psionic, Protection from Evil, Telepathy 30-ft
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 4, Dex 15, Con 12, Int 15, Wis 18, Cha 17
Skills: Concentration +6, Heal +9, Hide +15, Listen +9, Move Silently +7, Spot +9.
Feats: Improved Initiative
Environment: Any land.
Organization: Solitary
CR: 2.
Alignment: Always Chaotic Good
Treasure: None.
Advancement: By character class.
LA: +2.

Endure Elements (Su): A mew is protected by a certain psionic shielding which duplicates the effects of an endure elements spell on it for as long as it is psionically focused.

Naturally Psionic (Ex): A mew gains 3 bonus power points.

Protection from Evil (Su): A mew is a sacred creature protected from the touch of evil and malicious control. As such a mew is continuously protected as if by the protection from evil spell.

Psi-like Abilities: All abilities have a Manifester Level of 2 unless otherwise noted. At-will: Inertial Armor, Mind Thrust. 3/day: Ego Whip (ML 3), Psionic Daze, Deja Vu, Know Direction and Location. Once per day a mew may replicate the effects of any 2nd level or lower spell from the cleric, druid, or sorcerer list or psionic power which lacks an XP cost or expensive material components with a CL/ML of 3, and also once per day they may teleport 10d100 miles in a random direction (this is the equivalent of a 5th level spell) with a manifester level of 9; they never appear within an object or an area which intrinsically damages them (such as a fire).

As a Familiar:
A character with the Improved Familiar feat and a Caster Level of 7 or higher may select a mew as a familiar.

As a PC
A mew's favored class is Psion. A mew's manifester level for psi-like abilities is increased by its levels in classes which grant psionic manifesting (classes which do not progress it every level, such as prestige classes, only count for levels which progress your manifesting), in addition their ability to duplicate spell effects is increased by 1 spell/power level for 3 levels in classes which grant psionic manifesting.

Thanks alot! :smallbiggrin:

Zaydos
2014-08-03, 08:45 PM
Thanks alot! :smallbiggrin:

I forgot to add Invisibility, because mew needs to be able to disappear from sight.

Hazrond
2014-08-04, 09:58 AM
I forgot to add Invisibility, because mew needs to be able to disappear from sight.

Would you be opposed to continuing this series? I really liked the way you made these

Edit: What bonus does mew give as a familiar, or do they not?

Edit 2: Also I reiterate, you are awesome.

Milo v3
2014-08-04, 07:28 PM
Edit: What bonus does mew give as a familiar, or do they not?


Improved Familiars generally do not give bonuses.

Hazrond
2014-08-04, 10:12 PM
Improved Familiars generally do not give bonuses.

I asked because several others gave bonuses (Zubat for example)

Milo v3
2014-08-04, 10:26 PM
I asked because several others gave bonuses (Zubat for example)

Huh, seems Zaydos gives his Improved Familiars benefits, I stand corrected.

Hazrond
2014-08-05, 08:21 PM
Huh, seems Zaydos gives his Improved Familiars benefits, I stand corrected.

He does sometimes thats why i asked, also i would love if he revived this, its one of my favorite homebrews ive seen (Most of his homebrew is really)